Skybox rendering?

Is there a way to tweak the way skybox is rendered? What I mean, when you jump into system, it is all pretty blurry and stuff and further you get from your warp point of origin, the better it looks, here is demonstration (same system):

Screenshot_0025.jpg
Screenshot_0026.jpg
Screenshot_0027.jpg
Screenshot_0028.jpg
I suspect it is some restriction in place to keep memory usage down, is there an option to tweak the way the game loads the skybox?
 
If you mean what I think you mean, then it is caused by vicinity of the star.
The further from the light source you get (and ideally behind some planet) the brighter you see the stars and Milky way.

And it's not a skybox, at least not in the other games' sense of pre-rendered or simply drawn image. These are the real stars you can get to.
 
Last edited:
If you mean what I think you mean, then it is caused by vicinity of the star.
The further from the star you get (ideally behind some planet) the brighter you see the stars and Milky way.
Yes, warp point of origin is basically a star. So you mean to tell me in real life, the local star dims the skybox? I thought it is engine restriction.

And I know the skybox is rendered in real time based on your position, hence my original question.
 
Last edited:
Yes, warp point of origin is basically a star. So you mean to tell me in real life, the local star dims the skybox? I thought it is engine restriction

You can think of it as if there were some automatic filters on your canopy that darken the image near the star to protect your eyesight and further you go the more translucent it gets so you see the smaller light sources more clearly.
 
You can think of it as if there were some automatic filters on your canopy that darken the image near the star to protect your eyesight and further you go the more translucent it gets so you see the smaller light sources more clearly.
That actually makes sense.
 
Things are getting brighter and more crisp the further you move from the star.
Edit: Light pollution has different cause but similar effect being as close to bright celestial body
Light pollution.

 
Last edited:
Yes, warp point of origin is basically a star. So you mean to tell me in real life, the local star dims the skybox? I thought it is engine restriction.

And I know the skybox is rendered in real time based on your position, hence my original question.

Yes, they do exactly that, check out photos from the ISS, and look at things astronauts have said about that as well, turns out that light pollution exists in space as well as in an atmosphere.

2000 LS from any star and you'll see the skybox in it's full glory. I've done that from the Rim, middle of a spiral arm, middle of an expanse and from the center of the Core at Sag A*, amazing views from each and so very different from each.
 
I'd like to see a) radiation effects distorting things like the HUD and ship systems when close (the effects of the holograms going 'wonky' are already in game), and b) I'm totally down with a pilot being incinerated if your shields drop and canopy goes near a star. :D
 
Something I always wanted to see implemented was getting your pilot incinerated if you pointed a broken canopy toward a star. That would be awesome!

And include animations of threshing around on fire, with screams, and finally after trying to climb the rungs of an invisible ladder, a slow succumbing to the greedy licking flames - GAME OVER
 
Yes, warp point of origin is basically a star. So you mean to tell me in real life, the local star dims the skybox? I thought it is engine restriction.

And I know the skybox is rendered in real time based on your position, hence my original question.

They've modeled it to match what you see in RL. If you view Earth's night sky from LA on a clear night, you're lucky to see half dozen stars. If you do the same from the middle of Utah, you'll see the Milky Way galaxy in all it's glory. The light pollution from LA narrows your pupils, allowing less light in. In the middle of Utah with no light pollution, your pupils are max size, making it easier to see distant stars. Same thing in Elite Dangerous when you are near a star versus 100 LS away from and facing away from a star.
 
They've modeled it to match what you see in RL. If you view Earth's night sky from LA on a clear night, you're lucky to see half dozen stars. If you do the same from the middle of Utah, you'll see the Milky Way galaxy in all it's glory. The light pollution from LA narrows your pupils, allowing less light in. In the middle of Utah with no light pollution, your pupils are max size, making it easier to see distant stars. Same thing in Elite Dangerous when you are near a star versus 100 LS away from and facing away from a star.

It's not even about your pupils.

I have dabbled in night sky photography enough to know light pollution is about more than your pupils. If I set the camera to exactly the same aperture, shutter time and sensitivity then my results should always be the same. Yet my home near a city means I will not capture many stars and will have nasty glow, yet when I hoof it to the north England coast then I will get a significantly more star saturated image. When it isn't cloudy, which is uncommon on the north England coast.
 
I have noticed that while scooping, the core looks really dull, but after I come out of sun's corona, it brightens up considerably. Going back into the corona dulls it again. This is a nice effect, and realistic.... I think!
 
Back
Top Bottom