Really looking forward to this, it's been a loooong time coming.
I just wish we didn't have to wait until Q4 for the lighting update cause it would have been glorious to see them launch together.
How do you mean? It will work as with any other DX app?
What do you mean? They just alter the colors so works like before. Or do you mean does new planet tech take more horsepower and can you use reshade after that?
I still have childish dreams that they show more planetary stuff before new year and beta starts at January.
I expect the worst, end of March, and hope for something by end of January (beta, or detailed info).
As I was just speculating over on Reddit....?
If atmospheric planets to arrive next year then I'd imagine they'd come alongside the upgrades to rocks, surface features and more importantly, lighting (as that's more important for atmospheric planets). I don't think that these will appear before then as it wouldn't make sense to have an iteration of them before they make those changes.
I very rarely see anyone raise my complaint about planetary surfaces...
I'm putting this in spoiler tags because it cannot be UNseen once you've recognised it and is going to be a slightly immersion breaking thought that you have whenever you are on a planet.
There are no overhangs anywhere in the galaxy. Everything goes straight up from a planets surface or tapers to a point or plateau. If you wanted to get out of the rain ( I know there are no atmospheres) you would not be able to, every sing;e square mm of every planet is exposed. You can ALWAYS look straight up and see space. Never rock or other natural formation. So there you have it. It's so conspicuous, one must imagine that it is a limitation of the proc gen engine. I just hope that surface variation hasn't been forgotten, caves, cliffs, even just jutty rocks.
You won't be seeing cliffs or overhangs in Elite Dangerous. The Stellar Forge uses height maps to create the planet surfaces, meaning every pixel of land has a vertical only "Z" dimension to it which gives it's height value, but the pixels next to it also have their own "Z" values. So each point of surface can be any height but can never go over top of or underneath the points next to it, so overhangs or cliffs are impossible to generate, even truly vertical surfaces are impossible to do.
Now that said, by using hand crafted or inserted assets Frontier could "fake" overhangs or cliffs, but seamlessly integrating them into the height maps would be difficult to make look good. This is why caves are technically impossible to do in ED, but by using placed assets they can be faked, like how they were done in the Thargoid bases. Caves as "buildings" is essentially how they did it.
Of course the other option is to rewrite the entire surface generation engine to use something like voxels instead of height maps, thereby allowing horizontal deformations as well. At this point in the game though that is a huge undertaking and probably not feasible. I fear it's too late.
I expect the worst, end of March, and hope for something by end of January (beta, or detailed info).
You won't be seeing cliffs or overhangs in Elite Dangerous. The Stellar Forge uses height maps to create the planet surfaces, meaning every pixel of land has a vertical only "Z" dimension to it which gives it's height value, but the pixels next to it also have their own "Z" values. So each point of surface can be any height but can never go over top of or underneath the points next to it, so overhangs or cliffs are impossible to generate, even truly vertical surfaces are impossible to do.
Now that said, by using hand crafted or inserted assets Frontier could "fake" overhangs or cliffs, but seamlessly integrating them into the height maps would be difficult to make look good. This is why caves are technically impossible to do in ED, but by using placed assets they can be faked, like how they were done in the Thargoid bases. Caves as "buildings" is essentially how they did it.
Of course the other option is to rewrite the entire surface generation engine to use something like voxels instead of height maps, thereby allowing horizontal deformations as well. At this point in the game though that is a huge undertaking and probably not feasible. I fear it's too late.
Seems to me that they're planning on getting creative with Q4 update and potentially using the scatter rock system to introduce modest overhangs and more interesting topography.You won't be seeing cliffs or overhangs in Elite Dangerous. The Stellar Forge uses height maps to create the planet surfaces, meaning every pixel of land has a vertical only "Z" dimension to it which gives it's height value, but the pixels next to it also have their own "Z" values. So each point of surface can be any height but can never go over top of or underneath the points next to it, so overhangs or cliffs are impossible to generate, even truly vertical surfaces are impossible to do.
Now that said, by using hand crafted or inserted assets Frontier could "fake" overhangs or cliffs, but seamlessly integrating them into the height maps would be difficult to make look good. This is why caves are technically impossible to do in ED, but by using placed assets they can be faked, like how they were done in the Thargoid bases. Caves as "buildings" is essentially how they did it.
Of course the other option is to rewrite the entire surface generation engine to use something like voxels instead of height maps, thereby allowing horizontal deformations as well. At this point in the game though that is a huge undertaking and probably not feasible. I fear it's too late.
Seems to me that they're planning on getting creative with Q4 update and potentially using the scatter rock system to introduce modest overhangs and more interesting topography.
But full on caves? No, other than hand placed assets(like the thargoid stuff), I don't think we'll ever see those.
You won't be seeing cliffs or overhangs in Elite Dangerous. The Stellar Forge uses height maps to create the planet surfaces, meaning every pixel of land has a vertical only "Z" dimension to it which gives it's height value, but the pixels next to it also have their own "Z" values. So each point of surface can be any height but can never go over top of or underneath the points next to it, so overhangs or cliffs are impossible to generate, even truly vertical surfaces are impossible to do.
It's not impossible to generate, though the current engine and the need to allow a 'surface' for ships to land and srv's to traverse without disappearing into the terrain might add complications that make it so in ED's case. It is possible to add horizontal displacements to the procedural heightfield calculation allowing overhangs, whether the needed extra calculations can be done and still give a high enough framerate with their current engine only FD know the answer.