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

One does not simply fly into Mordor.

wallsofmordor.jpg


I was quite delighted when I first came across the almost black (and speckled with milky quartz) type of rock, that is in those mountains, because I had not seen it before; Except it exhibited the most peculiar LOD effect, which caused it to render as something completely different, and very bright, up until I got to very low altitude. The ground pretty much looked like the light grey seen there on the plains bottom right, as I flew over it, and over no more than a handful frames faded to the completely different-looking blacker texture, once I got about low enough for medium rocks to begin spawning - it was like portalling between a before- and after the apocalypse version of the same landscape. (Incidently, I suppose the way indigenous scatter rocks inherit the ground texturing in Odyssey, plays a great part in how they blend much better with the terrain than with the old ones, and looking like they belong there, but also contributes to them almost blending in too well, and not standing out at all).

This total change in surface appearence also made the tone mapping spazz out, causing it to do little flashes of readjusting f-stops, as the presumed LOD cross-fades caused the whole screen to suddenly transition between bright- and dark texturing, and then back again when switching from descending to ascending.

In a way, when seen from ground level, it could be taken to almost look kind of fresnel-y; What was near me was dark, but the exact same type of ground farther away was bright as hell, not unlike the move toward total reflection you get with an oblique viewing angle on something, except the effect was equally strong in every direction, regardless of where the light source was, and it remained stationary; I could not duck up and down, and see the distance to the bright change in response.

Then there was the way this texture crossfaded with a neighbouring terrain type / texture layer:

speckleytransition.jpg


There seems to be an awful lot of dithering in general in Odyssey (the modern prevalence of this "anacronism" in real-time 3D graphics seems to have arisen along with deferred rendering - don't know whether there's any connection there).

Spawning scatter objects "fade" in using it - "prickling in", in a pattern of discrete pixels (sometimes with a false start - coming in, and briefly blinking out, before asserting themselves), and ground texturing when flying high can to look like so much TV static, if one do not use a lot of supersampling.

Before higher LODs stream in, you tend to get these tufts of tiling textures looking so much like roughly torn squares of tissue paper laid out on a grid (...except it seems in Odyssey ground texture UVs can actually be differently rotated for different bits of ground, better following the sweep of the terrain, which is nice).

Not sure about the above.... Looks like a monochrome dithered transition to me... Maybe it's universal, and just that much more apparent in this case, due to the contrast.

chunkyspecularity.jpg

...aaand our... "fleshy" ice... Those highlights really look rather chunky, do they not? -Like a lot of Bioshock-era Unreal Engine games. It's like neither the underlying geometry, nor the normal map applied to it, simply has the resolution, nor high quality "baked down sum" of a higher resolution ground truth, to render a realistic representation of what it is supposed to be, at the terrain scale -- a form of aliasing, if you will, resulting in this vacu-formed plastic toy reproduction of a landscape...

I kind of wonder whether the pre-drawn bitmap terrain features have mipmaps, or if the terrain-gen uses the highest resolution heightmap sources at all times - and if so, using what sort of filtering...

Terrain in general seems to me to look best when distant, and from the ground. This is the greatest terrain improvement in Odyssey, to my mind: Mountains far away has the characteristic appearence of large mountains far away, rather than terrain at all levels looking exactly the same, only scaled to different sizes. Still a bit too rounded, but...

When one get closer to those mountains, however, that impression falls down -- the geometry subdivides, and gains magnitudes of detail, which... should/is - not sure - realistically characteristic to terrain at decreasing scales, but even so, tends to look less like mountains, and more like a sheet draped over mountains stored in the attic, producing something of a "miniature" impression -- especially medium range, whilst flying amongst the peaks; I know this mountain is kilometers tall - my altimeter tells me so, but to my eyes it looks more like some smooth, vacumformed plastic fake cliff at Disoland, some three to five meters in height... :p

About the fish-rib pattern at the bottom of the shot by the way... That looks to me like a plausible geological feature - repeated melting, flowing downslope, and refreezing causing those terraces, or something, but I keep wondering, given what I've been wondering ever since it was revealed prebuilt heightmaps now come in picture form: Is it that, and intentional, or is it instead the manifestation of a bit-depth limitation in the heightmaps? -I mean, it's not like you can't have more than eight bits per channel, or even restricted to using integers, but still... :7
 
As I recall, even during alpha nobody was able to visit a planet featured in pre-alpha footage and actually recreate that footage for themselves. Elite Dangerous trailers have always been an extreme exaggeration of what the game is in reality.
I know... considering the fact that the sky rendering had not been "finished" to a decent amount though, you could easily have visited them and not recognised it.
aYQaxc9.png

Not one of the pre-alpha footage planets... but if you wouldn't mind helping find my ball. It's a Vice Pro Plus Neon Red... >shakes head< shoulda used the 9 iron!
 
Then I suppose FDev should tone down the effect because in EDO it's far too easy to see it.
Thank you for the clarification.
No it's not. You can't see the reflection of most ice from space because of the atmosphere. Are you really suggesting that ice is not relective.

"The albedo of Earth's surface varies from about 0.1 for the oceans to 0.6–0.9 for ice and clouds—meaning that clouds, snow, and ice are good radiation reflectors while liquid water is not."

High albedo = shiny
 
No it's not. You can't see the reflection of most ice from space because of the atmosphere. Are you really suggesting that ice is not relective.

"The albedo of Earth's surface varies from about 0.1 for the oceans to 0.6–0.9 for ice and clouds—meaning that clouds, snow, and ice are good radiation reflectors while liquid water is not."

High albedo = shiny
Excuse me for differing:

High albedo = highly reflective - but not necessarily shiny - the light in snow is reflected in different directions, whereas flat ice will polarise light and reflect in the same direction = shiny. Water does not have a high albedo, but because the light does reflect is generally reflected in the same direction = shiny.

Does that make sense?
 
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For those complaining about patern repeating.

Star Citizen hand crafted planets :
That's far more subtle than some of the examples people have posted on this thread, ie bitmaps quarter the size of the surface liberally pasted next to each other.
Look at the coast of Norway (Slatibartfast's favourite), that looks kind'a repeaty too...

Not that I have a dog in the race - I might check out SC when it's released or gets VR.
 
In a way, when seen from ground level, it could be taken to almost look kind of fresnel-y; What was near me was dark, but the exact same type of ground farther away was bright as hell, not unlike the move toward total reflection you get with an oblique viewing angle on something, except the effect was equally strong in every direction, regardless of where the light source was, and it remained stationary; I could not duck up and down, and see the distance to the bright change in response.
I got this, too, when searching for bacteries, and I think it‘s a rendering error. Instead of showing the top layer (ice), it shows the ground beneath, combined with darker lighting, and since it is centered on your ship and wanders with you, it is impossible to find anything. Flying back into orbit and diving down to the ground anew can break this effect and force it to behave correctly: lighter in circle centered on your ship, darker farther away, the ground icy-white as it should be.
 
What I noticed with the fragmented surfaces of some planets that form plateaus and canyons is that they scale in proportion to the planet and not in separate dimensions. So you can't find this pattern with narrow canyons and tall walls because it's not generated like that. That could probably use some adjusting.
 
Excuse me for differing:

High albedo = highly reflective - but not necessarily shiny - the light in snow is reflected in different directions, whereas flat ice will polarise light and reflect in the same direction = shiny. Water does not have a high albedo, but because the light it does reflect is generally reflected in the same direction = shiny.

Does that make sense?
Sort of... I'll give you it...
 
For those complaining about patern repeating.

Star Citizen hand crafted planets :

1626316057-6kqe7of7c3b71.jpg
Except SC's planets are not hand crafted, they are also procedurally generated, with only certain areas being hand crafted (POI's, settlements, cities, etc) and the tech that creates the planets is built in-house and is still being refined every patch.
 
For those complaining about patern repeating.

Star Citizen hand crafted planets :

1626316057-6kqe7of7c3b71.jpg
It’s organized into a grid which looks bad but personally I don’t see much repetition? Maybe I just don’t see it.

Odyssey, however, seems to suffer from repetition but not that much from a grid like layout.
 
Well, I see it, 3rd rectangle from left vs 5th rectangle at the bottom (fully enclosed ones) as one example, but... I couldn't care less about SC.
I'm here for Elite ;)

Some small scale repetition, not so bad, I can deal with that, but continent sized, clearly visible on approach.. meh! that needs sorting.
 
It’s organized into a grid which looks bad but personally I don’t see much repetition? Maybe I just don’t see it.

Odyssey, however, seems to suffer from repetition but not that much from a grid like layout.
Yeah. We should definitely mix EDO and SC techs to get both grids and repetition.
No, wait...
 
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