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

On the one hand I admire what FDev has done with the Stellar Forge, but on the other I scratch my head in amazement at these procgen 101 rookie mistakes.
If you want to see a real schoolboy error in the procgen, look at the map of discovered neutron stars.

There are no neutron stars near the X, Y or Z axis in the whole galaxy, and it really sticks out like a sore thumb (e.g. look at the neutron map on Spansh). Basically one of the devs when trying to exclude procgen neutron stars from the bubble got their logic reversed - they wrote something like "if abs(x) < dist OR abs( y ) < dist OR abs(z) < dist then don't make neutron stars" (which results in no neutron stars near the axes) instead of "if abs(x) < dist AND abs ( y ) < dist AND abs(z) < dist then don't make neutron stars" (which would result in no neutron stars in a cube around the origin). It's the sort of error a developer makes once in their career, remembers it very painfully, and never makes it again because from then on they double check their conditional logic - suggesting that an undergrad might have been involved in the development of that part of stellar forge. It probably got overlooked because they just checked that there weren't any inconvenient procgen neutron stars in the bubble and called it good.

So schoolboy errors in the procgen aren't really surprising. The trouble is once they are in the live game they are disruptive to fix (requires a re-roll, and that's why the neutron stars near the axis problem has never been fixed).
 
If you want to see a real schoolboy error in the procgen, look at the map of discovered neutron stars.

There are no neutron stars near the X, Y or Z axis in the whole galaxy, and it really sticks out like a sore thumb (e.g. look at the neutron map on Spansh). Basically one of the devs when trying to exclude procgen neutron stars from the bubble got their logic reversed - they wrote something like "if abs(x) < dist OR abs( y ) < dist OR abs(z) < dist then don't make neutron stars" (which results in no neutron stars near the axes) instead of "if abs(x) < dist AND abs ( y ) < dist AND abs(z) < dist then don't make neutron stars" (which would result in no neutron stars in a cube around the origin). It's the sort of error a developer makes once in their career, remembers it very painfully, and never makes it again because from then on they double check their conditional logic - suggesting that an undergrad might have been involved in the development of that part of stellar forge. It probably got overlooked because they just checked that there weren't any inconvenient procgen neutron stars in the bubble and called it good.

So schoolboy errors in the procgen aren't really surprising. The trouble is once they are in the live game they are disruptive to fix (requires a re-roll, and that's why the neutron stars near the axis problem has never been fixed).

I remember posting something almost identical to this many years ago, even commenting on the mistake of using 'OR' instead of 'AND'. It's also the reason I stay away from galactic axes when I'm out in the black. I like my 300 Ly jumps too much. ;)
 
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thar be dragons here...and here... and here.
 
Both these threads focus on screenshots, the one showing some AMAZING stills, the other showing some concerning issues. For me personally, however, it's not the stills but rather the motion that kills my enthusiasm for Odyssey. Watching mountains inflate like balloons as you fly over them, geological features popping into and out of existence, shadows dancing around, all at horrible framerates - that's a game-breaker for me. I'd much rather have Horizon's less beautiful stills but more fluid motion.

Speaking of, I noticed terrible pop-in during one of the canyon racing videos during the last official Frontier stream.

Source: https://youtu.be/neOxikxAaR0?t=1423
 
Is there any word if this will ever get fixed? Or even acknowledged? There's now 118,000 views on this thread and still no dev response.

I think I answered my own question.
The CM said there was issues with terrain generation and it will be fixed.
But considering they also said they will avoid doing a planet re-generation, I'm not sure he was speaking of the various core issues like that one. Probably lod/pop in problem, and texture issues.
 
All I want to know is what specifically isn't working, according to Frontier. They've said a couple of times that the planet tech isn't working as intended, but they don't give specifics. Is it just the lighting that isn't working? The terrain generation? A combination of the two? Who knows!
That is the biggest problem. We would like to know what is "not working" and what is just ugly design.
 
The funny thing with that big crater prefab is that it IS in horizons, you just don't notice it as easily, because where it does occur, like on the planet the Formidine Delta base is located, the surface terrain around it is so heavily randomised, that the noise occludes it to a great extent. The yellows, whites, and browns, and all the texture they have to them from the mountains and undulating deserts end up acting like a photoshop oil painting filter overlying it, so the crater's not just standing out as the big feature of a flat empty grey expanse.
 
Yes, there are multiple issues with LOD and pop in.

Hopefully that one will be fixed. I'm more concerned with the rest.
To me, it feels like the transitions between detail levels are happening in a different part of the engine to the actual terrain generation itself and the two parts don't like each other. Perhaps the part of the engine that works out LODs simply isn't expecting the rate of change you get with the terrain.

As ever, I have no idea.

Fingers crossed they can get it into a good place.
 
I've been at the Guardian ruins recently. Took a bit until I found one on the day side of the planet, but I did. Dust/fog seems to be back and it looks pretty good actually. The sites that is. The ruins look a bit strange from up close due to the strangely smooth features. Similar like what we see at Farseer's Base. I'm under the impression, copying topography is meh.

Here's a site:
2021-06-18 17_56_44-Greenshot.jpg

2021-06-18 17_57_00-Greenshot.jpg

2021-06-18 18_02_14-Greenshot.jpg

2021-06-18 18_12_34-Greenshot.jpg
 
All I want to know is what specifically isn't working, according to Frontier. They've said a couple of times that the planet tech isn't working as intended, but they don't give specifics. Is it just the lighting that isn't working? The terrain generation? A combination of the two? Who knows!
Let's see on a static view shall we?

What's work with the new planet tech?
 
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