Hi
I've been playing Elite a lot more now thanks to Distant Worlds and I've got a better computer, plus the game has changed and I just want to make a list of the things I'd like to see improved. Some are small, some are probably things that haven't been sorted yet because it's too hard or impossible.
Can probably think of a few more, but these are definitely the main ones.
I've been playing Elite a lot more now thanks to Distant Worlds and I've got a better computer, plus the game has changed and I just want to make a list of the things I'd like to see improved. Some are small, some are probably things that haven't been sorted yet because it's too hard or impossible.
0. Really would like Tone Mapping to work again
1. I think the up-close textures on planet surfaces (gravel, sand, ice etc) need a big update. I feel they are very bland, they have very little depth, get too easily washed out by lighting.
2. In combination with that, it feels like the game has no anisotropic filtering which makes the problem worse.
3. The planet textures from a distance are way better than they used to be, but they don't transition fast enough so you are often looking at "pixels" of texture
4. The transition from planets being stars to coming into sight needs an overhaul, I think now everyone has 4K and better resolution HMD devices are coming out, they should switch from the sprite to planet model much sooner, especially in the new lighting
5. When planets are in the "star" sprite level of detail, they show no correlation with their brightness and how bright the sprite is, which is especially jarring in the new lighting where planets transition from a bright star to a dark grey circle. Worse is when they are far away around a star and the star is dimmer than them.
6. It would be very nice to get a good modern anti-aliasing setting, especially for VR. DLSS or even TAA would be very welcome. We can turn up the HMD Image Quality but to get rid of the jaggies completely, in stations or where bright planets pixelatedly meet the dark sky on the horizon, we need good, cheap and working post-processing antialiasing in combination for the final push to awesome clarity
7. Still sitting on my old pet peeve of the stars themselves being too physically big in the skybox - the really bright ones look like white peas on a plate in front of me almost, and out of the bubble in bright star fields, it really makes a difference to immersion.
2. In combination with that, it feels like the game has no anisotropic filtering which makes the problem worse.
3. The planet textures from a distance are way better than they used to be, but they don't transition fast enough so you are often looking at "pixels" of texture
4. The transition from planets being stars to coming into sight needs an overhaul, I think now everyone has 4K and better resolution HMD devices are coming out, they should switch from the sprite to planet model much sooner, especially in the new lighting
5. When planets are in the "star" sprite level of detail, they show no correlation with their brightness and how bright the sprite is, which is especially jarring in the new lighting where planets transition from a bright star to a dark grey circle. Worse is when they are far away around a star and the star is dimmer than them.
6. It would be very nice to get a good modern anti-aliasing setting, especially for VR. DLSS or even TAA would be very welcome. We can turn up the HMD Image Quality but to get rid of the jaggies completely, in stations or where bright planets pixelatedly meet the dark sky on the horizon, we need good, cheap and working post-processing antialiasing in combination for the final push to awesome clarity
7. Still sitting on my old pet peeve of the stars themselves being too physically big in the skybox - the really bright ones look like white peas on a plate in front of me almost, and out of the bubble in bright star fields, it really makes a difference to immersion.
Can probably think of a few more, but these are definitely the main ones.