Issue Tracker: Planetary Tiling

If it is a problem for a lot of people then I wholly support it. Probably more than you imagine since Elite is a sim. Unlike you guys, I am not making fun of and belittling those people for having an issue I am not affected by.
Its not an issue, its a wish. ED is not going to stop working if someone can't be tilted sideways. If it was so important why not get mum / dad / friend to rock their chair at random times?
 
The problem here is the "birthday paradox".

If you can see, say, 25 regions from a decent "high orbit" position (which seems to fit with the sizes of repeats people point out) ... then there needs to be over 625 large-scale terrain stamps for someone to have a mere 50:50 chance of not seeing any duplicates. On any one planet.

If you then want to get it down to the odds where someone won't see duplicates if given a random selection of 20-50 planetary views and also have different sets of terrain for rocky, icy, low-G, high-G, etc. it requires having millions of distinct terrain stamps (maybe rather more than millions; the calculation is more than I have time for right now)

(The distinctiveness does make it trickier, also - the rock scatter in Odyssey is way more varied and interesting than in Horizons, but everyone always remembers seeing Sandwich Rock before. But apart from that it is way more interesting than in Horizons for different sorts of rocks, rock density matching up to the landscape, rocks looking like avalanche results, etc.)
Indeed. It also depends on the type of explorer, I guess. Given how superior, and still unique, EDO looks on the surface and how tiling only ever is an issue on the brief approach moment I guess it matters more to the people who mostly stay in space. For surface explorers the tiling is 100% a non issue.
 
I don't post in these forums. I never do. But I will with this one.

I was an alpha tester for Odyssey. I paid the extra cash on the pre-order to help make sure this game wasn't broken. Raised the same concerns as the other folks who pre-ordered, had the concerns brushed off with the promise of a better in-house verision. When Odyssey officially dropped, I tried to get a refund and got sent on a he said she said between FDev and Steam, because it only counted my thousands of hours in the base game instead of the individual, and under three at the time of refund request, hours in Odyssey. Both denied me my refund, saying it was the other's responsibility. I waited for the game to get fixed, resigning myself to being out that money after weeks of trying to get a refund.

I am an explorer. I come across these tiled planets daily when I play. It is an eyesore and a bother. This is a BROKEN part of the game, by your own admission. The fact you won't be fixing this, full stop, is completely and utterly unacceptable. It is a core, fundamental aspect of this game, the planetary generation, and you are going to just leave it broken? Not even a down the line fix? What did I pay extra to help bug test for you guys for? Honestly, this is getting to be draining. Coming back to updates that just tell us what you won't be doing, with no real talks about what's coming next.

Elite is by far my favorite game. But at the end of the day, the completely garbage communication and the complete and total lack of the things FDev were doing all last year that made the waiting acceptable is just salt in the wound. FDev absolutely refuses to treat Elite as the game it is, a live service game, and it is rapidly souring myself and most of my friends' attitudes towards both the game and the company. I just got back into the game after a three month hiatus, and don't get me wrong, I love the fixes and added things that have been given through the past 11 updates. But this, in addition to the console fiasco, genuinely is painting a picture that FDev is looking to drop Elite as an actively developed game and is just going to wait another year to tell us, like you guys did with the console development.

If you are going to constantly tell us what isn't going to be added or fixed to the game, are you at least going to tell us what all these vague nonsense "story" things you are supposedly making are going to be? Because if it's just more text in Galnet, that isn't story. It's a fake newsfeed that has no real depth to it. You guys need to tell us what, if anything, is next.
 
So you are saying then, after all these years (with exploration having lots of content updated and added) other aspects are not as important that have seen nothing, and should be quiet again because some OCD people see two identical lumps in the soil and FD should redo the lot as a priority?
Yes, that is basically it. And after that there will be another thing. And another. And they will never think anything anyone else may want should ever get some kind of priority over anything they want. :)

As someone who doesnt care much about powerplay in its current form, and has been exploring since 2014: it is bloody obvious its about time you guys get some attention instead of explorers. Smuggling should get it, too. The storyline should finally move on to something tangible.

But thats just my take. Others will say that FD not focussing on them like the last few times is the worst thing ever.
 
Yes, that is basically it. And after that there will be another thing. And another. And they will never think anything anyone else may want should ever get some kind of priority over anything they want. :)

As someone who doesnt care much about powerplay in its current form, and has been exploring since 2014: it is bloody obvious its about time you guys get some attention instead of explorers. Smuggling should get it, too. The storyline should finally move on to something tangible.

But thats just my take. Others will say that FD not focussing on them like the last few times is the worst thing ever.
Maybe one day the sunlight will hit my Morlock Powerplay face.

Perhaps Powerplay should be fought on foot, across identical hills?
 
Which is why I question the use of prefab stamps to begin with. I do understand why the technology is used to upgrade Horizons' planet generation algorithm, but a more elegant solution would have been using procedurally-generated templates instead of prefabricated ones. That's actually what I thought we were going to get when Dr. Ross was talking about planets being formed using equations that take plate tectonics and other geological influences into account. Instead artists sat down and whipped up a bunch of templates in Photoshop based on "that looks geological" rather than actual procgen variables, or at least that's how appears.
I maybe wrong, but i suspect that an algorithme generate procedurally some tiles that are then corrected by artists.
 
I maybe wrong, but i suspect that an algorithme generate procedurally some tiles that are then corrected by artists.
Why would you use procedural generation (which could make a practically infinite number of cliff edge shapes) to produce a small handful which you then manually touch up? It would be like going to the trouble of writing code to randomly generate bingo cards and then taking the first 5, photoshopping them to look pretty and printing off thousands of copies? Utter madness surely?
 
I maybe wrong, but i suspect that an algorithme generate procedurally some tiles that are then corrected by artists.
That's how most hand-crafted worlds are made (for example, an artist uses a "rock" paintbrush to spread rocks along a countryside), but that's not the same as pure on-the-fly procgen. The main difference is the number of variations one can achieve. Like Ian said, it takes a LOT of templates to hide repetition, which granted is possible using pre-generated assets, but it's not the most elegant or cost-effective solution. I suspect the most elegant solution is an on-the-fly procgen template that is passed to a simple AI that plays the role of the artist to "correct" things.

Speaking of corrective AI, how hard would it have been for Frontier to pop tiles from a stack to prevent a dozen identical dragons or scorpions from wallpapering a planet? That seems like an amateur mistake to me that could have easily been avoided. 🤷‍♂️
 
Speaking of corrective AI, how hard would it have been for Frontier to pop tiles from a stack to prevent a dozen identical dragons or scorpions from wallpapering a planet? That seems like an amateur mistake to me that could have easily been avoided. 🤷‍♂️
Bugs typically give a very interesting insight into how things might work under the hood. Here is my guess: There are a various 'decks' of tiles. Each deck has [x] number of possible tiles that can be selected for the basic planet outline. Depending on the planet properties from stellar forge, irrelevant cards are discarded. Very low G planet? Some cards are gone. No atmo? Even more go out of the window. Et cetera. On itself this is fine: SF filters the cards, which are then shuffled, resized, stretched and combined. After that you have low-level PG to give them a unique look on low altitudes and surface level. A very big advantage is that it is a flexible system for adding new planet types: you dont need to change the old ones, you can just add a new deck for [condition X], add tiles, and only allow those planets to select from it.

The problem is that apparently there are edge cases where a specific set of conditions filter too much, all the way down to only 1 available tile from that deck. Which then gets plastered all over the planet as the system thinks having 30 identical tiles of the right deck and filter selections is more appropriate than adding different, but 'inappropriate' tiles. For most planets there is no issue at all. For some there is a small issue as the deck is smallish and a tile might be selecting twice. And for extreme outliers you get these bizarre 100% identical patches over and over.
 
That's how Oblivion was made, no?
Yep, like a lot of games, if not most of games.

Why would you use procedural generation (which could make a practically infinite number of cliff edge shapes) to produce a small handful which you then manually touch up? It would be like going to the trouble of writing code to randomly generate bingo cards and then taking the first 5, photoshopping them to look pretty and printing off thousands of copies? Utter madness surely?
Because, i guess, the algorithme used to generate a seed is much more advanced than the one used in classical map generator. Then each tile is tightly analysed in many differents states (level of erosion, scattering for exemple) to blend on the fly the external assets correctly. Then refactored as seed and all theses seeds are used to generate a new seed as a planet.

That's how most hand-crafted worlds are made (for example, an artist uses a "rock" paintbrush to spread rocks along a countryside), but that's not the same as pure on-the-fly procgen. The main difference is the number of variations one can achieve. Like Ian said, it takes a LOT of templates to hide repetition, which granted is possible using pre-generated assets, but it's not the most elegant or cost-effective solution. I suspect the most elegant solution is an on-the-fly procgen template that is passed to a simple AI that plays the role of the artist to "correct" things.

Speaking of corrective AI, how hard would it have been for Frontier to pop tiles from a stack to prevent a dozen identical dragons or scorpions from wallpapering a planet? That seems like an amateur mistake to me that could have easily been avoided. 🤷‍♂️
Seeds are not generated on the fly in EDO. And there is no AI in the game. Moreover, AI does not produce exactly the same result every time from the same input data. So it can't be a solution for on-the-fly generation.
 
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When the console release was canceled it was clear that not much was to be expected.
Where will the funding come from? So resources are saved.
What follows: silence, sometimes broken by bad news.
 
When you think about it, the statement in the OP is a remarkable example of honesty. Otherwise, there was no compelling reason to share this confession now of all times.

It's a great example of a corporate sanctioned statement.

The salient points are as much about what isn't said, rather than what actually is, whilst giving off the surface impression of 'honesty' & 'humility'.

It's a neat trick. Politicians have been utilising it for years.
 
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