Have you guys seen this mod?

Not sure what this has to do with ED (and the Horizons beta), but it looks fantastic indeed.
Well yes to be more clear, I ED's graphics while beautiful are not realistic, I wonder what is the little something that lacks to get this impression of visual realism, it feels hard to define.
 
I hope we will get this level of graphical realism in ED some day, this mod is incredible!
http://www.polygon.com/2015/12/11/9909134/star-wars-battlefront-real-life-mod-4k-video
What is missing in ED graphics to get this touch of realism? it's hard to define
Well yes to be more clear, I ED's graphics while beautiful are not realistic, I wonder what is the little something that lacks to get this impression of visual realism, it feels hard to define.
ED's graphics are actually quite realistic, problem is, you have no real reference frame for it, since no one has ever seen the sights shown in Elite, and lets face it, those very few maps that Star Wars Battlefront have has had a comparatively huge team working on them, so sure they can tweak all the details and once the lighting is right as the mod does, then it looks amazingly realistic, but ED's graphics are rather realistic.
 
ED's graphics are actually quite realistic, problem is, you have no real reference frame for it, since no one has ever seen the sights shown in Elite, and lets face it, those very few maps that Star Wars Battlefront have has had a comparatively huge team working on them, so sure they can tweak all the details and once the lighting is right as the mod does, then it looks amazingly realistic, but ED's graphics are rather realistic.

Don't sugar coat it. Frontier has a long way to go, and their art direction is not the best direction to take in many people's opinion. They've chosen to display quantity over quality, and that's going to hurt the longevity of the artists work as it has already had a big impact on the quality they can achieve within their performance budget.

The human eye and brain is accustomed to details fading over distance. ED tries to maintain as much detail as possible over extreme distances. While this can be very striking and novel, it's far from the most realistic perspective achievable and it causes huge discrepancies between the quality of imagery at a distance and the quality within close proximity.

ED's engine is on par with the version of Frostbyte used for battlefront. Battlefront does not have some unattainable advantage in the number of artists that worked on the project. ED's art direction was great during early beta, and then it went to crap for the sake of optimization for extreme viewing distances. Horizons has been a turning point for people realizing the limitations of this approach. It makes for nice screenshots and has a decent amount of wow-factor when you're looking at things from a distance, but then you land on a planet's surface and it looks disappointingly amateurish with approximation dominating over details.

There is a happy medium to be had, but Frontier is running headlong in the opposite direction, and the game's visual quality has been suffering as a result for a long time now.
 
This was done with sweet fx, which ed already supports.

https://forums.frontier.co.uk/showthread.php?t=87727

I have read that thread, and yes it does look lovely, but :
Problems with which version of Windows you have
FPS loss(all be it small,except the galactic map which has huge FPS drop)
After every update , FD deletes all those sweetfx and reshade files
crash reports in the thread

Seems like too much hassle, though would love those graphics :)
 
Don't sugar coat it. Frontier has a long way to go, and their art direction is not the best direction to take in many people's opinion. They've chosen to display quantity over quality, and that's going to hurt the longevity of the artists work as it has already had a big impact on the quality they can achieve within their performance budget.

The human eye and brain is accustomed to details fading over distance. ED tries to maintain as much detail as possible over extreme distances. While this can be very striking and novel, it's far from the most realistic perspective achievable and it causes huge discrepancies between the quality of imagery at a distance and the quality within close proximity.

ED's engine is on par with the version of Frostbyte used for battlefront. Battlefront does not have some unattainable advantage in the number of artists that worked on the project. ED's art direction was great during early beta, and then it went to crap for the sake of optimization for extreme viewing distances. Horizons has been a turning point for people realizing the limitations of this approach. It makes for nice screenshots and has a decent amount of wow-factor when you're looking at things from a distance, but then you land on a planet's surface and it looks disappointingly amateurish with approximation dominating over details.

There is a happy medium to be had, but Frontier is running headlong in the opposite direction, and the game's visual quality has been suffering as a result for a long time now.

Honestly...comparing a game based on closed off levels that have been entirely handcrafted, prebaked and loaded into memory before the game session launches against a true to scale planetary environment that has to be not only rendered, but also generated from scratch in real time on the GPU is a no go from the start.

Of course FD need to generate and display things over extreme distances. That's the whole point...that you can go anywhere. Will this affect how much they can show in terms of up close details, yes of course, but if FD are smart they are also planning for all the other stuff coming later. They need to leave some performance room for when they start to populated the surfaces with all the other stuff: grass, bushes, water, trees, clouds, atmospheric scattering and so on...things that a game like Battlefront has since that's the type of planets their fights takes place on.

This isn't really comparing like for like...
 
forgetting all the valid reasons why it is not fair to compare visuals to the 2... that video just makes me sad.

I so wish battlefront had a decent story led (hell any story led) game mode.

Sadly I just have no interest in yet another generic arena shooter, but my god those assets are amazing. stick those into a halo type co-op shooter and i would be happy as a pig in muck, enough even to make me drop ED for a few months.
 
Honestly...comparing a game based on closed off levels that have been entirely handcrafted, prebaked and loaded into memory before the game session launches against a true to scale planetary environment that has to be not only rendered, but also generated from scratch in real time on the GPU is a no go from the start.

Of course FD need to generate and display things over extreme distances. That's the whole point...that you can go anywhere. Will this affect how much they can show in terms of up close details, yes of course, but if FD are smart they are also planning for all the other stuff coming later. They need to leave some performance room for when they start to populated the surfaces with all the other stuff: grass, bushes, water, trees, clouds, atmospheric scattering and so on...things that a game like Battlefront has since that's the type of planets their fights takes place on.

This isn't really comparing like for like...


It is, because that's not how game engines work.

The geometry in BF is all hand-crafted, sure, but that's only a small part of what's making the game look good. The textures are superb, and good textures are one of the least complicated things to make. Variety helps significantly with that, and ED's texture variety is sorely lacking. The lighting is superb, and as we all know the lighting in ED is ham-fisted and seemingly of low priority to them. Specular fading, AA, particle effects, etc... None of these are out of the reach of Frontier's artists, they simply aren't prioritized. Seeing long distances is fine, but rendering with high quality at long distances is counter-productive, even if it's impressive. It removes a level of realism and wastes resources. Lowering the quality of assets at long distances and covering it with effects that naturally occur due to people not having telescopic, perfect eyesight allows you to dramatically improve the quality of closer assets. DOF, SSAO, parity, etc...

PG can, has been, and Frontier will eventually use it to create geometry in the players' immediate area that is just as impressive as Frostbyte's pre-baked assets. Believe it or not PG is the more resource-efficient method for this, it takes more work to polish the PG algorithms to create a quality environment than it does to hand-craft a small amount of assets. The benefit of PG, the fact that it can be repeated infinitely, does not have any benefit to games with isolated environments and thus it's cheaper and easier to do it manually. However, by not putting in the effort to take these huge aspects of the game to their finished form, and leaving them half-baked until some undefined later date, Frontier is hamstringing themselves in several ways, reducing both their player-base and thus their income and creating more work as they go back later to patch gaps in their older work at a time when they don't have the budget to do it due to a reduced income.


You've been around. I don't have to tell you that half-finished features that never get fleshed out are a trademark of the development of this game. This is just another example.
 
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