I wonder if/when, visually, exiting hyperspace will be blended "seemlessly" into your arrival.

I wonder if/when, visually, exiting hyperspace will be blended "seemlessly" into your arrival.

The hyperspace visuals ending and your arrival in a system do, IMHO, seem to still look like a loading screen ending in the sense that when you arrive at your destination, there's a clear instantanious cut from hyperspace to your new system. Indeed, even the addition of the star rushing up towards you doesn't seem to really fit, and within that 1 frame transition seems to change in apperance.

I wonder if that arrival could instead be done over 2-3 seconds with the system's star, background star field etc etc, all blending in over that time, instead of "blam" (a rather jarring) moment :)

ie: In one single frame, hyperspace effects disappear, properly rendered star and background appears, lots of HUD elements instantly appear. These could all be blended in over a second or to ideally appear seemless?


BTW - I'm not talking about adding more time. Simply using the last 2-3 second of the current hyperspace filler screen more productively. So there would be no different in the hyperspace jump time itself...


Here's an example I captured a while back. Not sure if/how applicable/fair it is now... ;)

uS5bVgE.gif
 
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I would like that, but then you would get people complaining that they added a few extra seconds to the Hyperjump wasting even more of your time.

I would also like to see the FSD wake glide like we get with planets added to stations and Rings so the transition isn't so jarring. But again you would get people saying it's just another timesink.
 
You could also eat some magic mushrooms and then your hyperspace and real space would look pretty much the same all the time.

Sorry, I'll get my coat....
 
I'd love the animation to end, much further from the star, then glide in, incredibly fast.
And ideally so you can steer somewhat, or even abort the glide.

Then you can add in more danger to jumping, because you can avoid it, rather than being dumped wherever.

Of course, people will complain it takes too long, and that they don't want any danger in anything because then they can't watch Netflix. Lol
 
Personally I'd rather they improved exiting SC - having ships and structures pop into view a full second or two after you've exited is a little off-putting.

Suppose it's all part of the same puzzle.

I know quite often when exiting SC at somewhere, if also feels like a scene out of "The Truman Show" where when you arrive it feels like no one was there/doing anything before, and only star doing anything the moment you do. It's like if the scene is being spawned for you, at least fast forward it through in effect for 5-10 seconds before you then arrive and get to see it.
 
I much preferred the way it was in the previous games where you usually exited hyperspace high above the system plane, and then chose, as pilot, which stars or planets you wanted slammed in your face, if any..
 
The hyperspace visuals ending and your arrival in a system do, IMHO, seem to still look like a loading screen ending in the sense that when you arrive at your destination, there's a clear instantanious cut from hyperspace to your new system. Indeed, even the addition of the star rushing up towards you doesn't seem to really fit, and within that 1 frame transition seems to change in apperance.

I wonder if that arrival could instead be done over 1-2 seconds with the system's star, background star field etc etc, all blending in over that time, instead of "blam" (a rather jarring) moment :)

ie: In one single frame, hyperspace effects disappear, properly rendered star and background appears, lots of HUD elements instantly appear. These could all be blended in over a second or to ideally appear seemless?


Here's an example I captured a while back. Not sure if/how applicable/fair it is now... ;)

https://i.imgur.com/uS5bVgE.gif

I agree it's pretty jarring. Smoother transitions would help with immersion. I feel that making supercruise look cooler would be nice too. Just to have some sense that I'm moving faster than the speed of light. The vertical lines to the side of your hud are pretty lame.
 
To be fair, it isn't a seamless event... You're in Witchspace, which is a different 'place' to normal space - and so when you enter normal space, you literally 'jump in' - it isn't something that gradually happens. You do see the star you're flying to - but it's always going to be 'at a distance' because you're only flying in it's general direction - when you jump out, the FSD is 'locking on' to the biggest energy source in the system, and thus deposits you immediately in front of it in a pretty undignified manner :p - but it IS how it's supposed to look :)

SC.. adding streaks to stars wouldn't really work as well, because then you'd have to add them to planets and local stars... which (IMO) would just look a bit odd, and might make navigation a bit more awkward.

SC is actually quite slow compared to, say, Star Trek's warp drives.

What I WOULD like to see - somehow - is properly seamless planetary transistions... Technically it's probably quite challenging, but it would be nice to not have the half-second delay.
 
I don't see the glowing dot at the center of the screen as a star in the distance. I view it as light at the end of the tunnel, gradually growing brighter as we approach the endpoint. The color of the star determines the color of the light, of course, but I don't think it makes a lot of sense to think of it as viewing the star per se.
 
What I WOULD like to see - somehow - is properly seamless planetary transistions... Technically it's probably quite challenging, but it would be nice to not have the half-second delay.

It seems a lot better than it was, in the beta last night hardly any delay. Also landing at Farseers place, it was completely dark all the way down to the landing pad, it was great relying on the instruments rather than just visuals. Hope this doesn't get nerfed back to ambient glow and is here to stay, 'twas a way better experience FD (if you're reading).
 
I would like that, but then you would get people complaining that they added a few extra seconds to the Hyperjump wasting even more of your time.

I would also like to see the FSD wake glide like we get with planets added to stations and Rings so the transition isn't so jarring. But again you would get people saying it's just another timesink.

To me they have done good job slowly but surely improving these transitions. While not 100% ideal, they are much better than they were before. All supercruise entries and exits, all jumps between systems feel more fluid and less jarring.

It would be kickass to see star system from much further distance and see it zooming in, but it is not a deal breaker for me. Happy if they could add it, but current version is also much better than we had it before.

Dont forget, it is NOT a loading screen. Honest.

Everything in ED is a loading screen by that evaluation. Using that comparison is stupid. It is all about smoke and mirrors anyway.

Jump between systems not just loads system in background, but also move players between servers to collate players in same systems.
 
What I WOULD like to see - somehow - is properly seamless planetary transistions... Technically it's probably quite challenging, but it would be nice to not have the half-second delay.

I have seamless transitions if there aren't any players...something about sub 200 ms range.
 
To me they have done good job slowly but surely improving these transitions. While not 100% ideal, they are much better than they were before. All supercruise entries and exits, all jumps between systems feel more fluid and less jarring.

It would be kickass to see star system from much further distance and see it zooming in, but it is not a deal breaker for me. Happy if they could add it, but current version is also much better than we had it before.



Everything in ED is a loading screen by that evaluation. Using that comparison is stupid. It is all about smoke and mirrors anyway.

Jump between systems not just loads system in background, but also move players between servers to collate players in same systems.

Maybe, by the hyperspace exit, there's almost not a single thing that flows from the frame before arrival to the next at arrival. Even the cockpit lighting changes in that 1 frame :)

There should be 2-3 seconds where the hyperspace and system arrivale are blending in so there's no a glaring single frame of arrival :)

If/when I play next time I'll see if the above example is still valid (back from 2.2).
uS5bVgE.gif
 
You could also eat some magic mushrooms and then your hyperspace and real space would look pretty much the same all the time.

Sorry, I'll get my coat....

tried that in VR some 2 years ago when visiting a good old friend abroad (its legal in his country)

literary mind blown, the only thing i didn`t enjoy were the textures on the planets, it felt like my mind somehow new they were just noise patterns (the old textures) and they appeared to me as a total mess. but the rest of the game felt amazing, when a conda flew over me in a station I almost cried out of joy. The sounds are amazing.

After a while vr pixelosis started being tiresome though so we had to change a game

On Topic:

Well what can i say, all the transitions could be better, and as you have said this little blending period when two effects would apply at the same time (the star should start zooming in while the effect still goes, as you said 1-2 seconds at best) would probably do wonders. But i guess it`s not that simple for some technical reason.

The hyperspace sequence is still among my favourite parts of a game despite it`s little shortcomings
 
I feel like the entry and exit of frameshift captures the visual of jumping in most of the common sci-fi worlds. Star Trek, Battlestar and especially Star Wars. It’s that instant drop in, drop out on a star or station that matches the visual inside nd outside the cockpit. I always liked that in Star Wars. You think it shouldn’t be such a sudden appearance?
 
But i guess it`s not that simple for some technical reason.
As regards hyperspace...

I very much doubt there's any technical reason why the hyperspace "cut-scene" cannot be blended more seemlessly into the system arrival.

I suspect they are at the moment just two disparate lumps of code, and it would require FD writing a dedicated lump of code to render a nice smooth transition, along with all the graphical/audio hurdles that would create.
 
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