Elite Dangerous 2 on Unreal Engine 5

We are talking game engine. Stellar forge is not the game engine, the game engine is Cobra, which is unable to do all the stuff the Stellar forge can do. On the other hand, you could link any engine to the stellar forge, and you would have the same stuff like volcanism and whatnot.
This is similar to physic engine, which are often separate (like the famous havok physic engine, which was used in many different games).
Nah, you can't simply 'link' Stellar Forge to another engine, it's much more complicated than that.
 
Stellar Forge is part of the Cobra Engine though, you can't just "connect" Stellar Forge to UE5 and display the same things. And yes, I know that you know it, I am just stating the obvious because it makes it easier to tell you what I mean, English isn't my first language after all...
Obviously something similar - or a major rewrite - to Stellar Forge could be used with a different Engine, but having a planet in Elite Dangerous is more complex than showing a single (1000 km radius) planet in UE5 (which is what my original comment was about). I would gladly forget about that discussion, but since you called it ridiculous I need to annoy you a little bit. ;)
No you can't, but they are not the same thing ? Like jurassic park world also use cobra, but not the stellar engine (for obivous reasons).

I'm not saying it's easy to decouple them and so on, just that it's not the same thing. They handle 2 separate things entirely.
 
No you can't, but they are not the same thing ? Like jurassic park world also use cobra, but not the stellar engine (for obivous reasons).

I'm not saying it's easy to decouple them and so on, just that it's not the same thing. They handle 2 separate things entirely.
Stellar Forge is part of the Cobra Engine. Think about it as a module, the fact that it isn't needed in Jurassic World is irrelevant. A game engine is more than the graphical representation, it's a framework providing development tools and functions.
 
Stellar Forge is part of the Cobra Engine. Think about it as a module, the fact that it isn't needed in Jurassic World is irrelevant. A game engine is more than the graphical representation, it's a framework providing development tools and functions.
That's my point ? Stellar forge handle the setting, cobra handle everything else.

You could very much develop a stellar forge for basically any capable engine. Just like you can use the havok physic engine on a variety of game engine.
 
I'm not saying it's easy to decouple them and so on, just that it's not the same thing. They handle 2 separate things entirely.
In that case, everything is separate, because anything could be decoupled if you wanted to put the work in. Anything from some random button in a UI menu somewhere, to entire components of the game. Either way, they are all still unequivocally part of the Elite Dangerous game, all happen during the game's processing, and are still dependant on each other.
 
Stellar Forge is part of the Cobra Engine. Think about it as a module, the fact that it isn't needed in Jurassic World is irrelevant. A game engine is more than the graphical representation, it's a framework providing development tools and functions.

Regardless of how it works, I can't see any sort of effort being put in place to change the engine used in ED, it would take years and probably the complete cessation of all development in ED for that time while they got the new engine up and running, I can't see that happening or the abandonment of the current game to start work on a new version. Yes there are things that aren't in the game that I think should be, such as cave systems, but not knowing the limitations of the current engine who knows what may happen in the future if they keep going, but we know what happens if they stop.
 
That's my point ? Stellar forge handle the setting, cobra handle everything else.
Technically I would say that Stellar Forge is part of the Cobra Engine. As a consequence, everything that is done, everything that is handled by Stellar Forge is handled by the Cobra Engine. ;)

You could very much develop a stellar forge for basically any capable engine.

Obviously. There are only a few capable engines though because they need to support double precision. As we learned, UE5 does that. Still, it would be a major task to create something similar to Stellar Forge on UE5, it's more than a simple port.

Just like you can use the havok physic engine on a variety of game engine.
Not really, Havok always was designed as a middleware so you can easily implement it. Stellar Forge was only designed for ED.
 
Regardless of how it works, I can't see any sort of effort being put in place to change the engine used in ED, it would take years and probably the complete cessation of all development in ED for that time while they got the new engine up and running, I can't see that happening or the abandonment of the current game to start work on a new version. Yes there are things that aren't in the game that I think should be, such as cave systems, but not knowing the limitations of the current engine who knows what may happen in the future if they keep going, but we know what happens if they stop.
This is why the deal CDProjectRED made with Epic Games included development support on the migration... it would most definitelly reduce porting time and work...

Also, I'm not saying Frontier should go for it in regards to Elite Dangerous, but FDev could at least make some serious consideration on doing so for future titles moving forward... maybe makes sense for Elite 5... they even make a great match together... Elite 5 on UE5!
 
Unreal Engine 5 launched officially today!

With major studios embracing the novelty, how long until Frontier Developments do the same as CDProjectRED and switch their own home-brewed Engine to adopt UE5... additional kudos points if FD goes the extra mile and sign up for development support from Epic during this migration as CDProjectRED did!

I'd even bet that by the end of this year Frontier to announce Elite Dangerous 2 getting its development started on Unreal Engine 5!

Welcome back Thread!

We had such fun times last time around!
 
No thanks. I'd rather a couple more expansions for this game and have no interest for another iteration of it – even Odyssey is a letdown for me in that reguard with the engine/graphics changes. What's so bad about Horizons anyway that they had to go and muck it up? But if worse comes to worse, I have a ~5 gallon vat pot I can use to brew something up.
 
No thanks. I'd rather a couple more expansions for this game and have no interest for another iteration of it – even Odyssey is a letdown for me in that reguard with the engine/graphics changes. What's so bad about Horizons anyway that they had to go and muck it up? But if worse comes to worse, I have a ~5 gallon vat pot I can use to brew something up.
I do feel like the biggest mistake Frontier made with Odyssey was upgrading Cobra Engine whilst working on a new DLC... it sure seems they bit way more they could chew...
 
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.
Well, if we want (and we do) nice looking planets thermosphere and vegetation we need a proper engine. Most players would like to see nice looking planets with stuff to do on them than properly sized planets. Star citizen proves that with its unrealistically tiny but visually excellent planets with atmospheric effects. We just can't get everything.
 
I do feel like the biggest mistake Frontier made with Odyssey was upgrading Cobra Engine whilst working on a new DLC... it sure seems they bit way more they could chew...
It wasn't good for Odyssey, leastwise not for me playing it, but thankfully Horizons is still an option.
 
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’s the job of Fdev to answer. isn’t it? and most players don’t care about the planet radius but what has on that planet and what can you do on it. correct size planets with dull look and nothing to do don’t bring value to most players and thus to Fortier.
 
Most players would like to see nice looking planets with stuff to do on them than properly sized planets.
Luckily most players aren't playing Elite Dangerous. ;)

My favourite things about Elite:

1. 1:1 Galaxy
2. Shared game world / BGS
3. Flight model

Everything else is a long way off. If they reduced scale for more activity I would probably leave immediately. (Which doesn't mean I wouldn't welcome better missions and gameplay!)
 
That’s the job of Fdev to answer. isn’t it? and most players don’t care about the planet radius but what has on that planet and what can you do on it. correct size planets with dull look and nothing to do don’t bring value to most players and thus to Fortier.

I beg your pardon? Speaking for a lot of people there aren't you? I wouldn't even be here playing if ED used toy planets, that's not an option!
 
That’s the job of Fdev to answer. isn’t it? and most players don’t care about the planet radius but what has on that planet and what can you do on it. correct size planets with dull look and nothing to do don’t bring value to most players and thus to Fortier.
That wasn't the question.

PS
If you need to ask:
The question was if Elite can easily be ported to UE5, or if it does not support all of Elite's features without a major rewrite.
 
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