Issue Tracker: Planetary Tiling

with all these sticks it would be nice to have some carrots. if there is some good news about the game now would the time to drop it imo.
whilst I am not that bothered about the tiling issue individually, it does kind of fly in the face of the whole pitch from FD about procedural generation and everything being uniquely made via the engine.
 
I have wondered why they don't "just" say "no more than one occurrence of each large-scale tile per planet" - and I wonder if there's some issue that because the terrain is dynamically generated on the GPU, they can't actually enforce that because it would mean having to transfer too much of the work to something single-threaded and kill the already shaky performance. That's entirely speculation, though - I'd love to hear the devs talk about what the limitations and challenges actually are in detail.

What if they just came out and stated "for a number of planets, you'll find repeating textures, because the way it operates, takes an input, scales and rotates, even changes height, to achieve the 8 billion planets, efficiently." It's just part of the process. It'd be like admitting they use math to do the stellar forge. It's ok.

#1 you wouldn't have players "discovering" this method of doing this. People could suggest other ways, but it's just a game design decision.
#2 it removes the unexpected expectation that everything will be unique all the time. FDev never said each planet would be 100% unique.

Either way, it's just no big deal. They've never mentioned that all starport concourses would be the exact same model, but they are. What's funny is there aren't 100's of threads complaining about it, because by the time you visit your third stations concourse, you know not to expect any different ones.
 
What if they just came out and stated "for a number of planets, you'll find repeating textures, because the way it operates, takes an input, scales and rotates, even changes height, to achieve the 8 billion planets, efficiently." It's just part of the process. It'd be like admitting they use math to do the stellar forge. It's ok.

#1 you wouldn't have players "discovering" this method of doing this. People could suggest other ways, but it's just a game design decision.
#2 it removes the unexpected expectation that everything will be unique all the time. FDev never said each planet would be 100% unique.

Either way, it's just no big deal. They've never mentioned that all starport concourses would be the exact same model, but they are. What's funny is there aren't 100's of threads complaining about it, because by the time you visit your third stations concourse, you know not to expect any different ones.

You underestimate how much of the interest in the game revolves around the stellar forge and it's ability to create it's environments from an algorithm that takes building block numerical values and creates a very nearly fully realized galaxy with the host of variety of planets and moons and such in it. Circumventing that behavior with pre-constructed assets is basically seen as subverting that feature. This is a tech demo first and a game second.

Personally, i think tiling happened because of the exo biology mechanic. It requires having a certain reliability in what determines life forms will be in a given area so that you have enough repetitions of that habitat to complete the mechanic. This would necessitate the use of tiles. You can't eliminate the tiling without refactoring the entire exo biology mechanic. The instances where it is noticeable are not worth it to them to redo the game mechanic.
 
What if they just came out and stated "for a number of planets, you'll find repeating textures, because the way it operates, takes an input, scales and rotates, even changes height, to achieve the 8 billion planets, efficiently." It's just part of the process. It'd be like admitting they use math to do the stellar forge. It's ok.
Sure, I know that much already. The tiling doesn't bother me personally - I spend so little time at the orbital heights it's really noticeable that I'm not seeing it anyway - I'm just curious as to how the whole thing works because the theory and practice would be really interesting.

Same with the old video about how the Stellar Forge generates systems. Sure, it generates recognisable patterns too - but the reason the blue star cubes exist is no less interesting for being unfixable.
 
Cuts as big as isolating and not supporting 20% of your customer base (+ a few % more when including VR) and leaving a large feature of the expansion (planets) unfinished, somewhat broken and mediocre is in no way normal cost cutting.
Minecraft sold 2.81 million copies on the Switch, which is still Nintendo's flagship system, and outsold Metroid Dread. Mojang have discontinued support for it, along with Xbox One & PS4 versions. Maybe you should go and tell their community that Minecraft is doomed? That's 2.81 million Switch Minecraft users who have been hung out to dry, let alone however many more on Xbox One & PS4.

EDIT: Turns out I misread and what I was reading was the discontinued 'Legacy' edition which had been combined into a new 'Bedrock' edition which is still supported on PS4, Xbox One & Switch. My apologies for the error.

Mind you, the 20% number conversely highlights the other 80% of the userbase, which begs the question; should the 80% of the userbase be sacrificed to cater to the 20% currently occupying last-gen hardware, even if the work required would jeopardize the ability to continue with the game as whole? Especially given that the 20% is only going to be a shrinking market due to it being last-gen and will likely have only gotten Odyssey and nothing further as well?
 
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Except that procedural generation is not the core of most of the others games :)
So now it's apples to oranges? I thought all of those other games were good to compare when the point of doom was performance. Anyhow, whether it's by proc-gen or hand placed art, setting unrealistic expectations that no game can meet is what is going here. You do know that there are quite a few systems that only have one or two stars in it and that's it, such terrible duplication to be found in this game that hinges on, wait.. which part of the game being hung up on the scourge pole this time? Oh yes, proc-gen.
 
So now it's apples to oranges? I thought all of those other games were good to compare when the point of doom was performance. Anyhow, whether it's by proc-gen or hand placed art, setting unrealistic expectations that no game can meet is what is going here. You do know that there are quite a few systems that only have one or two stars in it and that's it, such terrible duplication to be found in this game that hinges on, wait.. which part of the game being hung up on the scourge pole this time? Oh yes, proc-gen.

Except proc gen was creating the same kinds of terrains you see in the tiles. It's not like the tiles are offering surfaces that weren't possible otherwise. They were just less reliable to happen in certain aesthetic configurations.

It's not a matter of unrealistic expectations to suggest that tiling should be removed and we should depend on the stellar forge for the surfaces and if that was just not as pretty as one would like, that it should be tweaked and improved there. It was not using tiles before, so it can not use them again.

None of that is unrealistic. It just looks like fdev took a cheaper shortcut to resolve a problem (unless my theory about exo biology actually making them required is right). And taking shortcuts isn't usually a problem either, but it's shortcutting the stellar forge ....and for a probably significant (still) portion of the playerbase, that is central to the game and not something to be whittled down.
 
VR needs to be put on the issue tracker.
Take your pick:

(…though if you’re looking for something like this cheeky report then I’m afraid it’s already been stamped with Status By Design 😁)
 
I don' t know if this tilling issue is so serious for some, or so hard to fix but..

this latest weekly meta of "we drop this for the general good, to focus on new stuff" along with some copy pasta pr text, is getting really old, really fast.
Whats next to drop next week? VR? The forums all together maybe?
 
Except proc gen was creating the same kinds of terrains you see in the tiles. It's not like the tiles are offering surfaces that weren't possible otherwise. They were just less reliable to happen in certain aesthetic configurations.
It is my belief that the layers built upon the prior Stellar Forge tech was done so to provide a more reliable way to create planets that have water etc.. when the time comes. Though I'm really not interested in discussing this with you that much Mr Darth Ender due to your proclivity in thinking that ignoring pertinent arguments that don't go in your favor, repeating disproven points (like earlier in this thread about how Odyssey planets aren't proc-gen now) even after being corrected, and twisting/misrepresenting what people in good faith say to you are fair game in your world.

It's not a matter of unrealistic expectations to suggest that tiling should be removed and we should depend on the stellar forge for the surfaces and if that was just not as pretty as one would like, that it should be tweaked and improved there. It was not using tiles before, so it can not use them again.
Sure it is, and we're pivoting again. I will say that I have found exploration to be entirely refreshed by Odyssey and have enjoyed it a lot more, I'm not a deep explorer like some but before I cut it short for a CG, I was on my out to Colonia, which is something I have never before really thought of actually doing before Odyssey came out. There are more varied planets out there than before and while I don't disparage anyone who liked the Horizons extreme planets, they were not for me as I found them to be unrealistic.

None of that is unrealistic.
Yes it is. Remember there are repeating patterns in Horizons which have now suddenly all become 'aesthetic' so as to remove them from the argument when it comes to bashing Odyssey.

It just looks like fdev took a cheaper shortcut to resolve a problem (unless my theory about exo biology actually making them required is right). And taking shortcuts isn't usually a problem either, but it's shortcutting the stellar forge ....and for a probably significant (still) portion of the playerbase, that is central to the game and not something to be whittled down.
I can't authoritatively comment on what was or wasn't a shortcut based on what or what wasn't available based on limited resources and time. And neither can you. There are repeating patterns in Horizons, there are repeating patterns in Odyssey. There are repeating patterns in those who just seemingly only can talk in pejoratives about Elite Dangerous and Frontier as well. One of those things is not like the others.
 
Very rarely you come across a company that can't seem to put a foot wrong, but at the moment Frontier can't seem to put a foot right.

It's like watching a rabbit in the headlights, surely the poor beast is going to do something to save itself?

You can use the above link to get a petition started for Elite to return to the Mac platform. Can't wait to see the results!
 
Seems to me there is an awful lot of Kite Flying going on around here. You guys want the planets fixed? Here is a nice blue kite for ya, go fly that. For you console people here is a nice red one go fly that. Oh you want VR advanced here is a nice green kite for ya, fly that. It seems to me an awful lot of people are being told in a round about way to go find another game. I've never seen anything like this before.
 
This is a tech demo first and a game second.
willy_wonka_sarcasm_meme.jpg
 
Seems to me there is an awful lot of Kite Flying going on around here. You guys want the planets fixed? Here is a nice blue kite for ya, go fly that. For you console people here is a nice red one go fly that. Oh you want VR advanced here is a nice green kite for ya, fly that. It seems to me an awful lot of people are being told in a round about way to go find another game. I've never seen anything like this before.
I'm not sure this post makes any sense at all.
 
Accepting that tiling won't be fixed should put more pressure into fixing other things that make planets and other environments in odyssey look bad such as the poor performance (having to turn down the graphics WAY down with recommended specs to get occasionally acceptable FPS) and the issues with lighting/shadows/aliasing/culling for surface clutter and plants etc.

Those aren't easy things to fix either probably and they're way more abstract than actual planet surfaces you can walk on in game. There's at least some hope for that being worth investing resources in because the engine is used in other games.

In the grand scheme of things be easier to overlook a single issue like tiling if the overall experience was less rough. I think the overall issue is that the planets often look bad or boring - which is often true and sometimes realistic. Just fixing the tiling issue alone, even if it magically resulted in more interesting terrain, wouldn't fix the whole thing.

It's really hard to gauge what the most tangible improvement would actually be for most people even if we just limit it to how planets look.

However I do also read into this this as more of a statement that there won't be any changes/improvements to the actual terrain generation in odyssey and abandoning the tiling issue without even superficial additional fixes (like changing the heatmaps that make it super obvious even when the texturing would often hide it otherwise) won't make people switch to advocating for all those other issues instead.
 
You underestimate how much of the interest in the game revolves around the stellar forge and it's ability to create it's environments from an algorithm that takes building block numerical values and creates a very nearly fully realized galaxy with the host of variety of planets and moons and such in it. Circumventing that behavior with pre-constructed assets is basically seen as subverting that feature. This is a tech demo first and a game second.

Personally, i think tiling happened because of the exo biology mechanic. It requires having a certain reliability in what determines life forms will be in a given area so that you have enough repetitions of that habitat to complete the mechanic. This would necessitate the use of tiles. You can't eliminate the tiling without refactoring the entire exo biology mechanic. The instances where it is noticeable are not worth it to them to redo the game mechanic.
I dont underestimate that, but an algorithm is math. All Im saying is they could admit to a few things, and just say it's part of the process of making the Milky Way as it is, in ED. That they have to do things a bit different than expected is probably a hard decision to make, since they're like us and want it the "right" way, but in the end, they have to put their foot down and do something.

I hadn't thought of the exo-biology thing. That makes a lot of sense.

Sure, I know that much already. The tiling doesn't bother me personally - I spend so little time at the orbital heights it's really noticeable that I'm not seeing it anyway - I'm just curious as to how the whole thing works because the theory and practice would be really interesting.

Same with the old video about how the Stellar Forge generates systems. Sure, it generates recognisable patterns too - but the reason the blue star cubes exist is no less interesting for being unfixable.
I was agreeing with you, and just adding that why not just be more upfront about these decisions. Most people playing ED can handle it, and more likely, be interested in the how's and why's as you say. My current interest is actually in the head movement of my Commander, while in a ship. Why is that not tied to my mouse or something? Is it because the position of the head is too much data? If that's the case, then they must be at their limits, with anything to do with flying in space...right? I didnt mean to go off on a tangent, but it's another thing I'd like to know.
 
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