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

Gentle reminder that this thread is about the tiling of the planetary features (and textures at low altitude).

upKait2.png


I'll admit the issue is larger than I expected when I first posted it. I figured it was a rather unique anomaly but the number of examples posted is insane. Now that I am playing more as well I am literally seeing the tiling on every individual planet.

If you are looking to discuss the quality of the planetary surfaces, you should really do it here:


For the tilling issue, please remember to fill the issue tracker: https://issues.frontierstore.net/issue-detail/34834

Tbh is ties back to the same issue - their newly, highly touted planetary tech sucks at it's current implementation...And is vastly inffirior to a product it's supposed to be an upgrade for.
 
I want to see Felicity's base - apples to apples.

Screenshot (234).jpg

Here you go. It's not... pretty. 6 GB NVidia GTX 1660 Ti, i5-9300H @ 4.0 GHz (turbo boost). Texture quality set to high, terrain quality: ultra, terrain LOD blending: ultra, terrain work maxed out, 8xAA forced in NVidia control panel.

In addition to the blocky, speckled ground texture, note the lack of detail in the far off surface mip-mapping. Nothing of the detailing on the cliff surfaces or the gravel on the ground is visible from afar.

(Also its location has been moved about 900 km on the surface of Deciat 6A.)

Cheers!
 
View attachment 230800
Here you go. It's not... pretty. 6 GB NVidia GTX 1660 Ti, i5-9300H @ 4.0 GHz (turbo boost). Texture quality set to high, terrain quality: ultra, terrain LOD blending: ultra, terrain work maxed out, 8xAA forced in NVidia control panel.

In addition to the blocky, speckled ground texture, note the lack of detail in the far off surface mip-mapping. Nothing of the detailing on the cliff surfaces or the gravel on the ground is visible from afar.

(Also its location has been moved about 900 km on the surface of Deciat 6A.)

Cheers!
Maybe try the screenshot with a sunset & that will fix everything!
 
The terrain look bad. Around the srv there are no details, the hill textures is slapped randomly to make it look like it's rough. The view of the galaxy and the sun rising is OK. But I've seen beautiful skyboxes in games for a while now.
In this case I think you're nitpicking. I actually like that shot. Around the SRV looks like sand / dust to me, which would be expected on a light atmospheric world. That shot looks way better than anything I saw in that video.

That's the problem, everyone here as "extreme" opinions, making it hard for people like me to get to the truth of the matter. I guess I'll just keep looking and videos and screenshots and decide for myself (though according to some, even these lie).
 
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It's more a question of how people think, they just focus on worst examples-- and that serves a purpose and is of benefit. It does seem though there's a bit of a refusal to acknowledge the game can actually look pretty good at times with the new tech. It's important to accept this because it strongly suggests much of this awfulness is broken code not just bad development.

This latest tile-cloning thing though? I don't know. It's getting pretty horrendous how widespread it is by each post.
Yeah, I think there are bits that definitely aren't working as intended. The fading-up of new detail often seems a long way behind what's actually happening. If you fly at high speed over the terrain at a low altitude (my favourite thing) the jumps can be pretty wild from super-detail to Zarch/Virus blockiness that corrects itself when you've practically flown past it. But I think there's just something not right about the way it's doing detail generally, which can make things look a lot worse than it should be. FD have been good at fixing this sort of stuff before so I'm keeping my fingers crossed it can be fixed and it isn't just a "this is the only way we can do this at decent frame rates" thing.

And they need a few more tiles to make the tile cloning acceptable!

The landscapes themselves are a lot more interesting than they were in Odyssey. Or at least, it feels a lot more real to drive around in, but I think in a lot of cases it actually looks slightly worse than it did in Alpha, possibly just because there seems to be less rocks going on.

But I don't agree with the everything's-absolutely-awful negativity. Most of it looks a million times better.
 
Gentle reminder that this thread is about the tiling of the planetary features (and textures at low altitude).

upKait2.png


I'll admit the issue is larger than I expected when I first posted it. I figured it was a rather unique anomaly but the number of examples posted is insane. Now that I am playing more as well I am literally seeing the tiling on every individual planet.

If you are looking to discuss the quality of the planetary surfaces, you should really do it here:


For the tilling issue, please remember to fill the issue tracker: https://issues.frontierstore.net/issue-detail/34834
Even if you look at the image above, you've even missed several more examples of obvious tiling. It's really bad.

Part of me is very happy this is being highlighted, another part says it's not going to be changed and so this'll just spoil the view now. :(

dks5WOj.png


Edit - I think the blue rectangle at the bottom may not be a copy, unless it's rotated as well, but I'll leave it as a monument to my overactive outrage and enthusiasm!
 
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View attachment 230800
Here you go. It's not... pretty. 6 GB NVidia GTX 1660 Ti, i5-9300H @ 4.0 GHz (turbo boost). Texture quality set to high, terrain quality: ultra, terrain LOD blending: ultra, terrain work maxed out, 8xAA forced in NVidia control panel.

In addition to the blocky, speckled ground texture, note the lack of detail in the far off surface mip-mapping. Nothing of the detailing on the cliff surfaces or the gravel on the ground is visible from afar.

(Also its location has been moved about 900 km on the surface of Deciat 6A.)

Cheers!
Yeah, but I think this is fairly clearly not the level of detail it's meant to have. Something is wrong.
 
View attachment 230800
Here you go. It's not... pretty. 6 GB NVidia GTX 1660 Ti, i5-9300H @ 4.0 GHz (turbo boost). Texture quality set to high, terrain quality: ultra, terrain LOD blending: ultra, terrain work maxed out, 8xAA forced in NVidia control panel.

In addition to the blocky, speckled ground texture, note the lack of detail in the far off surface mip-mapping. Nothing of the detailing on the cliff surfaces or the gravel on the ground is visible from afar.

(Also its location has been moved about 900 km on the surface of Deciat 6A.)

Cheers!
Yeah, that's just horrible looking. It reminds me of a game I played on my brand-new Pentium computer with a fresh-off-the-shelf copy of Windows 95... (the terrain, not the buildings)
 
In this case I think your nitpicking. I actually like that shot. Around the SRV looks like sand / dust to me, which would be expected on a light atmospheric world. That shot looks way better than anything I saw in that video.

That's the problem, everyone here as "extreme" opinions, making it hard for people like me to get to the truth of the matter. I guess I'll just keep looking and videos and screenshots and decide for myself (though according to some, even these lie).
The issue is that all the ground I've seen look exactly like that weird "snow". Color changes, but it's all bland ? Like the OP posted in his video.

And the cliff are horrible IMO, look like poorly slapped rough textures.
 
Has anyone got any ideas of a better way to represent planets? Ive been looking at other games but would like some suggestions. I see repetition in a lot of games and clearly EDO needs a LOT of love and had work to get it up to spec, but i cant think of any other methods ? Its a shame it wasn’t fixed earlier.
 
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