LLadies and gentemen our galaxy: the milky way... ehm... the Cordon Bleu!

Most of the visual astronomical accuracy in this game is a joke anyway. Take nebulae, for example. With two or three exceptions, they’re all wrong.

The Orion Nebula in particular is a disaster. I’ve seen the real one many times through my 10” Dob and my DSLR hooked up to my 6” SCT, and it sure as hell doesn’t look like the mess we have in-game.

Don’t even get me started on the Eagle Nebula...
 

Guest193293

G
The way it is now, is lacking of details in the space dust and such, it's not detailed enough, it's not really about the color to me but more about that, this very distinctive space dust that is spread out in front of the galaxy. See the real one here.

Edit:

Well I found this:

milky_way-3.jpg


A compressed view of the entire sky visible from Hawaii by the Pan-STARRS1 Observatory. The image is a compilation of half a million exposures, each about 45 seconds in length, taken over a period of four years. The disk of the Milky Way looks like a yellow arc, and the dust lanes show up as reddish-brown filaments. The background is made up of billions of faint stars and galaxies [Credit: D. Farrow/Pan-STARRS1 Science Consortium, and Max Planck Institute for Extraterrestrial Physics]


Looks like it's already accurate actually:

57665x3956.jpg


3C74F04B8414992F762D064222D3D28D5C142996


omega_ngc6618_01.jpg
 
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It's called VISION.
Pitifully, almost in all PC games nowadays, persons with VISION at the same time have strong lack of education in relevant areas of natural science. This results in delirium like milky way varying its color from bloody red to cold blue depending on the "aesthetics" of current system main star.

Dr. Ross
MPhys Physics, Astrophysics and Cosmology (Lancaster 2008)
PhD Experimental Particle Physics (Lancaster / DZero 2012)
Core Programmer - Elite: Dangerous 2013-2015
Senior Render Programmer - Elite: Dangerous 2016 - Present

While I agree that some things ingame need to be improved (especially the star light tinting), it looks like Frontiers devs have better education than most players on this forum.
 
Am I the only one that's largely happy with the graphics in ED? I don't really need it to look realistic, I need it to look obviously like the galactic plane, which it does, and it's still pretty if not completely realistic.
You aren't the only one, but this is ED. If the players aren't complaining they must be really sick or dead.
 
Dr. Ross
MPhys Physics, Astrophysics and Cosmology (Lancaster 2008)
PhD Experimental Particle Physics (Lancaster / DZero 2012)
Core Programmer - Elite: Dangerous 2013-2015
Senior Render Programmer - Elite: Dangerous 2016 - Present

While I agree that some things ingame need to be improved (especially the star light tinting), it looks like Frontiers devs have better education than most players on this forum.
Nice reference.
Yes indeed. What we need to see then is at which level his knowledge is implemented in the game. We all know that the Cobra Engine already showed limitations. I'm quite sure they know how the galaxy is and I guess the bad things we have belongs to other bad approximations
 
Dr. Ross
MPhys Physics, Astrophysics and Cosmology (Lancaster 2008)
PhD Experimental Particle Physics (Lancaster / DZero 2012)
Core Programmer - Elite: Dangerous 2013-2015
Senior Render Programmer - Elite: Dangerous 2016 - Present

While I agree that some things ingame need to be improved (especially the star light tinting), it looks like Frontiers devs have better education than most players on this forum.


What seems like ages ago, I watched the "Discovery Scanner" on the Stellar Forge, with Dr. Ross explaining how it worked. I've watched it several times since, because it was so fascinating, and really heartening to see that something this epic was created with such attention to detail and care.

So it seemed doubly strange to me when I saw the skybox being tinted by the local star colour, as that does not seem like something that would have come from someone so well informed! I can understand the local objects (i.e planets, ships, etc) being coloured by the star spectra, as they reflect the light produced by the star - and I really like the fact that the further away you go from the light-source, the darker the objects become.

I just don't get the total wash over the skybox and HUD items, it seems incongruous that an environment so otherwise lovingly crafted would let that happen.
 
What seems like ages ago, I watched the "Discovery Scanner" on the Stellar Forge, with Dr. Ross explaining how it worked. I've watched it several times since, because it was so fascinating, and really heartening to see that something this epic was created with such attention to detail and care.

So it seemed doubly strange to me when I saw the skybox being tinted by the local star colour, as that does not seem like something that would have come from someone so well informed! I can understand the local objects (i.e planets, ships, etc) being coloured by the star spectra, as they reflect the light produced by the star - and I really like the fact that the further away you go from the light-source, the darker the objects become.

I just don't get the total wash over the skybox and HUD items, it seems incongruous that an environment so otherwise lovingly crafted would let that happen.
I guess that's because of the incremental nature of Elite Development. They are probably already working on better lighting, the current version is not their final vision but they decided to release it anyway because it's an improvement in some parts (but worse in others). Tinting our cockpits and nearby bodies is good, while tinting the milky way is bad. Applying a colour filter to everything was a cheap but easy solution.
The same thing happened to the planets, for those who don't remember it, at some point every planet turned beige. While it was an improvement to the old system because that one was even more unrealistic, it was also bad because the galaxy seemed dull and completely beige planets aren't realistic either. So they changed planet colours to be dependent on the material composition of planets which resulted in the pretty good and realistic version we have now.
I wouldn't say it's always one step forward and two steps back, more like one step forward and two steps left... Eventually they'll get there.
 
I wouldn't say it's always one step forward and two steps back, more like one step forward and two steps left... Eventually they'll get there.
In most changes I see two steps forward and one step back. The improvement is there but it's always de-rated by some overlook/cheap implementation/bug so I can never fully enjoy it without being upset for something.
 

Deleted member 38366

D
Hm, I remember a few older Games had different "Render schemes" in their Graphics Setup.

That allowed to set quite different visual styles, sometimes ranging from "cold" to "colorific" all the way to "dreamscape".

IMHO ELITE would benefit >alot< from offering such rendering presets.
Since it's not hard to implement but can bring alot to the Game (Visuals), maybe something for the Suggestions Forum.
 
In most changes I see two steps forward and one step back. The improvement is there but it's always de-rated by some overlook/cheap implementation/bug so I can never fully enjoy it without being upset for something.
I'm genuinely not sure thats anything to do with Frontier.
 
Dr. Ross
MPhys Physics, Astrophysics and Cosmology (Lancaster 2008)
PhD Experimental Particle Physics (Lancaster / DZero 2012)
Core Programmer - Elite: Dangerous 2013-2015
Senior Render Programmer - Elite: Dangerous 2016 - Present

While I agree that some things ingame need to be improved (especially the star light tinting), it looks like Frontiers devs have better education than most players on this forum.
All that, and he still insists on making copypasta nebulae that in no way match the real thing. In reality, the Eagle, Witch Head, Running Man, and Trifid Nebulae look nothing alike, but in-game they’re the same ugly purple blobs.

If he doesn’t believe me, I’d be happy to loan him my astroimaging setup.
 
All that, and he still insists on making copypasta nebulae that in no way match the real thing. In reality, the Eagle, Witch Head, Running Man, and Trifid Nebulae look nothing alike, but in-game they’re the same ugly purple blobs.

If he doesn’t believe me, I’d be happy to loan him my astroimaging setup.
My ex always used to tell me whenever I was complaining about realism in movies: "It's not a documentary."
 
I think it's a bit silly to be making the assumption that somebody at FDEV decided to tint the Milky Way the colour of the local star. It is clearly an unintended side-effect of the new colour grading system that is very likely to be patched out at some stage down the line. But I imagine it's pretty low on the list of priorities.

HOWEVER

I can see the case for the galactic plane realistically being tinted by the colour of the local star in at least one instance - when we're close to the star itself, like during fuel scooping and beginning to move away. When we are that close to the star to gather fuel from it, we are within its envelope, and although this isn't represented at all in the game, I imagine that the "atmosphere" of the star would have a similar tinting effect that Earth's atmosphere does on the milky way.

Speaking of which, I would love for proper stellar envelopes to be put in the game - lots of the stars we come across in the game wouldn't necessarily look like perfect spheres, there are plenty of squashed, rapid spinning stars, and most of the giant ones may not even have a discernible surface.

In terms of interstellar dust; I believe the reason it doesn't look quite right is because there is a rough approximation of the distribution of the dust being generated by the stellar forge, and the skybox uses that rough approximation to build the appropriate backdrop of whichever system we're in. So, if the distribution isn't perfectly accurate, then the milky way as seen from Sol won't have the distinctive dust lanes that we see IRL. I'm not sure that this is reasonably fixable to be honest, because we only see a the dust lanes in two dimensions from Earth, but the stellar forge generates it from a three-dimensional distribution - it makes me wonder if "fixing" it so it looks right from Sol would result in a weird distribution when you move around other systems, like what happened with the 2MASS survey stars.
 
I think it's a bit silly to be making the assumption that somebody at FDEV decided to tint the Milky Way the colour of the local star. It is clearly an unintended side-effect of the new colour grading system that is very likely to be patched out at some stage down the line. But I imagine it's pretty low on the list of priorities.

HOWEVER

I can see the case for the galactic plane realistically being tinted by the colour of the local star in at least one instance - when we're close to the star itself, like during fuel scooping and beginning to move away. When we are that close to the star to gather fuel from it, we are within its envelope, and although this isn't represented at all in the game, I imagine that the "atmosphere" of the star would have a similar tinting effect that Earth's atmosphere does on the milky way.

Speaking of which, I would love for proper stellar envelopes to be put in the game - lots of the stars we come across in the game wouldn't necessarily look like perfect spheres, there are plenty of squashed, rapid spinning stars, and most of the giant ones may not even have a discernible surface.

In terms of interstellar dust; I believe the reason it doesn't look quite right is because there is a rough approximation of the distribution of the dust being generated by the stellar forge, and the skybox uses that rough approximation to build the appropriate backdrop of whichever system we're in. So, if the distribution isn't perfectly accurate, then the milky way as seen from Sol won't have the distinctive dust lanes that we see IRL. I'm not sure that this is reasonably fixable to be honest, because we only see a the dust lanes in two dimensions from Earth, but the stellar forge generates it from a three-dimensional distribution - it makes me wonder if "fixing" it so it looks right from Sol would result in a weird distribution when you move around other systems, like what happened with the 2MASS survey stars.
Good post. It may well be unintended that the galaxy has been tinted, but I do get the feeling the distance you have to travel away from the star before the effect is removed has been reduced. Or it could be just less obvious over time as I got used to it.
 
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