Elite Dangerous 2 on Unreal Engine 5

... If you want to know how much more efficient it is to create your own engine for a space game you just need to look at Space Engine.
That's even funnier because I find Space Engine to be way better on recreating the MilkyWay than Frontie's Cobra engine... and this guy outdid Frontier single-handed... maybe they should adopt Space Engine instead
 
If Vladimir Romanyuk wanted to create a game similar to Elite he would need to hire 50 people. And he would need to expand the engine drastically. And at that point it would probably be just as buggy and inefficient as Elite.
This is just as problematic as using a FPS engine for a space game....

Stop throwing simple solutions at complex problems... ;)
 
Everyone's ting on OP for their suggestion, but just because a space game hasn't ever been made with UE doesn't mean that a space game will never be made with UE. All it takes is one dev willing to take the plunge.

For the record, I'm perfectly happy with the E:D I have now. I get to shoot stuff and fly around pretty stars and planets. It's fun.
 
What we think about "rendering an entire planet" seems to be nothing else than just aplying repeatable textures over a sphere... and players even pointed that out to Frontier that they should change this

The planet surface is generated by a procedural key, planets are large things and I can clearly see mountains hundreds of kilometers away and features from orbit thousands of klms away, can UE5 do this?
 
Everyone's ting on OP for their suggestion, but just because a space game hasn't ever been made with UE doesn't mean that a space game will never be made with UE. All it takes is one dev willing to take the plunge.

It's not just that ones never been done using UE5, there is no information in the UE5 demo's or descriptions that says it can be done, you would be foolish indeed to take an engine and start developing a space game with no information, even from the developers of that engine, as to whether or not it can achieve what you are asking of it. That's all I am asking, show me the data that supports EU5 for developing a space game with full sized and scaled solar system, that's all the OP has to do. I'm not attacking him, simply waiting for him to explain how and why and with what evidence he thinks the UE5 engine could successfully replace the Cobra engine.
 
I like to play around with Unreal Engine from time to time. Not for game development, but related to my interests in music production and creating reactive visualizers. I am no expert, but UE5 has some super impressive tech in it, and whilst I doubt FDev will switch, UE5 brings ambitious projects like space sims more within the reach of the teams with fewer resources and smaller budgets.

If UE5 can bring some much needed competition to this genre, that would be good enough for me.
 
I think that hardly proves anything.

  • What happens when you put it into a fully dynamic star system (all planets in Elite are moving and rotating with true scale distances)?
  • How much variety would you get when you need to populate 400 billion star systems?
  • The planet has only 1000km radius.
  • Vegetation, etc. is still 'hand placed' (with a very big brush...), the building is hand placed, etc.
  • What happens when you add a game to it?
  • Elite simulates tectonic movement, material composition, exposure to asteroids, position in the star system, temperature, atmospheric pressure, etc.

I guess I could go on.
 

That looked pretty good but I couldn't see any sort of scale on that video that I could convert to actual planetary measures, it looked scaled down from the cloud spread looking at them from the ground and the air, can anyone shed some light on what sort of numbers they were using for scale? They had a human figure there so I assume scale would be based on that figure. I couldn't really read much of the text in the menu's on my laptop screen.

Now the other thing is, this is using procedural generation to create a planet, this is the same problem I have with SC, using tools that use procedural generation to create a planet, or city or any other feature and then storing that planet or city data to be loaded while the game runs is not the same as using procedural generation to create the planet on the fly, I mean how would that translate to creating trillions of planets in the elite galaxy? Many engines use procedural generation to create landscapes and forests, but actually using procedural generation on the fly as it were to create the planets as you play is an entirely different thing.

So while this video does indeed show UE using procedural generation as a tool to make a planet, that doesn't automatically translate to it being useful to create an entire galaxy of planets, and that's where we are stuck, could this do the same job as the Cobra Engine, that's still not settled by this video.
 
I think that hardly proves anything.

The planet has only 1000km radius.

I guess I could go on.

Ah thanks babelfisch, that answers my question in the previous post, and also reflects my own problem with this system, it's a tool to automate the hand building of planets, not the engine creating the planet on the fly from a procedural key.
 
I like to play around with Unreal Engine from time to time. Not for game development, but related to my interests in music production and creating reactive visualizers. I am no expert, but UE5 has some super impressive tech in it, and whilst I doubt FDev will switch, UE5 brings ambitious projects like space sims more within the reach of the teams with fewer resources and smaller budgets.

If UE5 can bring some much needed competition to this genre, that would be good enough for me.

Does it do anything for marmite? ;)
 
Look, I also think UE5 would be inadequate for ED, at least not without some serious rework, but some of the stuff I read is ridiculous.
  • What happens when you put it into a fully dynamic star system (all planets in Elite are moving and rotating with true scale distances)?
That's not super hard to do. Planets in Elite are on rails. Most of it is calculated by the stellar forge to being with.
  • How much variety would you get when you need to populate 400 billion star systems?
Wouldn't be too hard to get more than Odyssey :D
Most of them follow the same pattern, with only a handful being actually rather unique.
  • Vegetation, etc. is still 'hand placed' (with a very big brush...), the building is hand placed, etc.
Building in EDO are also hand placed (the settlements and PoI are pre made, then randomly placed in the game). Ironically, vegetation in EDO also look like someone used a big brush to put some spot here and there.
  • Elite simulates tectonic movement, material composition, exposure to asteroids, position in the star system, temperature, atmospheric pressure, etc.
Actually no, it doesn't. None of that ever happen in game. Sure, we get some pre generated "fumarole" assets here and there and "volcano looking" hill on some world, but there is no tectonic or anything else. And atmo doesn't do anything, for flight or otherwise. It's just a fun bit of trivia and a pretty skybox. Also change what kind of plant (all pre made) are in the game world, if any.
Unless you ever saw an earthquake (planetquake ?) or an active volcano (not a premade asset randomly dropped on a world), then no, there is no tectonic.
This is all stellar forge, which essentially pre generate a fixed universe (with the exception of celestial body orbits/rotation).

Stellar forge would likely work with any engine it's attached to, it's "just" a proc gen engine.
 
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