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

For those complaining about patern repeating.

Star Citizen hand crafted planets :

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I wonder how they cope at the poles
 
Can you guys report SC bug issues on the SC proper channel ? Because I don't really care if SC have repetition, or even if their planet tech is using a 5yo room wallpaper and you have blue elephants all over the planet texture.
I thinks its useful to look at other planet Generation systems - i would like to know a lot more about how ED does it and NMS etc etc

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For those complaining about patern repeating.

Star Citizen hand crafted planets :

1626316057-6kqe7of7c3b71.jpg


Yeah, latest version I noticed the tiling VERY quickly, and I'm apparently not a good noticer overall because I have not noticed it on very many in Odyssey so far but it's very prevalent in their planets. Ironically noticeable most at a specific altitude range much like EDO.

But anytime they morph into a straight line of patterns like that my eye will lock on like a missile. Seen that a few times in Odyssey on fairly featureless surfaces too. The stretched and rotated organic shapes I'm not very quick to notice and seem to be most visible at a time when I am least attentive to the overall planet.
 
Except SC's planets are not hand crafted, they are also procedurally generated, with only certain areas being hand crafted (POI's, settlements, cities, etc) and the tech that creates the planets is built in-house and is still being refined every patch.
Lol, they "procedurally generated" four planets in half a decade.

MMS has procgen. Their approach has some advantages and disadvantages but is overall very impressive. ED has procgen, which could do with more noise and stretching/rotating, but on the surface it works fantastically well. SC has nothing.

SC is the "make space games great again!" of the industry. If anything, it's a test of how gullible a gamer is. :p
 
I thinks its useful to look at other planet Generation systems - i would like to know a lot more about how ED does it and NMS etc etc

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NMS is a tough example to use. It very obviously has repetition in most of its planets due to the use a large geological formations as part of the terrain generation. On the one hand, a planet has very distinctive landmarks and a 'feel' to it because of this. On the other, it's obviously repetitious over a fairly short distance. That said, all of that ties into the very story of NMS, so it's not really a comparable issue.

Put another way, planets in NMS are supposed to look like they have tiling, much like many other quirky aesthetics that define the game (and divide opinion over it). Elite and SC are meant to be targeting realism, where tiling is very disruptive to immersion because it's so unnatural (at a large planetary scale). Of course, at the end of the day, we're dealing with a procedural generation. Handcrafted - on a planetary scale - is very much possible, but only the most die-hard and passionate of developers (who, consequently, tend to be cash-strapped, too) try this.
 
...I think it‘s a rendering error. Instead of showing the top layer (ice), it shows the ground beneath...
Ah-haaah! Yes, it could be working in that direction - I had not seen texture layer mixing mismatches on that scale before.

...and here I kind of liked the look of the scorched valley I landed in... and the texture layering was pleasantly unusually coherent between the left and right eye views in VR to boot; I guess that could indeed be because all but the bottom layer were suppressed, leaving no blending that needs to match. :7
 
NMS is a tough example to use. It very obviously has repetition in most of its planets due to the use a large geological formations as part of the terrain generation. On the one hand, a planet has very distinctive landmarks and a 'feel' to it because of this. On the other, it's obviously repetitious over a fairly short distance. That said, all of that ties into the very story of NMS, so it's not really a comparable issue.

Put another way, planets in NMS are supposed to look like they have tiling, much like many other quirky aesthetics that define the game (and divide opinion over it). Elite and SC are meant to be targeting realism, where tiling is very disruptive to immersion because it's so unnatural (at a large planetary scale). Of course, at the end of the day, we're dealing with a procedural generation. Handcrafted - on a planetary scale - is very much possible, but only the most die-hard and passionate of developers (who, consequently, tend to be cash-strapped, too) try this.
So they knew everyone would know instantly that their procedurally unique planets repeated so they made it a part of the story and it's all good? Well, time for some Guardian terraforming discoveries to pop up on the net then everyone can stop complaining.
 
Imagine world creator on a billion planets scale and you see the problem. NMS is a great solution but does it look Real? SC looks great but as a local hand crafted planet system with a limited scale. Its just soooo interesting to see how different companies cope with this in realtime.

 
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We've got the Terrain Work slider, perhaps there should be an OCD slider that indicates how likely you are to look for repeated patterns. Max it out and the whole planet is just wibbly Perlin noise, minimise it and it's the same mountain from the Cairngorms repeated endlessly in a perfect grid.
 
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Because mid size displacement on mesh seems only projected in height its not projected as Tri-planer projection. With NMS its all noise generation in a voxel landscape so you can use ‘solid’ noise i guess. To do a level in unreal you would surface in all axes and build from smaller components over a base terrain map to avoid stretching ( I’m only guessing ) using hand crafted assets. Now to do this in with vertical canyons like these in Wadi Rum would need something more interesting with stamping in axes other than height - I’m not taking normals or scattering - I’m talking more gross detail. Obv if i was hand buidling it in Maya and texturing in Mari - no problem but, now I have no idea how EDO does the layering but issues with x and z axes in the mountains can easily been seen in ODD - in HR i ‘think’ the prodcedural noise works better.

Source: https://youtu.be/Y0yDFiMmTC4


Source: https://youtu.be/xtFxDCJE-0Y


Source: https://youtu.be/x4sGNKlm4BU


I’m probably wrong in everything I said but its a common issue with those high blobby mountainous regions when using height maps in Bryce. There has been comparisons to Bryce which is fair.

My Tuppence anyway.

I wish they would show more details of the system so nerds like me can see how it works.

For some images from mars they use projections and stereoscopic projections to build the inner detail.
 
Meanwhile, as a somewhat relevant aside, I always point anyone having a freakout over the idea we could all be living in some kind of simulation to all the telltale improbably repetitive patterns we'd keep observing from various programming shortcuts and techniques to reduce system overheads, which don't actually show up within the observable universe.
 
I always point anyone having a freakout over the idea we could all be living in some kind of simulation to all the telltale improbably repetitive patterns we'd keep observing from various programming shortcuts and techniques to reduce system overheads, which don't actually show up within the observable universe.
A universe that constantly expands keeping the observable universe from being infinite seems like a pretty lazy hack to me.
 
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