Issue Tracker: Planetary Tiling

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'll take them at their word on this and assume that the tiles are in themselves generated using various principles of tectonics, erosion, etc. There's far too many tiles out there for them to have been hand-drawn: even without all the repetition it's still at least a few full-size planets mapped in fine detail.

I would guess whatever algorithm they used to do that was nowhere near fast enough to run "live", so pre-calculating a whole bunch of them was the compromise.

Similarly if we ever do get things like flowing liquids, weather patterns, etc. [1] those are going to be difficult enough when hints are pre-baked into the terrain blocks, never mind trying to make up weather in real time from first principles over arbitrary terrain.

[1] For thicker atmospheres it could well be less of a problem anyway, because there'll be more layers going on to hide the tiling in the first place. Thinking by analogy, I've been playing a lot of Daggerfall lately, which has tens of thousands of settlements made up of ... a few hundred predefined blocks. In the tiny villages the predefined blocks are pretty obvious - there's three or four that pretty much every tiny village has at least one of, because it's needed to deliver the services. In the big cities, there are a few obvious blocks still (the main one is that there's only two common varieties of market square), but the same blocks which are really visible in the villages just blend in to a city because the context around them is different. And, despite the predefined blocks, I still like exploring in Daggerfall, because it has motivations for exploring which are not "critique their urban design". Even the same block from the perspective of the top-down automap can look very different on foot depending on its surroundings and other factors.

It should also be possible to use tricks like rotation and mirroring to make existing tiles not look as repetitive for essentially free if memory is an issue.
Rotation, mirroring and scaling already seem to happen, without putting off the dedicated duplicate-spotter.

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.
 
The team is big, can't you work on both? New content and in the background, with less devs, to improve the planets, after all, for a game that is about universe, reality and exploration, planets are a very important part of the game.
 
The team is big, can't you work on both? New content and in the background, with less devs, to improve the planets, after all, for a game that is about universe, reality and exploration, planets are a very important part of the game.
With all due respect, but does this still feel like a game which has a big team on it, looking at the past year and the rate of development?
 
I have to disagree. In such a situation, politicians usually prefer to sit out the problem. Only when a committee of enquiry threatens do we occasionally see such forms of surprising honesty, but that is usually no more than a flight forward. However, such an "emergency" was not present here.

Their motives for releasing that information now is unclear. As you say, they could easily have sat on the problem. In fact, given their general lack of communication & progress on so many things on the 'issue tracker', they could quite easily have left it there indefinitely, and quietly ignored it. Nobody would have been any the wiser.

So maybe they're trying to get all the bad news out first, before they actually tell us something good. Or maybe they're just hinting that this is the beginning of the end, and ongoing development / bug fixes past April 2023 is not on the cards... so they want to get as many of the quick wins in as they can before the plug is pulled. This one isn't a quick win, clearly.

Who can say. 🤷‍♀️

Personally, I don't really care. I've seen enough of them, and I won't ever buy another Frontier product again.
 
I haven't read the 28 pages before this, but I wanted to express my opinion on the original post anyway. I hope I don't interrupt any ongoing discussions or repeat things that have been said over and over.

I appreciate the clear statement and reasons beinig provided. As sad as it is that there are not enough resources to fix everything at once (provided those resources are not unnecessarily low or even (close to) zero), my biggest issue with the message is that the issue has been closed completely. I would still classify this as a bug, and any bugs should be fixed, albeit not necessarily immediately. But why not come back to this issue later, applying your normal bug-fixing resources.
That being said, I haven't really noticed any too obvious tiling so far, so I am ok with the decision to use the resources elsewhere, for now. As I prefer the spaceflight and exploration part of the game over the first person shooter elements, I hope the new content mentioned will be in the first rather than the latter.
 
I haven't read the 28 pages before this, but I wanted to express my opinion on the original post anyway. I hope I don't interrupt any ongoing discussions or repeat things that have been said over and over.

I appreciate the clear statement and reasons beinig provided. As sad as it is that there are not enough resources to fix everything at once (provided those resources are not unnecessarily low or even (close to) zero), my biggest issue with the message is that the issue has been closed completely. I would still classify this as a bug, and any bugs should be fixed, albeit not necessarily immediately. But why not come back to this issue later, applying your normal bug-fixing resources.
That being said, I haven't really noticed any too obvious tiling so far, so I am ok with the decision to use the resources elsewhere, for now. As I prefer the spaceflight and exploration part of the game over the first person shooter elements, I hope the new content mentioned will be in the first rather than the latter.
Not every issue is a bug.

Some things are just negative aspects to the way something works.

It appears with this one they’ve hit the point where they’ve established that they’re not going to be able to resolve the issue to everyone’s satisfaction without fundamentally reworking the system (which would also reset all planet surfaces again).

As they seem to have invested a lot in the new system, particularly in terms of enabling future delivery, they’re not prepared to make that level of change. So what would be the point of keeping it open on the issue tracker when they’ve already worked out that the solution is non-viable?
 
To follow up on my previous indignant posts. Honestly, I don't see anything wrong with re-generating the galaxy. Familiar and already discovered planets will become different? So what? The main thing is that they will become better and more realistic. That's what we need to think about!
It’s not just re-generating the galaxy; someone would have to spend a lot of time writing the new code & templates. And then there would be inevitable bugs to fix.
Many people almost celebrating this news and calling it a good decision likely don't realise the gravity of the situation. Cuts are being made to development because of cost. Resources are constrained and sacrifices are being made. This isn't something to be celebrated and it probably isn't the last of the sacrifices. Gone are the days of groundbreaking tech and clever development as the game is settling for mediocre results. Worrying times ahead ...
No, this is not a decision to be celebrated at all. What might be celebrated is that it has been finally announced (finally, because — I am going to say it again — to me, it was not unexpected at all).
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 have no idea how the templates were generated, i.e. whether they were hand-crafted or hand-picked from a set of algorithmically generated ones, but the obvious (well, to me) problems with generating templates procedurally are: (1) it takes considerable amounts of CPU and/or GPU power, and would have to be done over and over and over and over and … (you get the idea) again because of how on-the-fly terrain generation works; (2) they need to blend with other templates; and (3) they are supposed to look sane, which is something only a human can judge properly.

I do not think those problems are insurmountable; however, given how rushed Odyssey release was, there was probably not enough time to do any better.
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?
No, not the first 5; the only 5 that look acceptable.
Bingo cards can be generated with a simple set of rules. Think how they would look like if generated by AI trained on pictures of existing bingo cards.
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. 🤷‍♂️
Popping tiles from a stack is something you can do if you generate the terrain once and then forget about it. Not if you generate random parts of huge terrain on the fly over and over again. (Well in principle it could be done, but CPU/GPU cost would have been high.)
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.
I think most of the above is correct, although rather than “shuffling the deck” the algorithm picks templates at random based on a set of conditions.
Seeds are not generated on the fly in EDO.
RNG seeds are most definitely generated on the fly (from body IDs, I believe) in ED, except for manual overrides.
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.
You can design an AI to produce exactly the same result every time. However, I do not think any part of E:⁠D’s terrain generator can be called an AI.
I'll take them at their word on this and assume that the tiles are in themselves generated using various principles of tectonics, erosion, etc.
Incidentally, Kay Ross never referred to those templates as tiles (because they are not tiles) — it is a word gamers have used.
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.
It is more of a problem of figuring out what templates are used for other parts of a body. Remember, the terrain generator is concerned only with the part of a body it has been tasked to generate. In order to figure out what templates are used in other parts of the body, it would have to generate (partially) terrain for all the other areas as well. I think one can easily see how huge a performance hog it would become.
 
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Not every issue is a bug.

Some things are just negative aspects to the way something works.

It appears with this one they’ve hit the point where they’ve established that they’re not going to be able to resolve the issue to everyone’s satisfaction without fundamentally reworking the system (which would also reset all planet surfaces again).

As they seem to have invested a lot in the new system, particularly in terms of enabling future delivery, they’re not prepared to make that level of change. So what would be the point of keeping it open on the issue tracker when they’ve already worked out that the solution is non-viable?
I guess you're right. But if I invest a lot into something, I want it to be working (at least close to) flawlessly. I just hope they keep the issue in mind when (if) they do another reiteration on the planet tech, in maybe another seven or eight years. /edit: But I fear having limited resources is a sign of cutting costs and accepting less than optimal results, which might not bode well for the game in the future.
 
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There is nothing wrong with that. If only there wasn't this uneasy feeling that all future potential developments concerning planetary surfaces will be based on an inadequate foundation.
It’s a legitimate concern. Only time will tell whether they made the right choice, and the payoff in terms of further atmospheric bodies was worth it.

Given that the Horizons tech would seem to have been a dead end for things other than non-atmospheric bodies though, it’d be interesting to know what the realistic alternative options are/were.
 
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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
VR needs to be put on the issue tracker.
 
I guess you're right. But if I invest a lot into something, I want it to be working (at least close to) flawlessly. I just hope they keep the issue in mind when (if) they do another reiteration on the planet tech, in maybe another seven or eight years. /edit: But I fear having limited resources is a sign of cutting costs and accepting less than optimal results, which might not bode well for the game in the future.
Well, one of the things they did with this planet tech is make it expandable and extendable so that they didn’t have to do a full rework again in the future, so that future rework may not be on the cards. Though having said that, 7-8 years is also a big enough timescale for that to be revisited in, so who knows. I’d work on the basis that there won’t be a full rework personally though. (And setting up the new tech in the way described means it will have been a much larger investment than it might currently appear on the surface. It obviously also means an increased chance of a sunken cost fallacy as well, but again it’s not really going to be possible to determine whether that was the case until much further down the line.)

On the limited resources and cutting costs, well yeah. They’re a business ultimately not a money pit, and they can’t just throw money and resource at things forever. At some point doing that will render the whole thing non-viable. So they’ve got to start making decisions over priorities at some point. Not doing so (or not doing so till too late) will pretty much guarantee the worst case scenario.
 
Braben himself has stated on multiple occasions that of course a game has to be profitable.

The thing is, would it really be profitable to just dump the game at this point in time.. It might be more profitable to see it through as it really is kind of unique and epic even in its current state. It might really pay off to fix the existing issues and get on with a good story line.

Edit: Complete sentence.. :D
 
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It’s not just re-generating the galaxy; someone would have to spend a lot of time writing the new code & templates. And then there would be inevitable bugs to fix.
It's worth it. At the same time, you will see that it is better, and it is worth suffering through a new phase of optimization for the sake of it.

After all, in Star Citizen (is it possible to mention the main or one of the main competitors of Elite here?) the relief is not perfect, but it looks much better. There's no galaxy there, though, and so it's cramped for me. And the optimization there is terrible, especially if you play without SSD. But even though the planets there aren't perfect, people still see what it's worth waiting for. And wait.
 
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