Planet Coaster 2 has global illumination (see video at 42:30 min). So it is possible with the latest version of the Cobra engine. I hope they can implement real-time global illumination in ED, because this would make ED more realistic, immersive and 100 times better.
I think what would be needed is something like the new MegaLights in Unreal 5.5:
I was watching this last night wistfully wondering to myself if something like this could be the solution to the multiple starlight sources problem.
Honestly, and as a lay person, I wouldn't be able to tell you.Can't global illumination fix multiple starlight sources?
Planet Coaster 2 has global illumination (see video at 42:30 min). So it is possible with the latest version of the Cobra engine. I hope they can implement real-time global illumination in ED, because this would make ED more realistic, immersive and 100 times better.
Sorry to join, U mean planets illumination etc?
Can't global illumination fix multiple starlight sources?
How about they fix shadows first? They worked just fine for the longest time, then update 18 broke them, and while they have changed a bit in each subsequent update, they have been broken ever since. I have never seen an explanation of why they changed it or why they seemingly can't fix them.
The game still needs to be able to run with raytracing turned off, on slightly lower-end systems.A decent global illumination implementation would remove the need for traditional shadow maps entirely...at least on those systems fast enough to run it.
I think first of all they should fix the lighting of planets etc... those lights are not often ok.. some are extremely enlightened but for no reason.
Some are perfectly realistic lightened.. I don't understand.
Still need to port ED over to a significantly different branch of Cobra (which almost certainly isn't as simple as just loading up the old assets in the new tools and clicking 'build'),
add whatever missing parameters are required for the updated lighting (GI needs to know how light will interact with surfaces and most assets made without taking physically-based illumination into account won't have that info), then do a lot of testing (ED's scope, scale, and variety of environments probably exceeds that of PC2).
Planet Coaster 2 was developed a decade after Elite: Dangerous and likely too GI potential into account all along. I don't see them putting the time, effort, and expense into a massive overhaul for so dated a title.
Indeed, I would wonder if this part in general would be best suited to AI?then do a lot of testing (ED's scope, scale, and variety of environments probably exceeds that of PC2).
Sure you aren't getting you atmospheric and non-atmospheric planets mixed up, the lighting conditions on each would be different. Also you have different densities of atmosphere, different gas makeup and etc. So not sure what you are referring to here, maybe you could post some screenshots of what you think is good and bad?
Yes what I mean is that some planets have no atmosphere quite clearly and their surface appears really simplicistically enlightened like it was a lower quality effect, while other really look damn realistic. (usually with atmosphere)...
I guess the texture could be made a bit more realistic.
THIS ONE... this one is the kind of illumination that I mean feels FAKE.
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Sorry.,. not searching for some of the pics I took in answer to a request and curiosity felt a bit like contradicting : how come I write and talk and ask for improvement or suggest potential stuff to be improved and then I don't find even a second to post something ... that would take like 2 seconds... So I did.
First one is acceptable
Second one is beautiful ok.. but a bit too blunt... I don't know. But there is much worse than these. Much much worse. I of course did not take pics to those I criticize since I don't likle them
See the last one maybe I found one that nears what I mean.
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also good
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amazing
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THIS ONE... this one is the kind of illumination that I mean feels FAKE.
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