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

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.

Check your graphics settings. I had this (particularly noticeable at Chelomey Orbital - once the damn megaship dock appeared right in front of me and I couldn't avoid it as I'd already boosted!), but since resetting my graphics config it has disappeared completely (couple of months now). I have a feeling it may have something to do with the work slider (where you can dump more or less work onto the graphics card).
 
The hyperspace sequence is still among my favourite parts of a game despite it`s little shortcomings

Wow, and for me the sequence is the only place where I think both graphics and sound effects are annoying. Some different tastes. :D
 
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?

Well, let's go through some of the most opvious things that tells my head, cut-scene over, into game, all in 1 frame:-
- All the hyperspace visual effects disappearing, on frame 1.
- All the new systems background stars appearing, on frame 1.
- The hud elements all appearing, on frame 1.
- The star - that's the only attempt at blending the two elements - typically changes in appearance/position/size oddly, on frame 1.
- The cockpit lighting changing, on frame 1.
- The cockpit position/POV changing, on frame 1.


At the very least the background starfield from teh new system should start appearing earlier.

At the very least, some sort of the visual effects of the hyperspace jump should carry on after the arrival.

The cockpit shouldn't obviously change in position/lighting.

The hud elements should come online over a second or so.


etc... etc... basically so there's not an obvious single frame jump from "cut-scene" to "in system"... ;)

You shouldn't be able to pin-point a single moment from over a 1-3 second transition, as it should be a seemless change from hyperspace to system, with a range of transitions at different times ;)
 
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 :)

If you think of the speeds involved, this is entirely expected (in fact, it would be far less than 1 frame). I like the current implementation - it should be jarring, you've just slowed down by thousands of light years per second!
 
Well, let's go through some of the most opvious things that tells my head, cut-scene over, into game, all in 1 frame:-
- All the hyperspace visual effects disappearing, on frame 1.
- All the new systems background stars appearing, on frame 1.
- The hud elements all appearing, on frame 1.
- The star - that's the only attempt at blending the two elements - typically changes in appearance/position/size oddly, on frame 1.
- The cockpit lighting changing, on frame 1.
- The cockpit position/POV changing, on frame 1.


At the very least the background starfield from teh new system should start appearing earlier.

At the very least, some sort of the visual effects of the hyperspace jump should carry on after the arrival.

The cockpit shouldn't obviously change in position/lighting.

The hud elements should come online over a second or so.


etc... etc... basically so there's not an obvious single frame jump from "cut-scene" to "in system"... ;)

You shouldn't be able to pin-point a single moment from over a 1-3 second transition, as it should be a seemless change from hyperspace to system, with a range of transitions at different times ;)

I'm not so sure. While I would like the star transition to be a bit smoother remember we are meant to be in a witchspace tunnel and we wouldn't gradually see the stars appear, they would just appear and the lighting would change too when we leave the witchspace tunnel. I don't think it is a major issue. Just have the star transition a bit smoother and I will be happier with that.
 
If you think of the speeds involved, this is entirely expected (in fact, it would be far less than 1 frame). I like the current implementation - it should be jarring, you've just slowed down by thousands of light years per second!

What if the acceleration and deceleration in witch space is some kind of bell curve? Then extreme speeds are in the middle of jump and the ending is just as slow as the lore writer wants it to be.
 
What if the acceleration and deceleration in witch space is some kind of bell curve? Then extreme speeds are in the middle of jump and the ending is just as slow as the lore writer wants it to be.

It would need to be a hell of a bell curve given the speed, distance, and time involved. At what speed do you reckon the human mind can process stuff? :)
 
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?

Honestly I'm with you on this one. That rushing feeling of dropping out of hyperspace just makes me feel like I think it should. Like my ship should make this "WHUMP" sound as it drops out
 
For me it's not so much the arrival that I would change (never really had a problem with that) but the departure. I'd really like it if the last thing you saw in your current system before entering the jump tunnel somehow stretched out to infinity before snapping into non-existence. As it stands the view of where you are is simply replaced by the tunnel animation. This is particularly jarring if the jump target is behind you on exiting a station. You turn around so you're facing the targetted system and then one second you're looking at the station while the timer counts down and the next second the station is just gone.

The following kinda illustrates the sort of thing I'd like to see (not 3rd person view and not from the front of the ship looking back, but this kind of thing) ..

[video=youtube_share;ojN79hFkmow]https://youtu.be/ojN79hFkmow[/video]

I'm not saying just copy Star Wars/Trek, please don't, but just something to give the effect that the space where you are gets distorted into the tunnel rather than being replaced by it.
 
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I have a few issues when it comes to the actual travel system in the game.

FSD:
1. Dislike that Witch Space is like traveling through a giant swirling pringles can.
2. Dislike how planet geometry appears for a split second after jumping
3. Dislike how jump animation doesn't finish with supergiants
4. Jump times need to be halved, rather than getting LY boosts. We need to see more systems quicker, rather than less systems with longer jumps.

Supercruise:
1. Lack of graphical effects (Warp Bubble, Particles...anything...)
2. Other ships appear as blinding bright lights (lame)
3. Subpar sound effects for a game with beautiful audio.
4. Stations appear as little dots in the sky.
5. Exiting at orbiting stations is a very lame animation transition.
6. The "stitching" of planets, slamming into invisible walls with planets, taking very little damage. (lame, lame, lame)

--

Some of that is just the engine of the game, and it's not going to change. But there's plenty of things to tackle in my list that can be improved. Mainly jump times, and certain graphical touches.
 
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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.

Agreed, when existing SC into a CZ the combat ships should already be there not spawning as if they too are exiting SC. Same with when you exit at a low wake, the ship your following should already be there not pop in after you get there.
 
Aren't most on screen representations of leaving hyperspace very abrupt: like hitting a brick wall?

I can't exactly remember but isn't coming out of warp (Star Trek) the only one, I can think of, that is truly a "slow down"?
 
Out of interest, when was the last time you had anything positive to say? Just roughly. To the nearest year, say?

I happily conceded that new planetary surfaces look amazing, remote Engineering is as nice a bit of lipstick as one can put on the RNGINEERS pig and the Chieftain us awesome.

But loading screens are crap. And this game leans on them far too often. Spades a spade, you know.
 
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?

It's a good point in that reducing it all to a smooth transition would lose some of the drama that the 'pop' provides.
 
If you think of the speeds involved, this is entirely expected (in fact, it would be far less than 1 frame). I like the current implementation - it should be jarring, you've just slowed down by thousands of light years per second!

If you can see the star your flying towards zooming up, then you'd undoubtably expect to see some of the background stars in place before that 1 frame :)

You'd also not expect the star to typically change in that 1 frame either...

Notice also the HUD even changes as you're moving from cut'scene code to gameplay mode...
 
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You'd also not expect the start to clearly change in that 1 frame either...

Yes - I would. As I said, given the speeds that the ship is travelling at, it must also accelerate at a huge rate. How many times faster than light does the ship go? And if it goes faster than light, what do you see?
 
And if it goes faster than light, what do you see?

Exactly the same as if you're travelling less than the speed of light :)


Anyhow, handwavium aside, for me this one frame progression looks like, cut'scene end frame... The sheer number of things that don't tie up or change strangely is just jarring...

ps: This is from 2.2 but I don't believe things have changed!? Where are all the background stars the frame before etc...
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