Flying through the uncanny valley

That's interesting. The cynic in me tells me CCP are trying to tag on more modern play-styles and faster paced gameplay to their core project Eve-O (which obviously can't be converted to twitch play as its a completely different concept).

Whereas Elite Dangerous may at some point have all three of those elements in one package :cool:

Interesting times ahead!

I think EVR was done almost as a laugh, a little side project to try out Occulus Rift. Everybody loved it so they're going to do it properly now.
 
The main thing that I found weird on the SC video were that the thrusters weren't firing realistically... I think Chris Roberts had decided to turn off the graphics on thrusters that were counteracting the ones that were causing the ship to turn. To me, it just makes it look like there's some kind of drag.

I'd agree, the animations were possibly a bit too smooth, and could use some kind of micro-jitter to make them feel more naturalistic...

I didn't have a problem with the gliding through butter thing though. It's kind of how I imagine flying through space. Maybe some more POV work, as Fromhell suggested. If they can get naturalistic inertia modelling on the camera/head, that would be perfect.
 
6 of one...

I'm 50/50. Both have plus and minuses, so whichever way it goes, I'm not sure I'll notice after a while of game time. Planetary landings, like was said earlier, would feel wierd with no judder, but other than that? Maybe bouncing off of other ships or space stations when overcooking a turn...
 
One thing i notice that is quite common with modern AAA graphics heavy titles, is that including the uncanny valley effect of the 'near realism', they often, even on very high end hardware, get 'sticky' or non fluid when the screen gets busy.

It obviously is down to the engine, and is not always the case, but for example when you see the adverts on TV for Call of Duty and all those big budget titles, they often look odd because of this relative lack of smoothness of the action.

When you play you notice this less, but watching other people play you can really see that we are pushing some hardware limit in the ability to shift polygons around consistently smoothly with the sheer 'weight' of GB's needed in modern textures and graphical construction.

I fully expect to see all this in Star Citizen as more game footage is released. It is much less obvious in Limit Theory and so far (let's see how it develops) Elite: Dangerous has looked nicely fluid and sticky free in the few early vids we have seen in it action. However the more detailed you push your graphics the more this will creep in.
 
I've made a little demo page to help investigate the issue of movement and judder.

Specify the "easing" (pace at which the object moves) and judder, then click the "animate" button. The "slide", "bump" and "slideThenBump" animations are mine - the rest came with the code library I used, so I figured I might as well include them all for interest.

Have a go and ask yourself which easing feels most natural, and what difference judder makes to your experience.

I'll have a go at roll another time.
 
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slidethenbump seems best, but I can't see any difference with or without the judder. Is it working ?

Oops. Due to a typo, it only worked properly the first time - fine if you F5 the page every time you tweak the code, not so fine if you actually want to use it :)

The judder effect was very subtle though. For the avoidance of doubt, I've added the ability to include up to an unmissable 5 pixels of judder.
 
That's better. I don't need to refresh now either (I'm using Chrome).

No judder seems best for normal flight.
1-2px is a bit eyestrainy if sustained, so would be good for taking a small hit.
2px and above feels like turbulence to me, less eystrain, maybe because persistance-of-vision-has less of an effect (cos of the larger difference between pics on average?)
It could be an individual thing though.
Personally I think: No judder for flight. Use sound to represent the rumble/pulse/throb :)eek:) of your ship. Use judder to give the pilot a feel for what's happening.
But what do I know?
 
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