Rings should cast shadows on planets

I am very disappointed to not see rings casting shadows in the preview of the chapter four release. These have been missing from the game from its inception and make this look so much more like a simplistic toy instead of a simulated galaxy. This to me seemed such an obvious and simple way to greatly enhance the realism of the way the game looks so not seeing this in the coming big visual update was a real let down to me. Here are some arguments why we need this:


  • please convince me of how undramatic, boring and insignificant the shadows are in a picture like this https://solarsystem.nasa.gov/resources/179/colorful-colossuses-and-changing-hues/ or this https://solarsystem.nasa.gov/resources/189/tis-the-season/ or this https://solarsystem.nasa.gov/resources/133/many-colors-many-moons/. Ya can't, can ya? :)
  • rings are almost always offset by a few or many degrees from the ecliptic so there will practically always be fantastic shadows
  • pictures taken from earth are often taken with the sun on the opposite end, meaning that the shadows of the rinsg will be hidden by the rings themselves in many earth-based pictures. That may lower our expectation of the rings casting shadows and how good that looks so please look at the may photos taken by Cassini to get a good idea of how fantastic it is. In game in orbit around a ringed planet the shadows will almost never be obscured by the rings themselves.
  • planets cast shadows on rings, so please finish the job and do the reverse also. In many ringed systems the rings are vastly more spectacular than the planet at the center. They should affect how the planet looks.
  • often when landing on a moon orbiting a ringed gas giant the rings disappear because we look head on to them, it is pretty rare for this not to be the case in practice. That's totally realistic since rings are very thin. Having rings cast shadows will be the only spectacular indication of how awesome the system is.
  • when watching the host star get almost completely blocked from view by a ring as seen from a rover it is very jarring that the surroundings are still brightly lit

Casting shadows should be easy to accomplish since it could just be a reprojection of the rings on the surface texture of a planet. Technically I guess you could limit the possible performance impact by only casting shadows on the host planet, excluding possible moons and other structures orbiting the ring system if necessary. And, technically, on a planet very close to its host star the shadows should be blurry since the light is not coming from a point source but you've been ignoring that for terrain shadows, a perfectly fine optimization, and that should be fine for ring shadows too. The game would still look 100x more spectacular with those shadows.

I never commented on this issue before since you previously rightfully concentrated development on gameplay features and performance. But now that you put so much effort in enhancing visual quality this issue feels like a huge oversight.
 
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Why waste time and server/game resources on something that ultimately doesn't matter. Sure, in the beginning you'll say "awesome shadows" then after a while you won't even note their existence. Multi-gradient shadows are INCREDIBLY taxing on games. It's also not a simple solution of reskinning the planet with the shadows, because the system moves. That would be incredibly taxing as well because it would have to reskin the planet every few minutes.
 
I think the OP is right
If rings have enough density to cast a shadow, they should do so. It really is something that brings some "reality" into the game and makes it feeling more alive.
Have some rep for that! I hope the Devs will read and remember that ;)
 
Why? Because realism! Of course the primary focus should always be on gameplay but as I said in my OP Frontier are already spending a huge amount of resources on things that don't matter according to you (color grading). I know projected shadows are relatively taxing on a render engine but modern FPS games can dynamically shade cities and entire countrysides build out of many millions of polygons with day/night cycles that often only last minutes. A few spheres in the void don't sound that taxing.
 
Check the Cassini photos or vids of a solar eclipse (the moon is substantially further away from the earth than most ring systems)
 
Why? Because realism! Of course the primary focus should always be on gameplay but as I said in my OP Frontier are already spending a huge amount of resources on things that don't matter according to you (color grading). I know projected shadows are relatively taxing on a render engine but modern FPS games can dynamically shade cities and entire countrysides build out of many millions of polygons with day/night cycles that often only last minutes. A few spheres in the void don't sound that taxing.

Those FPS engines are not the Cobra engine.
 
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