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.
Is it ever! I've just about got used to the idea that the drop-out at stations is as good as it's going to get, and to be fair it's pretty convincing when there's no network traffic. Only the delay of instance construction really mars it. But dropping into USS, tourist beacons, capital ships etc. is horrible.

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).
That's interesting. Since the beta dropped I've reset my settings and maxed that slider, and while planetary surface LOD loading seems smoother, USS and beacons are as bad as they ever were. The planets could be due to efficiency improvements in the actual code, so it's interesting you suggest a GPU bottleneck for the other stuff. My card only has 3GB of VRAM which is pretty paltry by modern standards. I wonder if that's part of the problem. Been looking for a reason to upgrade. Something to save the pennies towards, maybe.

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.

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.
That combination of interpretations is basically how I see it, too. I love the shock arrival. Like you're leaving somewhere else and smashing back into normal space.

I didn't like the distant "star" when it was first added. Even though it gives a nice clue as to the class of destination star if you forgot to read the Info panel, it made witchspace feel less otherworldly. But once I started thinking of it as light leaking from the surface of the star, rather than the entire star itself, it works very nicely. It even goes some way towards "explaining" why the light is always dead centre of the tunnel even though the ship emerges offset from the centre of the star.

Unfortunately there is still the problem at the other end, with the galaxy's stars fading out behind the witchspace tunnel. That doesn't work for me at all, for the same reason, but as FD are in charge of the aesthetics there's not really much I can do except headcanon it. Residual photons caught in the event horizon of the blah-de-blah...
 
I'd go for a few more frames of animation if it could be made a little closer to this:
[video=youtube_share;VE8B4KptyVI]https://youtu.be/VE8B4KptyVI?t=19[/video]

edit: timestamp didn't work, it's the bit at 20sec.
 
Last edited:
That's interesting. Since the beta dropped I've reset my settings and maxed that slider, and while planetary surface LOD loading seems smoother, USS and beacons are as bad as they ever were. The planets could be due to efficiency improvements in the actual code, so it's interesting you suggest a GPU bottleneck for the other stuff. My card only has 3GB of VRAM which is pretty paltry by modern standards. I wonder if that's part of the problem. Been looking for a reason to upgrade. Something to save the pennies towards, maybe.

I'd maxed the slider too. Now, it's over to the left. It's just anecdotal, really - I don't know if it is what made the difference, but that's the only one I didn't play with this time. Maybe I should max it out again just to see if that is what it was. I'll do that next time I'm in Cubeo (as that is where I could reproduce it easily).
 
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) ..

https://youtu.be/ojN79hFkmow

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.

Well, if you watch the arrival there (@ 18s), there is a second or so of blending between the hyperspace effect and the graphics from the arrival at the system. ie: There's not a single frame where one stops and the other starts :)
 
Last edited:
Exactly the same as if you're travelling less than the speed of light :)

Not really - we've no idea. :)

Anyway, what it comes down to in the end is that I like the jolt as you come out of hyperspace. I personally have no problem with that aspect of the game.
 
Not really - we've no idea. :)

Anyway, what it comes down to in the end is that I like the jolt as you come out of hyperspace. I personally have no problem with that aspect of the game.

Fair enough...

Again, I just find the fact that so very much changes in 1 frame just a jarring experience. ie: It just feels like the end of a cut scene. If they could just blend the new system's star field in over a second, and the hyperspace effects out over a second etc... Don't make the cockpit lighting change in 1 frame etc... I think it would be a smoother/nicer transition...
 
I agree. I would enjoy the former effect that appeared when entering Hyperspace to return. You know, the one where the view warped up and got really bright? Similar to a Vex teleporter on Destiny. That would be amazing for entering and exiting Hyperspace.

Just, anything to make the transitions seem like I'm actually jumping into and out of a strange dimension.
 
Fair enough...

Again, I just find the fact that so very much changes in 1 frame just a jarring experience. ie: It just feels like the end of a cut scene. If they could just blend the new system's star field in over a second, and the hyperspace effects out over a second etc... Don't make the cockpit lighting change in 1 frame etc... I think it would be a smoother/nicer transition...

I did understand what you were saying. ;) I just didn't agree. :)
 
I don't see this as much different to Hyperspace in Star Wars TBH, that is pretty much identical (apart from they get to use actual coords rather than relying on huge balls of gas...
 
for me one of the major immersion breakers, the difference of assets displayed while in SC and in an instance. One of the things I love in nms, that you can see an station, fully rendered from a planet. You can even watch ships docking and exiting the station.
 
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...

In that one frame, you are going from 519 times the speed of light to stopped. To me the "jarring" feels ok. I imagine it would be quite jarring to slow down as fast as you do when dropping out of witch space.
 
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?

Tbh I'm loving the blam-style... sure, we got used to it after 10,000s of jumps and fall asleep while jumping, but I can still remember my first hyperspace jump in my Sidewinder... and damn, it was one of the most terrifying things I ever experienced in a game... first the eery athmosphere in witchspace and then the sudden "oh crap"-moment almost hitting the star at superluminal velocity... accompanied by that creepy fsd shutting down sound.

Sure, there's always room for improvement... but fundamentally changing this? Nope.
 
It's not an area I would prioritise massively, but I do admit I share some of the OPs desires re Witchspace.

1) I hate this space dust thing that gives us visual indication of speed. I would like it to either be much darker [so it doesn't look like stars] or less dense, and perhaps even the ability to switch it off
2) Instead I would prefer an optional heads-up display option that showed a moving grid or some other "overlay" that could give the impression of velocity
3) I don't like witchspace appearing as some cheap magic mushroom trip - and the length of the time in witch space should have some proportion to how far your are jumping as a proportion of the maximum range of your FSD drive. Superboosts would take even longer.
4) What I would like is some more distorting effect to get to witch space and the reverse at the other end. I accept there has to be something if "witchspace" is going to remain a thing in ED lore, but wouldn't it be fantastic if it pulled your from the milky way as a model and zoomed back in again?

Then again, I'd still rather they improved NPC behaviour, mission complexity, more and varied career paths and atmospheric landings...
 
It's really difficult to overhaul a game to be seamless that was originally programmed to have scene changes.

Don't see a problem. Reduce the "wait 8" down to a "wait 6" and then over those two saved second blend in some assets you're about to display when the cut scene ends, and start blending out some of the assets from teh cut scene.

eg: Most simple of all, start blending in some of the background stars from the star field you'll be showing in two seconds :) If this could be done so there's a very slight zoom in effect on them to further perpetuate the sense of fast movement, great!
 
Back
Top Bottom