New hyperspace visuals and target star arrival

I played 2.2 proper last night and, try as I did, I could not see that destination star which was there in the beta. :(

Then I noticed that my graphics settings had reset to Low ever since 2.2 landed. One quick change and the glorious hyperspace sequence was back. Including the star. :)
 
It's all about instancing and not seamlessness... it is what it is

Uh no, there's no reason the game can't smoothly transition between the hypserspace loading screen and the destination star system once it's loaded. Instancing doesn't prevent that, we're talking about purely graphical changes here.

It would be nice for the final second to be smoother indeed. Fade out the hyperspace transition and fade in the destination star system while coming out at high speed would be pretty great.

Also, the dots passing you by in whitchspace aren't stars. Whitchspace is its own dimension, without much link to realspace other than your destination in the middle of the tunneL
 
Last edited:
sadly, no... still to much Dr Who, less realism :-(

realism?

- - - - - Additional Content Posted / Auto Merge - - - - -

Uh no, there's no reason the game can't smoothly transition between the hypserspace loading screen and the destination star system once it's loaded. Instancing doesn't prevent that, we're talking about purely graphical changes here.

It would be nice for the final second to be smoother indeed. Fade out the hyperspace transition and fade in the destination star system while coming out at high speed would be pretty great.

Why would it fade in? We are basically jumping to a new system, clue is in the word.
 
If you have a bobblehead you can see that witchspace is very much not straight!

My letters go flying all over the place, while it may look like a straightline to us, it isn't (as shown in the bobbleheads)

I imagine space and time are bending around me while I'm in witchspace
 
I think most of the problem is not only does the star not (smoothly) transitioning from hyperspace to the star that ends up in front of you, but in fact almost nothing does. Your point of view seems to change, and many other visual elements disappear/appear, so it doesn't appear as a transition, simply the end of one thing - cut - the beginning of another.

Ideally, the two sequences need to blend in rather than one end, and the other begin :) Little things like even if the HUD elements popped in over the first second or so when you arrive, rather than all instantly? And the star field you're going to be met with starts to appear a second or so before the end of the hyperspace jump. The lighting changes over half a second or so, rather than instantly. ie: So there's less things all appearing/disappearing/changing in that one moment (frame)? Maybe next version?

http://i.imgur.com/uS5bVgE.gif

That's a fair criticism. It's still better than it was but your point is well made. Artistically it could indeed be better, and using the "real" starfield for the arrival location would be perhaps the biggest improvement of the things you suggest.
 
Passing hundreds of stars while jumping from one star to the next one is simply nonsense.
It's bothering because so many other aspects of the game are taking things seriously and the jump animation we are looking at 1000 times is a bit annoying that way.
And it should be easy to fix...

We are in witchspace, who said that they are stars.
 
Uh no, there's no reason the game can't smoothly transition between the hypserspace loading screen and the destination star system once it's loaded. Instancing doesn't prevent that, we're talking about purely graphical changes here.

It would be nice for the final second to be smoother indeed. Fade out the hyperspace transition and fade in the destination star system while coming out at high speed would be pretty great.

Also, the dots passing you by in whitchspace aren't stars. Whitchspace is its own dimension, without much link to realspace other than your destination in the middle of the tunneL

In fact the fade-out/fade-in SFX works really well, it was done with good effect in the latest Star Wars film here: https://youtu.be/EclGfgIgQh0?t=51
If we slow down the film clip to a quarter of its speed on Youtube, the transition effect can be seen quite easily.

It does look good in real time. And yes, the 'rule of cool' applies here. :)
 
I have no problem with the final transition, for me it's an effect of actualy exiting hyperspace and getting back into normal space.
Stars in hyperspace I don't like, it would seem much better, if the stars were not points, but lines like in warp
My biggest issue is, that when entering hyperspace, the star backgroud is still visible during the actual jumping taking place, that just does not seem natural.

Edit: I also think, that the destination star should be visible only for the last few seconds, as that is the timeframe, when the ship is close enough to actually see the star so big.
 
Last edited:
If you have a bobblehead you can see that witchspace is very much not straight!

My letters go flying all over the place, while it may look like a straightline to us, it isn't (as shown in the bobbleheads)

I imagine space and time are bending around me while I'm in witchspace

The destination bubble and speedometer is also wigging out the whole time. I think the issue is that moving through non Euclidian space toward a destination is going to confuse the nav computer as it picks up bits and pieces of information about where it thinks we are as we travel through the quantum foam. The rest of the ship's computer shuts down, probably because any hitch in FSD navigation through hyperspace would leave us stranded in an intervening planet. We know that FSD's are very affected by gravity, maybe we have to dodge all of the gravity wells along the way...
 
Last edited:
IMO, the new hyperspace sequence is a major improvement from the previous version. Sure it's very vibrant with multi colored clouds and such, but I'm sure we can all agree that the square clouds in the former tunnel had to go. Besides, we are traveling through a different dimension. As for the destination star being the "light at the end of the tunnel", I believe it's pretty close to what it should be. Test this by running space engine and fly towards a distant star at ludicrous speed. As you approach, it will appear to hang there as if just out of reach and then BAM! It goes whizzing behind you in a fraction of a second. That being said the pop in when you exit works for me just fine.
 
Last edited:

Deleted member 38366

D
Well, I also see it as an improvement compared to the old Version with its clearly visible volumetric textured bubbles (was awful when looking to the right or left).

It might not be perfect in terms of a seamless transition, but IMHO it brought us a step closer.

PS.
My only real gripe is when approaching Binaries or Multi-Sun Systems, those never seem to show; only that main Sun with its symbolic color ambience is slowly getting bigger until its growth freezes until the Instance is life and we're brought into SuperCruise inside it.
 
Definitely an improvement, but the actual transition is a bit of a needless mess IMHO. The entire point of view, lighting, movement of the star, HUD, background star field, various effects, all end/start in 1 frame, rather than simply being staggered/blended...

uS5bVgE.gif
 
I saw it less as "the star in the distance" and more as a "light at the end of the tunnel". So I don't have a problem with the jarring transition and in fact I think it fits. I DO have a huge problem with the fact that you drop in on the star off-center, which looks clumsy and weird. Hope they fix that and you'll come out facing the center of the star in the future. I also really hope eventually we'll get some volumetric effects for those clouds and glowy color patches, because right now they are flat textures which look hokey and fake, like carboard cutouts in a low-rent haunted house carnival ride.
 
Back
Top Bottom