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

Overhang is not mine, it's from screenshots thread.
It looks a bit "accidental" though of course.
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It's a rock, not part of the landscape (which can't do overhangs), tho' they could, like the Thargoid mothership, create overhangs by handplacing rocks in a specific way (same with creating caves I imagine), just not procedurally generated.
 
Overhang is not mine, it's from screenshots thread.
It looks a bit "accidental" though of course.
2021-06-04-21_52_51-greenshot-jpg.236384
Someone posted a picture of floating rocks on reddit a few days back. I think it's the same issue, except it's not completely floating this time.
 
This is 50 km over ground level - this should help realize, that those terrain features are not barely a" thin overlay on flat surface".
This is some proper terrain topography.
You can also estimate the size of them by taking planet curvature into account.
EDIT: OK, it's a moon, so a bit smaller then I just assumed. Anyway, this looks good even with no atmosphere.
But such bodies are just way to hard to find.

ZZ3tJr.jpg
Wrong kind of badlands, Horizons did it better, looks flat :D
 
Someone posted a picture of floating rocks on reddit a few days back. I think it's the same issue, except it's not completely floating this time.
It is an "added" feature of course.
But promo reference screenshot seemed like the WHOLE feature that included an overhang was a custom, man-made asset.
My point is - we should not expect/demand overhangs as a part of generated terrain based on those examples/promo.
 
It is an "added" feature of course.
But promo reference screenshot seemed like the WHOLE feature that included an overhang was a custom, man-made asset.
My point is - we should not expect overhangs as a part of generated terrain based on those examples/promo.
People have been comparing the game to NMS. And now that we to have floating rocks, people complain. Go figure.

Joke aside, heightmap can't generate overhang and caves. It had to be worked independently by the engine. So far, I don't think the engine can do that.
 
EDO has even a lot of INVISIBLE rocks.
My SRV has learned this the hard way on a lot of occasions.

Try to beat it, NMS (or any other game!).
With odyssey, I had floating rock inside the hangar bay of several planetary settlement.
Not going to lie, I had a brown alert seeing rocks go through my ship.
 
Now I just imagined a field of INVISIBLE AND FLOATING rocks on the way to the landing pad.
They were midway in the air when you are underground and select "launch". You don't see them from neither below or above, so it's very surprising.
 
With odyssey, I had floating rock inside the hangar bay of several planetary settlement.
Not going to lie, I had a brown alert seeing rocks go through my ship.
There is usually plenty of rocks floating over your ship after surface dock elevator goes down.
It's the part of "invisible wall/roof" part of marvelous DESIGN CHOICES made by FD.
The first thing I tried when FCs were out, was flying inside with a small ship when a big ship was going down the dock.

Guess what? Yes, I bounced from invisible surface.
What an immersive solution, way to go!
 
It's a rock, not part of the landscape (which can't do overhangs), tho' they could, like the Thargoid mothership, create overhangs by handplacing rocks in a specific way (same with creating caves I imagine), just not procedurally generated.
I was just gonna say that you can see the line between the planet and the rock (the rock's texture is not stretched but the texture of the peak it is on is a bit stretched and that gives it a softer/blurry appearance).

It does look like an overhang admittedly, but on closer inspection I stand by my assertion that Odyssey cannot generate overhangs (it's working from a height map after all and how would the system interpolate things like caves and overhangs when the only information it has is surface height?) and the concept art was done by somebody who had not been informed of the system's limitations.

I don't need to see every screenshot taken to know how height maps work but I'm working my way through that thread anyway. Slowly.
 
I've seen dust, not dust storms but dust flying,
on the other hand I leave you the video of the wind.
Source: https://youtu.be/pTKaVQe6NSs
While I agree that the new planet tech has a number of issues, it would appear (as per the quoted post) that there are some gems out there.

For those interested, from the YT channel (show it some love), it was some where around Kadaren.

Beautiful find .. I am off there now to have a look ... sounds make the game for me, and if I can locate this, it may take EDO to a new level, warts and all.
 
On the note of ground surface- and scatter rock draw exclusion during landing pad panning, I have long been kind of curious about the sides on ground mesh patches, that have always become visible when clipping underground. -Why are they there? -Do they draw also when one is above ground? -Do they add any rendering overhead?

I assume their purpose is to fill in any potential gaps between imperfectly pattern-matching adjacent patches, but would like to know more. :7
 
For those interested, from the YT channel (show it some love), it was some where around Kadaren.
Yes, plants(?) in EDO are emitting some interesting sounds.
If you ever find things that are on this shot, take some time to hear them.
Sounds they make are... disturbing somehow.
It's a pity I forgot I can record a video FOR sounds :)
Well, late night exploring has some disadvantages.
Like half of brain already in low performance mode ;)
Z05n9q.jpg
 
Yes, plants(?) in EDO are emitting some interesting sounds.
If you ever find things that are on this shot, take some time to hear them.
Sounds they make are... disturbing somehow.
It's a pity I forgot I can record a video FOR sounds :)
Well, late night exploring has some disadvantages.
Like half of brain already in low performance mode ;)
Z05n9q.jpg
Be afraid, very afraid... one of them's stealing your gun.
 
This is 50 km over ground level - this should help realize, that those terrain features are not barely a" thin overlay on flat surface".
This is some proper terrain topography.
...

Well, yes -- I don't think anybody have accused them of only being flat stencils? They would of course be heightmap "brushes/stamps", which modify vertex heights on the planet mesh grid, where placed, scaled, and oriented by the procedural generation engine -- sometimes overlapping with other brushes, presumably always both combining with- and modulating procedural noise. I have always assumed craters and stuff were always this, already in Horizons, including that which produces the flattened ground at all sorts of points of interest. (Throughout this thread, it has really grated on me to see the overly liberal use of the term: "tile", which to me suggest a regular repeating pattern - never more random: "splattings down". :p)

It's just too bad we can no longer have as much of these interesting geological features mathematically generated - with the new heavier reliance on their ilk, they are just so few, and each so distinct in appearence, that they are only all too recogniseable.


...If you ever find things that are on this shot, take some time to hear them.
Sounds they make are... disturbing somehow...

Heh. From the looks of them, I'd have to assume they spread their spores by exploding, blowing their tops off. Do the sounds reflect anything like that being imminent? -Never mind - I'll see when ever I find some. :7
 
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