In which case they need to grow a pair.
Or their very own money tree.
In which case they need to grow a pair.
Really?
You are just joking...
Ok you have me confused... are you being sarcastic? "The port over to consoles happened before the beige, and hmc were fine on both the pc and the bone...now they are not fine on either and this is the fault of consoles how exactly?"
So they ported to xbone.... Tried to see if it would cope.... xbone lacking in FPS .... Next build ... OMG everything is nerfed and although the xbone FPS has increased they have been nerfed too!
hahaha - I did chuckle but still not entirely sure if you are being serious ?
So yer saying FD intentionally lied when they said it was fer realism? Fairly serious assumption to make without anything other than yer imagination it back it up with. So if FD stick to their 'lie' by holding to their stance that it was ddne fer realism purposes, Im sure you can protest their sincerity with actual proof they lied?
Lemme know how that goes ^
*your *for
Sorry but after tons of posts, that was driving me nuts.
I know the grammar...Im just lazy and type with an accent...dont even realize Im doin it half the time. On the plus side, it really doesnt bother me at all ^
Here's my 2 cents (terrain generation used to be my thing once) based on hunches and some professional knowledge:
Colour palette and texture variation is probably dependant on the data that is pulled from the procedural engine and stellar forge and is done in real time as you approach a planet and its surface. I expect the height map is also done at the same time in a similar way and probably co-dependently. This is CPU intensive as well as GPU as the CPU has to "unpack" all the dat and then stream the resultant texturing and height map data to the GPU which then handles rendering (it possible that the GPU might also handle part of this but not the procedural stuff which is like a compression routine in reverse).
The rich looking planets in the early Horizons versions were probably pulling a lot of data to manufacture the textures and terrain features and I remember many people had stuttering issues where there even quite powerful rigs were pausing for a second or longer whilst all this stuff was being generated. I expect to mitigate this FDev essentially put a filter on the data from stellar forge and/or the procedural part of the engine for texture and terrain generation, which meant less workload on the CPU (and GPU) and less or no stuttering. It would be like unzipping a bitmap and only pulling out the data for and displaying 256 colours, rather than 16.7 million - you get the same image but less definition and colour variety.
IIRC there was also a hit in multi-player heavy areas and that might be because network updates are often tied to the cyclic rates in other parts of the engine.
I very much doubt consoles had much to do with the changes, but they would certainly have benefited them, by keeping the performance acceptable.
The question is can other optimisations allow the full or at least more data to be used and will/can FDev allow for a richer look for those with machines that can handle it? For the latter I suspect not as FDev have not allowed much in the way of differential options for differing machine specs. I can understand why, because if you give the option to "go large" everybody does and then bleats on the forums about poor coding when their 5-10 year old rig doesn't give them 144FPS. Better to "go medium" in that case and hope you can optimise in the future or wait until the general population has upgraded enough to allow you to "open the taps" again.
Here's hoping optimisations can be found similar to the way they managed for the planet rings.
Why? last I checked it is more realistic now? that's the 'why'?
Only places that would even have a chance of getting interesting colour shifts and such looks and retaining them over million of years are places with solid atmosphere's, anything else is constantly hit by solar winds and whatnot, unless the planet was 'blended' upon creation with just big chunks rather then you know, actually being molten, then sure, big different chunks, but all planets were at some point molten, and they aren't without variation it is just a lot more subtle.
Anyone glancing at bodies in the real Sol system should know that basing the color of worlds on star color is rubbish. Sure, the color of the star has an effect, but it's not enough to render a whole world beige. The materials present in the crust play a bigger role in determining color. That's optical physics 101.Apparently FD going "scientifically accurate" decided that beige was the color of HMC worlds and there you go, is not a bug, is not an accident, is how they think the planets looks.
A totally choice, along with many others.
Thanks, that should help a lot. I didn't realize the default for the terrain work slider was set to extreme left, i.e., pushing as much as possible to the CPU. I've now set it to the centre and will see if that helps. That does make a lot more sense with performance issues I was getting as I couldn't figure out why my GPU was running low temps but giving such terrible pop-in. I'm really not sure why they would default the terrain work slider to max CPU workload instead of max GPU workload, or at very least default it to a centre positoin. I suspect that many players were probably getting sub-par performance in large part due to those CPU-biased defaults.
There isn't such a post. However there are at least a couple where devs have said the current planet colors are affected by star lighting in ways that wasn't intended.Could anyone point me to the post where a dev says the current version is absolutely working as intended? Because that's not how I remember it.
There isn't such a post. However there are at least a couple where devs have said the current planet colors are affected by star lighting in ways that wasn't intended.