Elite Minecraft

I just want to follow up on my CP2077 comparison above because I can already see the usual defensive bite reflex responses being drafted... I'm not expecting CP2077 quality in Elite
Then why keep using it as a strawman? Especially when referencing ray tracing. The game looks great as it stands based on how long it has been out for and that Frontier didn't have $500m+ to develop it. Could it better? Would I want better? Sure, better is better, but I don't think anyone's getting screwed over when they buy paintjobs but if they're not up to your standards, then pass on them and keep admiring Cyberpunk's ray tracing rather than trying insinuate that Frontier are trying to scam us. Cast your eyes from Cambridge to Manchester if you want to go down that path. o7
 
Then why keep using it as a strawman? Especially when referencing ray tracing. The game looks great as it stands based on how long it has been out for and that Frontier didn't have $500m+ to develop it. Could it better? Would I want better? Sure, better is better, but I don't think anyone's getting screwed over when they buy paintjobs but if they're not up to your standards, then pass on them and keep admiring Cyberpunk's ray tracing rather than trying insinuate that Frontier are trying to scam us. Cast your eyes from Cambridge to Manchester if you want to go down that path. o7
Post #10 holds all the answers, and thanks for proving my point so reliably.
 
Then why keep using it as a strawman? Especially when referencing ray tracing. The game looks great as it stands based on how long it has been out for and that Frontier didn't have $500m+ to develop it. Could it better? Would I want better? Sure, better is better, but I don't think anyone's getting screwed over when they buy paintjobs but if they're not up to your standards, then pass on them and keep admiring Cyberpunk's ray tracing rather than trying insinuate that Frontier are trying to scam us. Cast your eyes from Cambridge to Manchester if you want to go down that path. o7

As I stated earlier, they could of gotten a much nicer effect using anisotropics instead of trying to use a low resolution reflection map. Please get me a model of the ship in question if it is availlable somewhere and I will slap a smart material on it in substance painter and show what I mean.

Actually screw it i'll just post a video of someone else doing the effort for me:


They could of also could of rendered a matcap of the starscape per individual reflection instead of doing these awful looking live reflections too which would look alot nicer and save lots of resources.
 
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Post #10 holds all the answers, and thanks for proving my point so reliably.
In your head maybe. All of this is old news, a lot of the textures were improved when Odyssey was released due to the onfoot aspect. I get it, it wasn't good enough for you when you compare Elite to Cyberpunk with ray tracing. I'm not disagreeing that they might not be as good.
 
As I stated earlier, they could of gotten a much nicer effect using anisotropics instead of trying to use a low resolution reflection map. Please get me a model of the ship in question if it is availlable somewhere and I will slap a smart material on it in substance painter and show what I mean.
That sounds nice, I'm all for improvements, but as I mentioned, all of these things are part of the overall development plan and Frontier do what they can with their priorities based on limited resources and time. For sure, I would love to have multiple stars casting shadows and raytracing and hopefully one day we will get them. Until then, I play the game.
 
That sounds nice, I'm all for improvements, but as I mentioned, all of these things are part of the overall development plan and Frontier do what they can with their priorities based on limited resources and time. For sure, I would love to have multiple stars casting shadows and raytracing and hopefully one day we will get them. Until then, I play the game.

These are options used to mimic raytracing in other titles, or get similar effects to ray tracing, from the era before raytracing existed. IE things that use less resources, are easier to accomplish, and would be much more doable with the aforementioned limited resources and time than the ugly low resolution realtime cast reflection.
 
In your head maybe. All of this is old news, a lot of the textures were improved when Odyssey was released due to the onfoot aspect. I get it, it wasn't good enough for you when you compare Elite to Cyberpunk with ray tracing. I'm not disagreeing that they might not be as good.
Ok to be more explicit, the answer is quite literally in the very next sentence in the posted you quoted - but that you chose not include in your reply for reasons we both know already so no need to take this discussion any further.
 
Ok to be more explicit, the answer is quite literally in the very next sentence in the posted you quoted - but that you chose not include in your reply for reasons we both know already so no need to take this discussion any further.
Sounds good to me. Though I read what you wrote and you're taking it to a bit of a conspiratorial level when really I believe I'm not contradicting what you're saying, just that it's just your opinion and others (like mine) differ for whatever reasons that are acceptable to them that seem unacceptable to you. o7
 
These are options used to mimic raytracing in other titles, or get similar effects to ray tracing, from the era before raytracing existed. IE things that use less resources, are easier to accomplish, and would be much more doable with the aforementioned limited resources and time than the ugly low resolution realtime cast reflection.

I think the lighting of Odyssey is improved upon compared to Horizons, though I won't be able to get technical about it. As to why Frontier decided to go one vs another, it's only something we can guess at. I can only take your word for what you say and that's not to say I automatically think you're wrong, just that it's a moot point that I'd one day hope would get resolved if/when Frontier decide to step up to lighting v3, hopefully including ray tracing, like some of their other games do. OP was a bit harsh calling it 'minecraft' though IMO.. but whatever.
 
Sounds good to me. Though I read what you wrote and you're taking it to a bit of a conspiratorial level when really I believe I'm not contradicting what you're saying, just that it's just your opinion and others (like mine) differ for whatever reasons that are acceptable to them that seem unacceptable to you. o7
Not really, it could more just be the engine cannot handle these approaches or something regarding skin/decal management makes them awkward/difficult to approach. Though things like Anisotropy and Matcapping have existed as far back as Valve's Source engine beta leaks, it's more of a matter of how the engine they are used in handles things like multiple UV maps. We don't know what the limit for material slots they assign per object is in the engine, or how many textures/maps they allow those materials, or what sort of maps they even allow aside from the standard albedo/normal/height/metallic/specularity and given that decals are functional some form of alpha maps.
 
Not really, it could more just be the engine cannot handle these approaches or something regarding skin/decal management makes them awkward/difficult to approach. Though things like Anisotropy and Matcapping have existed as far back as Valve's Source engine beta leaks, it's more of a matter of how the engine they are used in handles things like multiple UV maps. We don't know what the limit for material slots they assign per object is in the engine, or how many textures/maps they allow those materials, or what sort of maps they even allow aside from the standard albedo/normal/height/metallic/specularity and given that decals are functional some form of alpha maps.
As I mentioned, some of Frontier's newer games are better than Elite in that way, though I can't say if they still suffer some of the same/similar issues you see. But either way, I think the engine is capable to do better, but delving into the code to make it happen (without it necessarily being spaghetti) I would guess is a good part of the complicating factor, along with other dev priorities.
 
It's all very simple really. Low quality skin sold for 7 Euros, OP questions if that is acceptable - and out of caution adds another game as reference to ensure readers don't drop to the conclusion that my hardware or graphics settings are the issue (in vain as it turns out, just as "conspiratorially" predicted).

This place.

PS - and can we please not make this thread about raytracing. Just look at those two pics in the OP and tell me if you think that's worth the asking price, now that we established that that is what they look like at max settings and with capable and functioning hardware. Thank you.
 
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