I paid for a Space Sim, not a buggy mess with immersion killing pop up menus.

I honestly think that the only way to save elite is to rollback Odyssey planet tech, keep the bases and the additional 'content/gamplay loops,' but just roll the tech back to Horizons level and call it a day, FD have bitten off more than they can chew. I don't mind doing this even if it means getting rid of the tenuous atmospheres. Nothing, not one thing runs well and today's updates haven't done anything to improve the magic Frames Per Second issue that FD have seemingly put on the back burner along with their new communication strategy.
 
I honestly think that the only way to save elite is to rollback Odyssey planet tech, keep the bases and the additional 'content/gamplay loops,' but just roll the tech back to Horizons level and call it a day, FD have bitten off more than they can chew. I don't mind doing this even if it means getting rid of the tenuous atmospheres. Nothing, not one thing runs well and today's updates haven't done anything to improve the magic Frames Per Second issue that FD have seemingly put on the back burner along with their new communication strategy.
Funfact, Its actually insultingly simple to fix planet tech (in theory, I have no idea how much they messed up planet tech). Just use randomly generated noise textures to generate the planets, thats what I use to achieve realistic fire in 3d animation. Just take the color data and use it to decide terrain elevation, fauna placement, and environments. Hell, this ancient method could be used to make weather systems (with additional coding of course). Have terrain that is below a certain elevation be an ocean or lake, make random biomes and forests of alien life, anything. It would make every planet seem unique... if they added procedurally generated life that pulls assets from a library of parts. The best part is, this would compact much of the storage since all of the planet geography would be stored as noise data. Furthermore, this noise data could potentially be compact enough to enable the game to be OFFLINE SINGLEPLAYER.

Another thing they could implement is total chunk based culling. This would essentially render the visible "chunks" of objects and ignore the rest; doing this would significantly improve FPS and also pave the way for full interiors of stations, carriers, megaships, and even ships.
 
Funfact, Its actually insultingly simple to fix planet tech (in theory, I have no idea how much they messed up planet tech). Just use randomly generated noise textures to generate the planets, thats what I use to achieve realistic fire in 3d animation. Just take the color data and use it to decide terrain elevation, fauna placement, and environments. Hell, this ancient method could be used to make weather systems (with additional coding of course). Have terrain that is below a certain elevation be an ocean or lake, make random biomes and forests of alien life, anything. It would make every planet seem unique... if they added procedurally generated life that pulls assets from a library of parts. The best part is, this would compact much of the storage since all of the planet geography would be stored as noise data. Furthermore, this noise data could potentially be compact enough to enable the game to be OFFLINE SINGLEPLAYER.

Another thing they could implement is total chunk based culling. This would essentially render the visible "chunks" of objects and ignore the rest; doing this would significantly improve FPS and also pave the way for full interiors of stations, carriers, megaships, and even ships.
OK, you lost me after Funfact!:)

I'm not a programmer but I kinda followed what you said, maybe FD is hiring, you could get in and save us all!
 
Funfact, Its actually insultingly simple to fix planet tech (in theory, I have no idea how much they messed up planet tech). Just use randomly generated noise textures to generate the planets, thats what I use to achieve realistic fire in 3d animation. Just take the color data and use it to decide terrain elevation, fauna placement, and environments. Hell, this ancient method could be used to make weather systems (with additional coding of course). Have terrain that is below a certain elevation be an ocean or lake, make random biomes and forests of alien life, anything. It would make every planet seem unique... if they added procedurally generated life that pulls assets from a library of parts. The best part is, this would compact much of the storage since all of the planet geography would be stored as noise data. Furthermore, this noise data could potentially be compact enough to enable the game to be OFFLINE SINGLEPLAYER.

Another thing they could implement is total chunk based culling. This would essentially render the visible "chunks" of objects and ignore the rest; doing this would significantly improve FPS and also pave the way for full interiors of stations, carriers, megaships, and even ships.
So, I've been here since the Kickstarter... It's my understanding that the galaxy, with the exception of a select few hand crafted systems, is all seeded. This shrinks the game significantly, but allows each system and each planet to be generated exactly the same for each player. Think of it like a sort of equation, and then each system has its own variables (probably like galactic coordinates and system name, for example) which when plugged in will always generate the same outcome—from number and type of planet, down to the actual terrain of each planet.

While noise is a good idea, it wouldn't be the same for each player. Would be fine for an offline game though.

Originally offline single player was promised, but a few months before release it was removed, and the Devs stated it was never really in their plans to implement it. Specifically, the reason they stated was that the background simulation would not work... factions, trade economies, news/events, etc. (this was a big let down to me, as at the time I worked on container ships which would go a month or more at a time without internet, so I really wanted that offline mode).
 
So, I've been here since the Kickstarter... It's my understanding that the galaxy, with the exception of a select few hand crafted systems, is all seeded. This shrinks the game significantly, but allows each system and each planet to be generated exactly the same for each player. Think of it like a sort of equation, and then each system has its own variables (probably like galactic coordinates and system name, for example) which when plugged in will always generate the same outcome—from number and type of planet, down to the actual terrain of each planet.

While noise is a good idea, it wouldn't be the same for each player. Would be fine for an offline game though.

Originally offline single player was promised, but a few months before release it was removed, and the Devs stated it was never really in their plans to implement it. Specifically, the reason they stated was that the background simulation would not work... factions, trade economies, news/events, etc. (this was a big let down to me, as at the time I worked on container ships which would go a month or more at a time without internet, so I really wanted that offline mode).
What I was suggesting is that the noise data is stored on the ED servers. Not local lol. The only local data that would be stored on your pc would be shared assets (eg. rocks, textures, shaders, color pallets, etc.), the noise data would essentially tell them where to go.
 
Funfact, Its actually insultingly simple to fix planet tech (in theory, I have no idea how much they messed up planet tech). Just use randomly generated noise textures to generate the planets, thats what I use to achieve realistic fire in 3d animation. Just take the color data and use it to decide terrain elevation, fauna placement, and environments. Hell, this ancient method could be used to make weather systems (with additional coding of course). Have terrain that is below a certain elevation be an ocean or lake, make random biomes and forests of alien life, anything. It would make every planet seem unique... if they added procedurally generated life that pulls assets from a library of parts. The best part is, this would compact much of the storage since all of the planet geography would be stored as noise data. Furthermore, this noise data could potentially be compact enough to enable the game to be OFFLINE SINGLEPLAYER.

Another thing they could implement is total chunk based culling. This would essentially render the visible "chunks" of objects and ignore the rest; doing this would significantly improve FPS and also pave the way for full interiors of stations, carriers, megaships, and even ships.
Why would they bother with people like Dr Kay, when a random dude on the internet can explain them how it works.
 

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Why would they bother with people like Dr Kay, when a random dude on the internet can explain them how it works.

obviously it's extremely important that the useless empty planets be geologically accurate.

figuring out a means of incorporating 400 billion systems into interesting and engaging gameplay is a waste of time when these important and pressing matters need to be worked on.

I for one am glad they're prioritizing updating the look of assets that they weren't making any real use of and still aren't in lieu of working on npc ai, economy balance, additional gameplay roles, powerplay, more things to spend credits/materials/crafting on, and community driven content to fill the void between the narrative posts.
 
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