Only one light source at a time?

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Nope, nobody cares.
Git gud with light sources!

Dammit.

Feel the DUAL CORE POWER of my AMD E1-6010 1.35 GHz APU with INTEGRATED Radeon R2 Graphics .. of 3.46GB useable RAM! (Well, it did only cost me £90) But it plays Commanders. It actually does, and when I jumped in on ED kickstart I didn't think I'd be able to boot ED .. at all.

Each major update might be a heart stopper but so far so good .. for the Cobra (C)(TM)(R) engine.

Hold .. hold .. (at least until the end of the current CG?) Cheers! :D
 
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Side thought; is it not possible a company has already registered the COBRA name in the same industry and thus Frontier cannot register it as it's in conflict? So they have to settle with unregistered? I'm unclear as to how this works. For example, a company called COBRA MOBILE LIMITED was registered in 2005, and could have likely registered the COBRA engine they built for their mobile games in the same year; ultimately preventing Frontier from registering their own COBRA engine.
 

Stachel

Banned
Because Frontier control their own tools they have (and have had) the ability to develop them over the long term as and when required by the products they wish to produce. We have already seen Frontier raise the spec' of in-game assets

Raised the spec of in-game assets?? They adding some polygons. (And downgraded all sort of stuff each time they ported to a console -- textures, planet surface detail, suns etc. but that's another story.)

Adding polygons doesn't require any control over tools and engine. All standard 3D tools and engines let you raise polygon count where the target machine permits.

And don't underestimate the penalties from using a non-standard engine, such as in staffing. No-one that FD hires has got any experience of Cobra. And the Cobra experience gained at Frontier has zero career value in the industry, making the best programmers far less likely to want to take that job.
 
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Stachel

Banned
COBRA MOBILE LIMITED was registered in 2005, and could have likely registered the COBRA engine they built for their mobile games in the same year; ultimately preventing Frontier from registering their own COBRA engine.

http://www.cobramobile.com/cobratech.html
Xar7EgW.png
 
Screenshot that illustrates this quuite well. The reason the nebula is so visible is that primary is on the other side of the planet I'm landed on - I'm on the night side. The star you can see is very bright and would usually be blocking most of the nebula out with light pollution as well as colouring the landscape, but it's not the primary. It does make for a nice picture though.

9IEGysl.jpg
 
Raised the spec of in-game assets?? They adding some polygons. (And downgraded all sort of stuff each time they ported to a console -- textures, planet surface detail, suns etc. but that's another story.)

Adding polygons doesn't require any control over tools and engine. All standard 3D tools and engines let you raise polygon count where the target machine permits.
Stuff like planet surfaces, later quite pretty subsurface scattering effects for ice worlds and -asteroids, lots of improvements to audio (although that could come with fewer regressions IMAO), and with every release the game runs faster and smoother. Yeah, just "adding polygons" indeed.

If you need a better way to grind your axe, I have a whetstone guy who could contact you…

And as for not using an external engine, let me just pull this forum's Godwin and remind you of how well using an "established" 3rd party engine works out for That Other Space Game, or in fact every long-running franchise, especially MMOs that will be locked into whatever the studio bought years before a game was even released, with no or little hope of ever upgrading to more contemporary versions because they cannot hope to integrate their changes into any updated upstream.
 
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Raised the spec of in-game assets?? They adding some polygons. (And downgraded all sort of stuff each time they ported to a console -- textures, planet surface detail, suns etc. but that's another story.)

Adding polygons doesn't require any control over tools and engine. All standard 3D tools and engines let you raise polygon count where the target machine permits.

And don't underestimate the penalties from using a non-standard engine, such as in staffing. No-one that FD hires has got any experience of Cobra. And the Cobra experience gained at Frontier has zero career value in the industry, making the best programmers far less likely to want to take that job.

I am laughing my head off. Did you get your refund by the way for no offline mode? Do you own the game at all? Textures haven't been downgraded. Planet surface details are better then they have ever been, yes there is an issue with the colour beige, but that is nothing to do with the textures. Suns haven't changed at all AFAIK.

You litereally are talking from where the sun doesn't shine and have been doing it for years. It is truly sad and funny for us reading it.

You do know that Xbox, PS4 and the PC have different rendering pipelines and the quality that we get on PC has nothing to do with the Xbox. Infact having the Xbox and PS4 on board will help the PC titles as their graphics will need to be more optimised which will then feed down to the PC and then we can up the details to make it look far better, which I am now able to do.

My PC version looks far better then the Xbox and PS4 versions due to those optimisations that have helped me be able to crank up the details. You are talking utter rubbish. But please carry on, I like a good laugh.
 

Stachel

Banned
Textures haven't been downgraded. Planet surface details are better then they have ever been, yes there is an issue with the colour beige, but that is nothing to do with the textures. Suns haven't changed at all AFAIK.

[video=youtube;dwlmrV7t7Zs]https://www.youtube.com/watch?v=dwlmrV7t7Zs[/video]

FD: "After speaking with the technical art team they have confirmed to me that this is working as intended. "
 
But, irrespective of which processor does the work, are you telling me that accurate modelling of light sources is *not* one of the most process intensive operations you can do in 3D rendering?
I've always assumed so, but as my programming experience peaked with Sinclair BASIC I'm not in a position to back that up with anything more than anecdotes and speculation, of which this thread is already awash.

I know if you want the latest cutting-edge lighting effects you have to buy a graphics card that costs an arm and a leg. That's about all I've got.

(FWIW I would like to see FD try at least two stellar light sources, just to see what happens, but it won't stop me enjoying the game if they don't.)

And I certainly have nothing to add to the Phoenix Wright role-playing game that the thread has descended into. ;)
 
https://www.youtube.com/watch?v=dwlmrV7t7Zs

FD: "After speaking with the technical art team they have confirmed to me that this is working as intended. "

Looks fine to me. I can't see what the issue is. I actually prefer the look before it turns in to the weird liquid look as to me it looks more reaslistic. But that is opinion. And that odd jumping of textures at the beginning I have never got. Maybe that is an issue for you and your hardware.
 
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Stachel

Banned
There is so much ignorance in this one single statement that it actually made me cringe.

"Leading games developer seeking Game programmers. Must have experience in Frontier's industry leading Cobra game engine. No experience required in Unity, Unreal Engine, Cryengine or anything else used by everyone except Frontier."

The job advert you never see.
 
Looks fine to me. I can't see what the issue is.
That was an issue for some time where that "plasma effect" on stars would take some time to produce enough perturbation to hide the blotchy look, that's by now been improved so you don't have several seconds of the effect running before you get to the final look. I also liked the unperturbed colouring.
 
That was an issue for some time where that "plasma effect" on stars would take some time to produce enough perturbation to hide the blotchy look, that's by now been improved so you don't have several seconds of the effect running before you get to the final look. I also liked the unperturbed colouring.

I know, but that afaik had nothing to do with xbox or PS4 as he was suggesting. It was trying to reduce loading times during system jump and to reduce the freeze that some PC users got at the time.

Personally I really dislike the plasma effect. It just doesn't look right to me. hopefully they will work on them in the future. Also the liquid/plasma effect resets and isn't continuous which can be jarring at times especially in VR. But that has been there from the beginning and again nothing to do with xbox or PS4.
 
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