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

The on foot perspective is pretty similar to the SRV one, and when are most players going to be on foot? Hopping out for a quick genetic scan, or wandering around setllements, which are handled separately anyway (predefined is understandable for settlements). I don't see the need for handcrafted heightmaps for either of those. Better ground textures, sure, and we've got them.
SRV is mandated because "gamey" battery capability of suits, even when not running shields. IRL space suits have multiple hours of endurance...These...URGHH. They eat battery percents like laptop with old and tired battery.
 
SRV is mandated because "gamey" battery capability of suits, even when not running shields. IRL space suits have multiple hours of endurance...These...URGHH. They eat battery percents like laptop with old and tired battery.
Yeah, the same as with canopy breaking and the ridiculously short "emergency oxygen supply". Main reason is to actually make the canopy failure to have a real gameplay consequences, as is limited battery life in suits.
 
The thing that really annoys me, is even with 64GB, a 3950X, NVME and 6900XT? With terrain work maxed (everything maxed)? Everything still takes FOREVER! To procedurally generate. I'm out exploring (pretty much have been, since release, and subsequent feeling out a little of the on-foot missions). My pattern is basically this:

•Drop to a glide
•Approach surface (to within about 200m)
•Hover and wait for the game to decide where the first signs of biology are
•Fly to said organic/ geological location
•Disembark and scan
•Embark
•a.) Fly almost indefinitely, waiting for the terrain to load even rocks, much less biological objects, or, b.) Just fly any direction (usually forward) about 400m and stay hovering, until objects load.


This is where I'll be that a-hole, that says, "No Man's Sky does this part better." (lol). It's really immersion breaking, to see everything drawn out in front of you. I feel like they can at least have a lot more grids pre-determined and drawn out, in advanced. I mean, this was already a problem in Horizons--it's just worse now--with there being more objects for the engine to load. Even prior to Odyssey, it would annoy me to see the ground drawn out before my SRV, with the system deciding whether flat ground was going to become hill, have rocks, or whether a hill was going to continue being a hill, or level out. It really just irks me. I think we want to feel like "This planet was always a planet, long before we were here..." and not, "is the planet only a planet as long as you are there (looking)?" Or, better yet, "Does what's behind you exist when you're not looking?"



"They say that if you turn your head really fast? You can catch a half a second of non-existence, a void, and latency, within this simulation that is our existence, from the corner of our eyes." -Explorer and resident of the Elite: Dangerous universe.

"Yesterday, I realized something...my daily walks start with a hill that is roughly 50-200m long. On Monday it was 50m long, while on Tuesday it was 80m, 100m on Wednesday and 55m on Thursday and so on...the rocks also seem to up and move, and change in shapes and sizes. The weirdest things also seems to happen in these walks... I swore there was an Anemone, at some point, and some skimmers guarding a newly constructed shed. The next day? Both things were gone. I need to see psychologist." -Perplexed Elite: Dangerous resident and clerical worker of Sirius Corp.
 
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Thinks to one's self - when was the last time you played NMS? The planets literally pop out at you as you descend, coastlines define as you approach, and when you land and jump out of your ship, suddenly there's creatures and plant life that you never saw when you were landing.

No no no no. NMS is not the example you want to be choosing as an example of on-time rendering.
 
This is exactly the sort of image you'd never create if you were just using procedural noise to construct environements.
I would've thought in the year 2021 procedural generation could create terrain like that.

It's not as if ED makes up these worlds on the spot in real-time is it? The galaxy is created using the Forge and then all the numbers are stored on the database, as it were-- so how is that any different as far as processing power needed to bringing up data on a hand-crafted landscape?
 
It's not as if ED makes up these worlds on the spot in real-time is it? The galaxy is created using the Forge and then all the numbers are stored on the database, as it were-- so how is that any different as far as processing power needed to bringing up data on a hand-crafted landscape?
The client creates them as you go.

Same algorithm running the same seed number always creates the same result. If you change the algorithm, the results will be different, as seen in how Odyssey terrains are different than ones created by Horizon planet generation algorithm.

This is for example how 50 GB program Space Engine can create billions of galaxies that will always be identical as long as the seed number is the same.
 
Have to agree. There's no storage space for anything but custom items and settlement data, is what I understand. The reason that rock is just there over to the left every time, is because you are at x.y.z coordinate in the Galaxy. It's all completely generated - with, of course, rough models. So star types have a specific colour and range, etc.
 
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I would've thought in the year 2021 procedural generation could create terrain like that.

It's not as if ED makes up these worlds on the spot in real-time is it? The galaxy is created using the Forge and then all the numbers are stored on the database, as it were-- so how is that any different as far as processing power needed to bringing up data on a hand-crafted landscape?
The Stellar Forge is what takes those coordinates and generates the same solar system - all the way down to the the smallest rock - every time on each computer when you visit it. It then uses whatever textures and templates to present that data in 3D.

This could also be the reason why some people see things that others donot. It depends on each PC. If something gets corrupted on the PC, shaders, etc... you could potentially get problems where others don't have them, even on similar hardware.
 
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I would've thought in the year 2021 procedural generation could create terrain like that.

It's not as if ED makes up these worlds on the spot in real-time is it?
It pretty much makes up the worlds on the spot in real-time.

The amount of data you'd need to store the terrain for a small moon is absolutely humungous, so it's created mathematically on the spot from seeds. I don't know if there are other things going on when you enter a system, or some extra clever things added in Odyssey, but I'm pretty sure it amounts to a function like:

what_height_and_material(latitude,longitude,distance_from_camera,stellar_forge_data) where stellar_forge_data is stuff like diameter, star type, atmosphere etc...

And this is a function that basically has to return the height and material instantaneously.
 
Dont remember, seen in some dev stream, Braben stream I think. He said how easy is to change some parts there wtihout rewriting everything. And that this engine is ready for everything that planned - procgen cities, legs, earth-like planets, etc.
Procgen cities?? Lol they handmade these tiny settlements!!
 
Procgen cities?? Lol they handmade these tiny settlements!!
The settlements are based on templates of which they actually said there is a number, based on type. So all the assets are hand made, but which settlement where and what type is a function of the Stellar Forge... usually.
 
The settlements are based on templates of which they actually said there is a number, based on type. So all the assets are hand made, but which settlement where and what type is a function of the Stellar Forge... usually.
Right, but it's a missed opportunity not to procedurally generate these settlements for increased variety. After a while everything and everywhere looks exactly the same, regardless if you're 1ly or 500ly away. Not only are they all the same layout, but also the same colors and building material (Metal, brick, glass etc)
 
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