Why it is hard to add clouds in the Sky?

You already did it on the Thargoid maelstorm. Will the cloudy planet make the game laggy?


Yeah but not quite right, as these titan clouds are not spatial stable (they change visualy, while the observer moves around the cloud)
Because of the precision of the underlaying perlin noise to generate the effect. In order to generate a spatial space which is stable and animates over time and cast shadows down to the ground, you need quite more than the cobra engine can handle at the moment i'm afraid

If you want more information on how cloud tech works please take a look here [LINk]https://www.wedesoft.de/software/2023/05/03/volumetric-clouds/[/LINK]
 
I’ve never seen so much discussion about clouds before. And I don’t understand the passion about adding something to the game which wouldn’t really affect gameplay at all, but could likely affect graphics performance. Oh well…🍿
 
I’ve never seen so much discussion about clouds before. And I don’t understand the passion about adding something to the game which wouldn’t really affect gameplay at all, but could likely affect graphics performance. Oh well…🍿
its an Explorer thinggy, just dreaming of landing to a Stormy planet with Turbulence.
 
Yeah but not quite right, as these titan clouds are not spatial stable (they change visualy, while the observer moves around the cloud)
Because of the precision of the underlaying perlin noise to generate the effect. In order to generate a spatial space which is stable and animates over time and cast shadows down to the ground, you need quite more than the cobra engine can handle at the moment i'm afraid

If you want more information on how cloud tech works please take a look here [LINk]https://www.wedesoft.de/software/2023/05/03/volumetric-clouds/[/LINK]

We used to have stable clouds. There was a time when things like solar flares and most other volumetric effects didn't rotate with the observer.

I don't think unstable effects were added until well after launch, probably as some kind of performance optimization.
 
Yeah but not quite right, as these titan clouds are not spatial stable (they change visualy, while the observer moves around the cloud)
Because of the precision of the underlaying perlin noise to generate the effect. In order to generate a spatial space which is stable and animates over time and cast shadows down to the ground, you need quite more than the cobra engine can handle at the moment i'm afraid

If you want more information on how cloud tech works please take a look here [LINk]https://www.wedesoft.de/software/2023/05/03/volumetric-clouds/[/LINK]
Link didn't work
 
If FDev wanted to create persistent clouds, it shouldn't be that hard to do so (performance issues aside) using the same seed that generates the surface topography.

Personally, I'd say clouds are something where anything's better than nothing.
By way of comparison, it's kind of like how our ships creak and rattle as we're flying down to a planet's surface.
Ideally, the amount of creaking and rattling might be related to how steep our descent it, how thick the atmosphere is, what our control imputs are and how laden our ship is.
That'd be the ideal implementation but it's sufficient to just have a bit of creaking and rattling thrown in as we descend.

Similar thing with clouds, IMO.
Generate the clouds using the seed for the planet's topography, put some water-droplet effects on our canopies as we're passing through them and have the ships buffet around a little bit too.

In terms of gameplay, it might actually have been a good idea to add clouds at the same time exobiology arrived in order to make locating stuff on a planet's surface a bit more challenging.
Course, now we have exobiology - but don't have clouds - there are probably people who've got used to finding stuff on a planet's surface easily (sometimes even tinkering with their gfx settings to help) and earn billions of credits and they'd moan if the arrival of clouds made their lives harder.
 
Clouds, well as entirety of atmospheric landable planets are simply beyond of "minimally viable product" wich is how Fdevs adds things into game. Too much effort.

If they cant figure out proper lighting system since oddysey revamp, I doubt they can add it (clouds etc), neither I am not sure if current game engine can handle it.
Most likely, its both.

Meanwhile, lets buy more ARX, and post more brilliant ideas on forum, cmdrs!
 
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