Please FD make the transitions between SC and normal more like Star Citizen.

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Check out this video and tell me that ED wouldn't benefit from these types of transitions. ED looks clunky by comparison.

https://youtu.be/C1wX1Kk3Ajg?t=6m8s

Starts at 6 mins 8 secs

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...and one other thing. How can multiplayer and load times be so smooth and ED suffer from such problems with instancing and load times when exiting supercruise (at times) and orbital cruise ????
 

Yaffle

Volunteer Moderator
Believe it or not, Elite is utterly seamless, the 'transistions' you see is the game's way of speeding up things, to do that it has to insert you back into the game state. Often this involves asking the network what's going on, and that can take time. You can fly from anywhere to anywhere in a system as long as you have the time to do it, seamlessly at the 'normal space' speed. There are videos about this.

IIRC early Elite demos had nil waiting instant jumps because doing things over a gigabit LAN is a bit faster than the internet. Especially if you are on rural BT. Now, SC may have a better architecture, we don't know, but I'm willing to wager that the networking bit of it will detract from that enjoyment and seamlessness one way or another.
 
I like ED's implementation, going from x times the speed of light to practically stationary in a fraction of a second should be violent, however clunky.
 
Check out this video and tell me that ED wouldn't benefit from these types of transitions. ED looks clunky by comparison.

https://youtu.be/C1wX1Kk3Ajg?t=6m8s

Starts at 6 mins 8 secs

- - - - - Additional Content Posted / Auto Merge - - - - -

...and one other thing. How can multiplayer and load times be so smooth and ED suffer from such problems with instancing and load times when exiting supercruise (at times) and orbital cruise ????

One thing I like in SC that Elite Dangerous doesn't have is that you can make such jumps to planets and stations. In Elite Dangerous you always hyperjump to right in front of super bright stars.

Can we please hyperjump to planets or anything, but stars??
 
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Check out this video and tell me that ED wouldn't benefit from these types of transitions. ED looks clunky by comparison.

https://youtu.be/C1wX1Kk3Ajg?t=6m8s

Starts at 6 mins 8 secs

- - - - - Additional Content Posted / Auto Merge - - - - -

...and one other thing. How can multiplayer and load times be so smooth and ED suffer from such problems with instancing and load times when exiting supercruise (at times) and orbital cruise ????

ED does this just as well as SC, better I would say but it's all down to personal taste in graphic design.

As for your second point... Servers. SC will have them and due to the huge numbers of players server wait times will be longer... when the game is an actual game that people can buy. Really rather simple to understand that when large numbers of people all request data from the same server that it might take a little time yet the vitriol cause by these few seconds far exceeds its worth.

Thankfully ED is not currently a walking simulator which is what I feel like I am playing when I load up SC.
 
Check out this video and tell me that ED wouldn't benefit from these types of transitions. ED looks clunky by comparison.

https://youtu.be/C1wX1Kk3Ajg?t=6m8s

Starts at 6 mins 8 secs

- - - - - Additional Content Posted / Auto Merge - - - - -

...and one other thing. How can multiplayer and load times be so smooth and ED suffer from such problems with instancing and load times when exiting supercruise (at times) and orbital cruise ????

That looks like there is absolutely no control over that though (as opposed to full Supercruise) ... and in all honesty it looks way too scripted, which is much easier to implement.

The whooping from the crowd doesn't really help either.
 
One thing I like in SC that Elite Dangerous doesn't have is that you can make such jumps to planets and stations. In Elite Dangerous you always hyperjump to right in front of super bright stars.

Can we please hyperjump to planets or anything, but stars??

The stars are what your nav computer uses to target jumps. That's why you jump to stars and not (potentially) other orbital bodies.

I think!
 
Believe it or not, Elite is utterly seamless, the 'transistions' you see is the game's way of speeding up things, to do that it has to insert you back into the game state. Often this involves asking the network what's going on, and that can take time. You can fly from anywhere to anywhere in a system as long as you have the time to do it, seamlessly at the 'normal space' speed. There are videos about this.

IIRC early Elite demos had nil waiting instant jumps because doing things over a gigabit LAN is a bit faster than the internet. Especially if you are on rural BT. Now, SC may have a better architecture, we don't know, but I'm willing to wager that the networking bit of it will detract from that enjoyment and seamlessness one way or another.

When the game stops and there is a very visible "loading", it's not seamless for a player. It may be technically seamless in the background, but player doesn't perceive it that way. "Loading" during hyperspace jumps is perceived as seamless, "loading" during supercruise exits is not. Not because they are utterly different technically (player doesn't see that), but because the hyperspace "loading" is so nicely masked (and supercruise exits/transitions are not). That's why Star Citizen's transitions looks so cool and seamless, even it can be a complete mess in the technical background. It is like a pausing a movie for few seconds during its watching - although movie itself is seamless, viewer is wondering what the hell is happening. ;)
 
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Jumping to stars is nice, but graphical stutter breaks all smooth transition. I could live with jumps 1-2s longer but with smooth animations. Even in Frontier demos we see this stuttering so it is not a problem of our PCs but their transition implementation. They should fix it with FTl jump as they did with Supercruise but I see they don't care or don't have qualified engineers for it :(
 
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Yaffle

Volunteer Moderator
When the game stops and there is a very visible "loading", it's not seamless for a player. It may be technically seamless in the background, but player doesn't perceive it that way. "Loading" during hyperspace jumps is perceived as seamless, "loading" during supercruise exits is not. Not because they are utterly different technically (player doesn't see that), but because the hyperspace "loading" is so nicely masked (and supercruise exits/transitions are not). That's why Star Citizen's transitions looks so cool and seamless, even it can be a complete mess in the technical background. It is like a pausing a movie for few seconds during its watching - although movie itself is seamless, viewer is wondering what the hell is happening. ;)

I agree, but that pesky speed of light thing gets in the way as machines start to be further and further apart and routes become less direct. CIG may have found a way around this some way, but until it's out in the wild we simply don't know.
 
Check out this video and tell me that ED wouldn't benefit from these types of transitions. ED looks clunky by comparison.

https://youtu.be/C1wX1Kk3Ajg?t=6m8s

Starts at 6 mins 8 secs

- - - - - Additional Content Posted / Auto Merge - - - - -

...and one other thing. How can multiplayer and load times be so smooth and ED suffer from such problems with instancing and load times when exiting supercruise (at times) and orbital cruise ????

I suspect Star Citizen will have similar problems as it will be a P2P system as well. There is nothing we can do about it as we need to know what commanders are around and what NPC's are in thier network instance. That is all that the pause is. It isn't loading of physical assets like stations or planet, they are already there infront of you.

If you go out and explore and drop from supercruise into normal space it is pretty much instantaneous, no loading of assets at all.

Actually SC may not have that transition as it is probably hidden within the quantum drive mechanic, like when we jump from star system to star system.
 
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Believe it or not, Elite is utterly seamless

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I like ED's implementation, going from x times the speed of light to practically stationary in a fraction of a second should be violent, however clunky.

I might have misunderstood what you're referring to, but in Elite's supercruise you don't actually move anywhere near the speed of light, if at all.
 
I agree, but that pesky speed of light thing gets in the way as machines start to be further and further apart and routes become less direct. CIG may have found a way around this some way, but until it's out in the wild we simply don't know.

SC's solution is really simple.

1- Make the systems and everything in them as tiny as possible without making people die of laughter.

2- Take away all the control one may have over where they go by making sure they can only travel by jumping from waypoint to waypoint.

3- Obscure the vision by an over the top tunnel animation

4-????

5- Profit.


ED is lightyears ahead of SC in terms of the technology governing the play environment. We can supercruise to wherever we want. SC simply uses something like our actual loading screen which is the hyperspace tunnel for in system travel.

Sad people get excited by smoke and mirrors. If FD had taken the easy road and implemented this micro-jump, load on the way mechanic for in system travel, instead of the incredible supercruise, which lets you go wherever but doing so, lays bare the instancing issues, people would be much more mesmerized. Oh well, such is life. The one's that do much better are always the underdogs to the advertisers, just like everyone knows of McDonald's but my local diner makes infinitely better burgers.
 
I might have misunderstood what you're referring to, but in Elite's supercruise you don't actually move anywhere near the speed of light, if at all.

The speed indicator is in multiples of c, the speed of light. However in order to drop out you need to be at about 40 km/s, the minimum speed.
 
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