Planet ground textures look like asp

They just got us out of that hilarious beige situtation after more than a year. I wouldnt wait that level of detail from those devs anytime soon. When serious competition kicks in.. maybe then, but i wouldnt hold my breath.
 
The lowest common denominator would be the PC minimum requirements, not consoles.

I was just about to post that exact same comment!

Pretty sure FDEV is afraid to raise the minimum system requirements because that might loose them a lot of new customers. Has anyone looked at the PC stats of Steam players lately? Any of us running 1080 series cards and i7 CPUs past the 6700k are a tiny percentage compared to those running PCs with 5-10 year old technology inside!

Folks with a 1080ti, 7700k and running at Native 4k (3840x2160) like me are a tiny fraction of that single digit percentile.

I'm running the game with all Ultra/High settings at the above resolution and the UHD textures look pretty darned good in my opinion. Tessallation will likely come in the Q4 update, but you are going to hear a lot of screaming and yelling from those running those antiquated doorstops.
 
Instead of tesselation why not just use parallax mapping? Easy to do and not a big performance hit.
 
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Instead of tesselation why not just use parallax mapping? Easy to do and not a big performance hit.

It needs careful placement to avoid it looking rubbish when geometry intersects the texture. I'm no sure it's a very good general solution for ED's planets.
 

Rafe Zetter

Banned
The lowest common denominator would be the PC minimum requirements, not consoles.

This isn't what that means - a console can beat a "lowest power PC" - the problem here is that the HIGHEST graphical ability this game can achieve is NOT equivalent to even a halfway decent "gaming rig". Most reviews I've read say that a rig which was already a year or two old at time of launch would run max settings no problems.

I'm certain it's been confirmed somewhere that the game was made to cater for legacy machines, LEGACY machines, when the game was launched. So it already had a lower than average "lowest requirement" at launch.

My GTX 770 (not even a TI) has more power than the xbone by a factor of x2.5 - two and a half times more power, and the 770 is almost three years old now.

The closest equivalent of PC GPU to the Xbone's GPU - available now, is the GT1030 - that costs a whopping.... £65.

The oldest legacy GPU I can find with the same power as the Xbone is a GT280 - released in 2011 - it was already three years old when the game was launched.

Just in case it's unclear - Elite Dangerous is sold for the XB one.

Thus - it's the Xbone console processing ability that the game has to be throttled to as the "lowest setting" - which also therefore determines the "highest" settings, because it was also hinted by many that Microsoft has some sort of deal going on that the game couldn't "look like sh*t" on the xbone compared to the PS4 or worse still the average PC gaming rigs, let alone the top 5% machines, (which most streamers use) and if you think MCsoft doesn't have that much power - you're deluded - FDev will need MCsoft approval to sell games for thier console.

That pretty much tells you everything you need to know.

I would be extremely interested in finding out what the LOWEST PC GPU is that you need to have all maxed out settings and 60fps in the native resolution of the xbone which is 1980 x 1080.

Edit - I've just read that the Xbone has several features turned off that are available on the PC version.

2nd edit - I've just made a coffee and had a rather interesting thought.... I wonder, if such a deal had been struck with MCsoft to downgrade the quality from what was seen before the game went live for xbone, the beigification - but was limited to say two years - by then most xbone sales would have happened, at least the full price ones, MCsoft would have made it's money on the deal, so after two years FDev was "released" from those graphical restrictions, and.... voila the beigification gets "fixed". (sometime in q4) which would make the timing quite... coincedentally remarkable.
 
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Why isn't ED using tesselation? Using the srv using and looking at the ground feels like driving on a sheet of paper with a few rocks here and there. And it looks even worse in vr. Tesselation would give these 2d textures depth, and add to what the ground should actually look like.

This also affects planets. Approaching planets you don't get a sense that it has a surface. Only when you get closer does the terrain starr to differ, but these 2d textures just kill the effect.

FD, can you look into enabling tesselation in ED?

Please show us a pic ! I am not perceiving what you describe. Or I have misunderstood.

Are you saying something like this should be improved further ?

sekHOs8.jpg

If so, would tesselation give us all problems with speed response?

But this is what I see on approach .... (For example)

Gy4Qmlx.jpg
 
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Consoles are not holding back tessalation. The example pic of ghost recon wildlands... playstation. In fact xbox one x smokes the "average" player's pc capabilities.
 
Haha this has been said so many times now yet those comments never stop.

Hardly surprising when they're right, lol.

You people who think it's the lower PCs that are holdin us back and not the consoles are high, I'm sorry.

As the poster above me points out though, that's not why we don't have tesselation in ED, but it IS why we don't have it at 2k and 4k resolutions at 144fps.
 
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I'm sad to admit it but I think that if ED is going to hamstring its potential by shackling itself to the legless mules that are consoles, then I'm gonna jump ship and move to SC. If it ever gets released.
I am sick and g tired of PC games not living up to their potential because folks want to play them on their TV with their PC substitutes. Sure I get that there's a greater userbase on consoles, but damn. IF the new consoles are so uber powerful then make use of their features. If they're not, stop restricting the game's potential by chaining it to proprietary and un-upgradeable hardware.

ED has some beautiful graphics, and some beautiful potential, but it can go farther, it can evolve. "We can't evolve because the slowest might not be able to keep up" is not an argument.

I know for a fact that the situation is not that simple and that other people have wildly different and equally valid points of view. But hey, it's my opinion :).
 
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This is one of my twitch streams. Check out what the ground looks like. It looks flat. And yes, tessellation can do wonders for flat textures. FD needs to get on it and make it happen.

https://www.twitch.tv/videos/237058202


Not quite. Tessellation is used in conjunction with displacement mapping which reads the height information to move the smaller vertices up or down. This means having a lot of vertices in the terrain mesh and more computer power to process the height data. There's a good article by Nvidia here.

I suspect FD already uses a form of tessellation and displacement mapping (however described) on the planet surfaces simply to achieve the cratering effect, but it does not have the level of detail in the example "Ghost Recon Wildlands" image shown earlier in this thread. A re-working of the planet surfaces has been announced as part of the Beyond Series Chapter 4 update. Tessellation and displacement mapping may well need work to achieve the detail shown in the concept art, but it's not going to be easy.
 
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While there is always room for improvement - I, for one, have been desperate for Frontier to overhaul ED's poor antialiasing - I think EliteD looks quite good overall. In fact, I know it does because of all the great screenshots people post here, as well as screenshots I post on my social media accounts that seem to impress gamers and non-gamers alike. I've never been part of the crowd that demands cutting-edge, photorealistic graphics because I believe the more time a developer spends on graphics, the more gameplay suffers as a result. Brad Wardell, CEO of Stardock, made this point back in 2010 when he wrote about the smash hit, Sins of a Solar Empire:

3. Knowing when to say “when”.

As any game developer can tell you, it’s not hard, if you have art assets (which obviously Ironclad does) to have incredible graphics. This is the battle that occurs in nearly every game studio in the PC world: Pixel Shader 2? Pixel Shader 3? Pixel Shader 4? The most gratifying choice is always the most powerful option but it means a lot fewer people will be able to play your game.

...

Knowing when to say when can make all the difference in the world in terms of gameplay. Choosing gameplay over “art” is a very unappreciated choice often times.

I think he is quite correct. When you push graphics, people with average rigs - not "potatoes," not "doorstops" or some other pejorative - start to get left behind, something that loses audience share, not to mention spawning countless forum posts about "poor optimization." I much rather have good graphics with great performance and great gameplay any day than wonderful graphics with poor performance and mediocre gameplay (dare I mention that other space game?).

Clearly, Frontier took Wardell's approach and made a game with good graphics that hit the sweet spot between facilitating gameplay as well as ensuring the game looked good enough on middle of the road rigs to get noticed. Should Frontier continue to iterate on the graphics engine? Sure. But judiciously. Cranking up the graphics just because you can will just lead to problems down the road.
 
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Why isn't ED using tesselation? Using the srv using and looking at the ground feels like driving on a sheet of paper with a few rocks here and there. And it looks even worse in vr. Tesselation would give these 2d textures depth, and add to what the ground should actually look like.

This also affects planets. Approaching planets you don't get a sense that it has a surface. Only when you get closer does the terrain starr to differ, but these 2d textures just kill the effect.

FD, can you look into enabling tesselation in ED?

I know what you're talking about especially vr but I honestly don't know if it would help or make things worse for vr, a monitor sure no problem. My rig a 7700k @5g and EVGA 1080ti ftw is having a hard time running maxed settings. I think tessellation would force me to lower HMD quality or toggle tess off. I won't sacrifice HMD or pixel density for tessellation I barely handle the jaggies as is.
 
As a fellow VR/1080Ti player I'd be hoping that antialising gets reworked at the same time as tesselation gets added, then we could have our cake and eat it by not having jaggies even at lower HMD SS settings.
 
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