New Planet Tech is KILLER of Exploration (all terrain is tiling/repeating/not procedural/random)

Even this 'concept' art demonstrates the artist's lazy use of re-size-cut'n'paste in action, but now taken to dreadful multiple levels of misuse in the Odyssey 'new planet tech':
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I'm not sure what this is supposed to mean... The concept art creator reused parts and that is supposed to be connected in any way to the duplicate patterns and so on we see in Odyssey? Uhm. Well. Does not compute.
 
What happened to that anyway? in or not ?

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devdiary3.png


devdiary2.png
I was going to reply "Wow, amazing! where is that?" then I realize that this planet is located in the PR folder of the game.
 
Rather annoyingly a forum thread asking whether it was possible to use Horizons tech for non-atmospheric planets and Odyssey tech for new atmospheric planets got closed by the moderators before I had a chance to post the following. Since I've written it now I figured I might as well post it here.




I was thinking about this myself actually but I also doubt it's technically possible. Odyssey will be using a significantly different version of the Cobra engine to Horizons. Even if it was possible to have both versions of Stellar Forge built into the Elite: Dangerous client (invoking one to generate the new atmospheric planets and one to generate the old Horizons planets), I doubt the Horizons verision would run with the newer Odyssey Cobra libraries and game code. No ... the way forward is just to do a bit more work on the new planetary tech and get it to produce more of those big terrain features like ravines and ridges and sharp edged mesas and cliff tops that were so awesome in Horizons. My big fear is ... will they? Another terrain reshuffle at this stage would mean re-baking the positions of all the surface bases amd settlements ... again. Will Frontier be bold enough to do that just for the sake of improving surface tech which they deemed suitable for release but which a part of the community has identified as being inferior or will they just stick to their guns and hope we get used to it (it's not truly terrible after all, if we hadn't seen the best that Horizons had to offer I doubt we'd be complaining).

Be bold Frontier! It'll be worth it in the long run!
I really like the Odyssey planets, but I wouldn't mind a reshuffle with a slightly tweaked algorithm. I guess it's really hard to come up with one that fits billions of planets without creating too many glitched out surfaces (like in Horizons first take), but yeah, I'd like just a little more distinct features.
If that would also take care of the duplicate patterns this becomes a no-brainer.
Please push the button.
 
What happened to that anyway? in or not ?

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devdiary3.png


devdiary2.png
What exactly do you mean? The atmospheric effects and all? Uhm. One moment:

2021-06-05 13_58_57-Greenshot.jpg


2021-06-07 16_57_49-Greenshot.jpg

These are just from my screenshot folder.
If planet, star and atmosphere type is right, it looks pretty much like on the pictures, yeah.
That's just moment where you are about to go into glide mode and I very rarely take screenshots at that moment. :D
 
I was going to reply "Wow, amazing! where is that?" then I realize that this planet is located in the PR folder of the game.
Yeah, some more faked PR landscapes:

ZikA6r.jpg

ZiElva.jpg


Zik6bx.jpg

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No, wait those my actual EDO screen captures!

Sorry for any cognitive dissonance I may have caused. :sneaky:

PS. Oh, and it may have been on NOT maxed volumetric effects, because I am and oldschool gamer and I prefer sharper, crispy picture.
I play games with NVIDIA "details" filter that REMOVES some of postprocessing effects and adds some sharpening instead.
 
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Aaaand got a followup. Just landed on this random atmospheric and documented my landing approach:
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Here we are.
That's Tangkan A 2.

EDIT:
I got to add this one real fast. This planet has a really strange surface. Much different from what I saw so far. On this scale anyway:

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Scale of difference between bad and very good looking planets makes me wonder every time
if it's intentional and good ones are kind of exceptional "price"
and making them too common would depreciate them as reward for exploring.

Then I realize it's FD and I stop rationalizing chaos.
 
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Aaaand got a followup. Just landed on this random atmospheric and documented my landing approach:
View attachment 237549

View attachment 237550

View attachment 237551
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Here we are.
That's Tangkan A 2.

EDIT:
I got to add this one real fast. This planet has a really strange surface. Much different from what I saw so far. On this scale anyway:

View attachment 237555
Oh, and I wonder if disabling/enabling bloom makes a difference in high quality screen captures.
Because I generally don't like bloom and probably have it disabled in all my screenshots.
 
Aaaand got a followup. Just landed on this random atmospheric and documented my landing approach:
View attachment 237549

View attachment 237550

View attachment 237551
View attachment 237552
Here we are.
That's Tangkan A 2.

EDIT:
I got to add this one real fast. This planet has a really strange surface. Much different from what I saw so far. On this scale anyway:

View attachment 237555
They sure look great and I have multiple examples as well, but the problem is that in all the promotional videos you could see and additive layer of fog that in EDO is only currently visible drawn on top of the terrain only. For example in your last screenshot you can see how in the far distance the moutains are picking a desaturated fog that is not corresponding with what is behind.

See how it would look if the additive fog that is drawn only on top of the terrain geometry was properly rendered:

horizon3.gif


It's a typical problem in games when an atmospheric shader is applied only on geometry and not on the environment background. Mountains shouldn't have more fog that the sky behind as I've illustrated previously on this examples:

RgR3xCV_tweaks.gif


HORIZON.gif
 
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They sure look great and I have multiple examples as well, but the problem is that in all the promotional videos you could see and additive layer of fog that in EDO is only currently visible drawn on top of the terrain only. For example in your last screenshot you can see how in the far distance the moutains are picking a desaturated fog that is not corresponding with what is behind.

See how it would look if the additive fog that is drawn only on top of the terrain geometry was properly rendered:

View attachment 237626

It's a typical problem in games when an atmospheric shader is applied only on geometry and not on the environment background. Mountains shouldn't have more fog that the sky behind as I've illustrated previously on this examples:

View attachment 237623

View attachment 237624
I don't think anyone would deny the fact, that Odyssey could/should be better in almost every aspect, even when it's about landscapes on atmospheric planets, the best part in EDO atm.
 
I don't think anyone would deny the fact, that Odyssey could/should be better in almost every aspect, even when it's about landscapes on atmospheric planets, the best part in EDO atm.
I'm pointing this this out because I suspect it's broken and it wasn't in the alpha and before judging from the videos
 
They sure look great and I have multiple examples as well, but the problem is that in all the promotional videos you could see and additive layer of fog that in EDO is only currently visible drawn on top of the terrain only. For example in your last screenshot you can see how in the far distance the moutains are picking a desaturated fog that is not corresponding with what is behind.

See how it would look if the additive fog that is drawn only on top of the terrain geometry was properly rendered:

View attachment 237626

It's a typical problem in games when an atmospheric shader is applied only on geometry and not on the environment background. Mountains shouldn't have more fog that the sky behind as I've illustrated previously on this examples:

View attachment 237623

View attachment 237624
The... additive fog. Okay.
And you even put in the effort to create a comparison...
Sorry, but this additional layer of fog is not missing for me.
Apart from that there's a lot of different atmosheres. Maybe it's there on a bit thicker ones or... Under different light conditions or... It's gravity?!
You gotta try out these things yourself though.
 
In this case I think it's a glitch. There is something broken in a shader. I'm enjoying the new atmospheres, but there is stuff that is broken and needs to be fixed. It's as if in many ocasions there is a layer that is rendered only over the terrrain geometry. You can see in this screenshot how the fog is only happening over the silouette of terrrain, not as if was a patch of fog or anything that would happen in real life, is a screen space effect.
HORIZON.jpg
 
In this case I think it's a glitch. There is something broken in a shader. I'm enjoying the new atmospheres, but there is stuff that is broken and needs to be fixed. It's as if in many ocasions there is a layer that is rendered only over the terrrain geometry. You can see in this screenshot how the fog is only happening over the silouette of terrrain, not as if was a patch of fog or anything that would happen in real life, is a screen space effect.View attachment 237652
That looks strange, yeah. Never saw anything like that myself, and I landed on more planets than I can count by now.
 
It's an extreme example, but it's the same effect that to some extent is visible in many atmospheres, only here it's super evident. I suspect two shaders are not talking to each other or something like that and that's why there is a disconnection many times between the terrain and sky fog in terms of colour and brightness. From what I remember in the few atmosphere types we had in the alpha the problem wasn't present, so it might be as result of the last round of adjustments done for release. I'm trying to bring some visibility to the problem because I think they did a really good job with atmospheres and it could be perfect if they could fix it :)
 
I'm not sure what this is supposed to mean... The concept art creator reused parts and that is supposed to be connected in any way to the duplicate patterns and so on we see in Odyssey? Uhm. Well. Does not compute.
As an artist (fine & graphic art) I am pointing out that NOW the horrible use of cut'n'paste as an ACCEPTABLE 'in-use-procedure' (acceptable to FDev) has filtered down from the elite/creme de la creme artists (i.e THE concept artists) employed by Frontier...... In the past; concept artists use ANY cut'n'paste?....NEVER!!!!

The frontier employees tasked with splattering Odyssey planets with cut'n'paste garbage repetitions of barely changed 'graphics' are not 'artists'...just render applicators following artistic direction from their betters.... THEY know no better. It is just the dumbing down of the entire broad spectrum of development of ED/EDH/EDO, as time has progressed. It is a blatant symptom (to an artist) of the malignant lack of 'interest' within Frontier, in just what Elite means to dedicated commanders with their preconceived ideas built up over the years and their consequent expectations!

Does THAT compute? o7
 
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