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

This past Saturday and Sunday, I approached, mapped, and landed on 17 planets with atmosphere. Noticed that all these planets looked more or less the same and thought that this was because they were all located in the same region of the Orion Spur. What annoyed me more, is that when you approach a planet surface to manually land on it, the textures are very blurry and only sharpen when you are getting closer to the surface and then when about 200 meters above the place where it says you can land, rocks and other features literally pop-out of the ground. You can still land, but using the SRV may not be possible because there is a rock or a heap of soil under the ship (DBX in my case) which prevent the SRV from deploying, or if deploying correctly, unable to move away from under the ship. Also the landfeatures you see from space when near a planet is not reflecting the landfeatures that are actually on the surface of a planet.
 
I've posted this before so forgive me but since it is relevant to the post :)

U5kWSjI.png


Two more: Source: https://i.imgur.com/FbHqkdD.png
and Source: https://i.imgur.com/WrQPBCO.png
Good God.
 
Yes, but finding repeating patterns on ONE planet strongly suggest a rather limited tileset.
Is it at all possible that the ONE planet may just have been a bug? Another visitor to the same system / body couldn't repeat the pattern - perhaps you might be kind enough to explain why the 2nd visitor was unable to see something quite so obvious?
 
I've been following this for a while, and I think the primary issue looks like it might be insufficient range of primitive assets (...)
Yes, but the point is that the "charm" of ED was playing in a proc gen world.
We'll see how much of this is gonna stay.
 
Yes and Blackmaze has 11GB as he said, so by what logic of yours has he less then you? Just asking, because I'm pretty sure 11 > 8.
Also this bug may trigger on some configs? Maybe he has some virus that mining etherium and eats all his vram? No idea. I dont have it, all looks great for me.
 
Or that reusing the same pattern is a bug that impacts rendering of this specific planet.

Otherwise we would have hundreds of such screenshots instantly after release.
Well, maybe.

But it does actually take time to notice such things, as when a game is new you're too busy focusing on the game itself (the hype of it being new and ground combat etc..) and it wouldn't be noticed directly. As far as exploration goes that also would take time to sink in.

Now people will be looking for certain features/tiles everywhere they go.
 
Yes, which is why it need to be acknowledged and fixed. The lod is absolutely poor quality, and buggy. The ground itself, when it works, it absolutely gorgeous. And it's sad, and no matter where you are standing right now, we all want the game to be at his best.

There is terrain clipping at times (I had floating rocks inside landing pads twice). But a poor lod can also do terrain clipping (lod is more than a texture it's also a mesh).
Yeah I had the rocks too, but this felt different, I mean a whole mountain without an actual mesh (I could drive inside and through) and it felt like the base was sitting on the wrong hill. Guess teaches me expecting to at least try to get the hand crafted locations right.
 
Is it at all possible that the ONE planet may just have been a bug? Another visitor to the same system / body couldn't repeat the pattern - perhaps you might be kind enough to explain why the 2nd visitor was unable to see something quite so obvious?
Well I didn't see that post, where is it?
 
Oh, I can swear I saw "I have that at max settings" in your post, so I shared my experience on MAXED terrain quality "ultraforcecapture".
Ultraforcapture, as the name suggest, is not made for playing, but for screenshots. So yes, it's maxed quality for playable experience, as intended. So everything maxed BUT that specific option.
 
Yes and Blackmaze has 11GB as he said, so by what logic of yours has he less then you? Just asking, because I'm pretty sure 11 > 8.

Obviously your statement hasn't made it thru an elite release cycle.

That 11 > 8 will get split between 3-4 teams with their own scrum masters and what not and after the 2-3 week turn around time (gotta add in some time since there's no experience with this code before) not only will the outcome be totally unpredictable, but the inputs will have even changed potentially because each division will have tested and merged their changes individually based on comparisons to their original forked version and nobody is going to test with all the changes applied - because there's no team for that.
 
Obviously your statement hasn't made it thru an elite release cycle.

That 11 > 8 will get split between 3-4 teams with their own scrum masters and what not and after the 2-3 week turn around time (gotta add in some time since there's no experience with this code before) not only will the outcome be totally unpredictable, but the inputs will have even changed potentially because each division will have tested and merged their changes individually based on comparisons to their original forked version and nobody is going to test with all the changes applied - because there's no team for that.
You don't know half of it. I spent last week marching through a SAFe for Architects training week. I had nightmares about WSJF and PI plannings.
 
Yes, but the point is that the "charm" of ED was playing in a proc gen world.
We'll see how much of this is gonna stay.
Procedural generation can still work based on primitives for naturalisation. I'd be unhappy with having one fully repeated and uncombined primitive on a planet surface, though. The generation pass should really check for that.
 
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