Issue Tracker: Planetary Tiling

Technically, it's on hold, like consoles were.

"Technically".
Indeed, you right :
However, we do strongly believe that VR should only be enabled for on foot gameplay when we have an experience that truly matches the same quality bar that we set for cockpits.

So :
More resources for VR development! Yeah...
After spending some time to observe the effects of the issue while weighing-up the costs to resolve it, we have decided to focus those resources elsewhere. Learning and implementing proper on-foot VR would require a deep-overhaul of fundamental systems, which in turn would disrupt other aspects of the game. This would inevitably take time away from developing and improving other elements such as performance, bug fixes, and new content.


VR fixed. Next ?
 
[...]
Did it make it easier for FDev to cut-n-paste their boring and dull settlements on to planets ? - definitely - it's the reason they changed the system.
That is not what dr Ross said in that well-known video (it has been already linked in this thread).

[...]

Besides there was discovery history lost in Horizons when the beige plague was cured in 3.0. So it’s not like what’s in Horizons currently is somehow sacrosanct.
Curing the beige plague did not change the terrain generation system, only the colouring system.

The only change to the terrain generation system done since the Horizons release was fixing the rare case of arithmetic overflow that generated absurdly tall spires.
 
Thanks Bruce.

For me, planetary landings have always been a key focus however, this is a sensible decision (in the grand scheme of things) and despite there being some flaws, I think the planets in EDO are actually pretty good.

Also if this speeds up the cadence of other content delivery, I welcome it.
 
Pointless issue tracker is pointless.

Flimley
FLIMLEEEEEEY! Enough with the plants already.

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Curing the beige plague did not change the terrain generation system, only the colouring system.

The only change to the terrain generation system done since the Horizons release was fixing the rare case of arithmetic overflow that generated absurdly tall spires.
The beige plague cure meant that a load of existing Bio locations were lost. (Not all though.)
 
Greetings Commanders,

We’d like to take this opportunity to address the Tiling Planetary Features issue from the Issue Tracker.

After spending some time to observe the effects of the issue while weighing-up the costs to resolve it, we have decided to focus those resources elsewhere. Reducing or preventing the tiling effect would require a deep-overhaul of fundamental systems, which in turn would disrupt other aspects of the game. This would inevitably take time away from developing and improving other elements such as performance, bug fixes, and new content. We cannot justify this level of change and a re-generation of the galaxy in Elite. This is unlikely to change in the future so the issue will be closed, freeing up votes on the tracker for other issues.

We’ll continue to strive for the best possible experience for the highest number of players which our current focus allows us to do. We hope you’ll appreciate the reasoning behind this decision.

O7
I get why, but this is actually very disappointing.
The gameworld of an open-world sandbox game is kinda a big deal... Especially if said gameworld is basically a simulation of reality.

So, thanks for clarifying but I disapprove craptons of this decision.
 
It only took 11 months to figure out they couldn't do it, so any solution would indeed take them 4 to 5 years at least.
Or that they had a long list of problems (which is more than likely) got to tiling, looked at it, realised they'd need to redo the underlying tech, re-roll the galaxy again for a minimal amount of return compared to the effort and instead went 'sod it' and drew a line (which they have to at some point).
 
Or that they had a long list of problems (which is more than likely) got to tiling, looked at it, realised they'd need to redo the underlying tech, re-roll the galaxy again for a minimal amount of return compared to the effort and instead went 'sod it' and drew a line (which they have to at some point).
Yes, but didn't we all kind of expect that 11 months ago already?
 
Yes, but didn't we all kind of expect that 11 months ago already?
Depends on how they went about assessing things. The majority of the time has been about optimization, if you have finite hands they can only do so much. It could have been someone did a check last week and went 'nope'.
 
Depends on how they went about assessing things. The majority of the time has been about optimization, if you have finite hands they can only do so much. It could have been someone did a check last week and went 'nope'.
It shouldn't be the same team when it comes to optimization and planet gen though.
But then I wonder if they still have a planet gen team working on ED.
 
It shouldn't be the same team when it comes to optimization and planet gen though.
But then I wonder if they still have a planet gen team working on ED.
Well my understanding is that the planet generation was done by the render team - after all, Dr Kay Ross was the lead render programmer...
 
It shouldn't be the same team when it comes to optimization and planet gen though.
But then I wonder if they still have a planet gen team working on ED.
Why not? The people most familiar with the systems would be the best people to find efficiencies at short notice. The priority for EDOs triage has been to make it run as well as it can, sorting out the artistic side (which this is, where proc gen RNG meets the simplified stamp system) must have been secondary.
 
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