Elite Dangerous: Horizons - How to Make a Real World Livestream on our official YouTube Channel 7PM BST 14th Oct

Great stream (even with the stuttering difficulties, I hope you can up the vids for us to squee over properly!), had enough to satisfy my inner geek, at least somewhat!

One follow-up question though :
  • Will we finally see shadows of planets on other planets (either from the surface, like an eclipse, or even in space), since right now that doesn't seem to be the case?


Thanks again, and looking forward to more! *grin*


P.S.: That annoying *PING* is apparently a feature of YouTube chat, signifying a moderator posting, while you are in fullscreen... ugh!
 
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Fantastic stream - thanks Frontier.

Wow! Just wow! It looks even better than I imagined it would look and I already had high expectations. Christmas is coming :D.
 
Extremely cool livestream guys, many thanks..C:

A question. Do you have a LoD strategy, so that popping is minimized while you are moving closer to the planet? How do you intend to tackle this?

That question was answered . There will be a 'smoothing' technique between LOD's to minimize the effect ... Although given what the devs are doing here its practically impossible to get a completely smooth transition.
 
Thanks Ed.

For a future stream you may want to look at explaining how your bug reporting / fix process works. I'm sure a lot of people don't know just how involved that can be and it would demystify the process for everyone.

Thanks.
 
Nice stream chaps, well done.

Here's a quick question that you may be able to answer, will you be able to leverage the new planetary modelling stuff to make asteroids more interesting?
 
My reaction to live stream.

C7ufUqX.gif
:D

Bring it on FD. :cool:
 
That question was answered . There will be a 'smoothing' technique between LOD's to minimize the effect ... Although given what the devs are doing here its practically impossible to get a completely smooth transition.

It's the one way in which airless worlds are harder than ones with atmospheres, there's no "fog" to hide the dodgy bits (like in NMS, for example)-- you can see to the horizon regardless of distance.

This reminds of seeing a test shot in a magazine from DB's ZARCH (WAY back in the day) where he drew the complete landscape to the horizon -- it looked amazing, but apparently only ran at 1 or 2 fps.
 
Awesome stream, despite the video issues. I'm delighted to see they are putting some science into simulating the surfaces rather than just adding perlin noise to a sphere!

Question though... does the plate tectonics system extend to the smaller planetoids (spud worlds). Or is the stellar forge system smart enough to see that a body that small would never have had a molten core and the only landscaping would be done by external impacts etc... so no rifts or mountains.
 
Just watched it. Overall great presentation. The potato radius is a bit exaggerated, probably to make the terrain of planets more interesting and varied. In ED it appears to be closer to 2000 km radius for a smoothly spherical horizon, whereas the real world value is 200-300 km (at least in Sol). This is probably because they are using "nodes" to determine height maps, and this makes the horizon nodes on even larger 900 km radius planets look a little too lumpy. Maybe this is something they could address? But if not, hey I am mostly glad that they have a "potato radius" at all, so I won't pull too hard on the seams. Looks like you guys will have your hands full just making it work at a playable framerate with decent resolution.

Also the mountains should probably join together a bit more to form ridges (rather than clumps of points), especially at tectonic boundaries where wrinkling of the surface would be more apparent.

Over all though... Nice work art team!!! A+
 
Amazing stuff FD! The amount of detail that's going into generating these planets is staggering. And the videos of the craters and canyons looked like NASA videos of real-life moons - stunning. :)
 
I really want to do the Galileo experiment. Drop a Condor and An Anaconda with engines off from the same height on an airless world to see which one hits first.
 
Hah! Good question. Your ship does take off and follow you if you get too far away, but if you fall to the centre of the planet...

We're going to need caves. Big, DEEP caves.

You know, that reminds me of Hyperion... wait... NOOOOO CANNOT UNS... eh... UNIMAGINE!

If the put the Shrike on a planet, I'm freakin' not playing! Couldn't get through Alien Isolation, but meeting the Shrike somewhere on random planet in ED... no wai!

...

On the subject, yes... potato planets were a tad too... potato.


EDIT:

I really want to do the Galileo experiment. Drop a Condor and An Anaconda with engines off from the same height on an airless world to see which one hits first.
[video=youtube;E43-CfukEgs]https://www.youtube.com/watch?v=E43-CfukEgs[/video]
 
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You know, that reminds me of Hyperion... wait... NOOOOO CANNOT UNS... eh... UNIMAGINE!

If the put the Shrike on a planet, I'm freakin' not playing! Couldn't get through Alien Isolation, but meeting the Shrike somewhere on random planet in ED... no wai!

...

On the subject, yes... potato planets were a tad too... potato.


EDIT:


https://www.youtube.com/watch?v=E43-CfukEgs

pfft.. I see your "big" vacuum chamber and I raise you... THE MOON.

[video=youtube;KDp1tiUsZw8]https://www.youtube.com/watch?v=KDp1tiUsZw8[/video]
 

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
Amazing stuff FD! The amount of detail that's going into generating these planets is staggering. And the videos of the craters and canyons looked like NASA videos of real-life moons - stunning. :)

Glad people enjoyed the teams work, very humbled by the response! We spend loads of time pouring over Nasa photos to get as close as we can to scientifically correct!
 
The infrastructure stuff for E: D is certainly marvellous. If only the game that uses those assets reached the same heights, then we would certainly have the blockbuster of all blockbusters.
 
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