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Test Server Feedback

 
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New nebulae on the test server. Please give us your feedback.

First post
Author
Oberine Noriepa
#101 - 2011-11-05 13:47:24 UTC  |  Edited by: Oberine Noriepa
Arne Armoa wrote:
Looks real bad, it's like flying in a Rembrandt painting.

Yeah. That's definitely an issue, but I think it's been said that the art devs are putting some effort in increasing their image quality. Making them more convincing will go a long way in increasing the immersion factor.

Avila Cracko
#102 - 2011-11-05 13:50:10 UTC
Vegare wrote:
I'd like to put emphasis on an issue which not a lot of people have noticed as it seems. It is a big deal for me though and I wonder if it will for others as well as soon as they are aware...

Link to Screenshot

The more dense areas of the nebulas let the light of the stars behind them shine through with full intensity. For example here's a real picture of a part of the Eagle Nebula - as you can see only the brightest stars can be seen through the nebula. Their color is modulated though.

When you showcased the nebulas at fanfest you got that right as seen in the Screenshot linked above.

This "mistake" somehow destroys the illusion of three-dimensionality and therefore the feeling of depth of particular nebulae.

o/
vegare



signed

truth, the whole truth and nothing but the truth.

Camios
Sebiestor Tribe
Minmatar Republic
#103 - 2011-11-05 14:34:37 UTC
Vegare wrote:
I'd like to put emphasis on an issue which not a lot of people have noticed as it seems. It is a big deal for me though and I wonder if it will for others as well as soon as they are aware...

Link to Screenshot

The more dense areas of the nebulae let the light of the stars behind them shine through with full intensity. (It seems as if they were infront, or if the dark areas were holes in the nebulae) For comparison here's a real picture of a part of the Eagle Nebula - as you can see only the bright stars can be seen through the nebula. Their color is modulated and their brightness has diminished, though.

When you showcased the nebulas at fanfest you got that right as seen in the Screenshot linked above.

This "mistake" somehow destroys the illusion of three-dimensionality and therefore the feeling of depth of particular nebulae.

o/
vegare

/edit for clarification


This is not a mistake. If the stars are closer than the nebula, you can see them without problems: their light is not passing inside the nebula, and thus it should not be modified by it.


MeBiatch
GRR GOONS
#104 - 2011-11-05 14:43:48 UTC
i have to say job well done ccp... this was awesoem to se on sisi

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Janis Ezra
Brave Newbies Inc.
Brave Collective
#105 - 2011-11-05 15:01:26 UTC  |  Edited by: Janis Ezra
Low-sec/0.0 looks great, nice and dark. But f.e. Jita region is way way waaaay too bright.

But the feeling of moving in space is a bit low. F.e. if you jump a certain gate on your route, you are between 3 or 4 nebulae, the gate before you were close inside a nebulae, so there should be one more step between beeing inside, and beeing completly outside of nebulae.
Talon SilverHawk
Patria o Muerte
#106 - 2011-11-05 15:09:38 UTC
Great feature

At some ranges though ( from outside the nebula, I was in Irjunen for example and flew out to the testing station in 0.0 about 16 jumps) there is something about them that looks artificial, not so much the high res ones but the others.

Tal


Hungry Eyes
Imperial Academy
Amarr Empire
#107 - 2011-11-05 15:17:59 UTC
Vegare wrote:
I'd like to put emphasis on an issue which not a lot of people have noticed as it seems. It is a big deal for me though and I wonder if it will for others as well as soon as they are aware...

Link to Screenshot

The more dense areas of the nebulae let the light of the stars behind them shine through with full intensity. (It seems as if they were infront, or if the dark areas were holes in the nebulae) For comparison here's a real picture of a part of the Eagle Nebula - as you can see only the bright stars can be seen through the nebula. Their color is modulated and their brightness has diminished, though.

When you showcased the nebulas at fanfest you got that right as seen in the Screenshot linked above.

This "mistake" somehow destroys the illusion of three-dimensionality and therefore the feeling of depth of particular nebulae.

o/
vegare

/edit for clarification


exactly. if the stars shine through the dense clouds, then u lose all sense of 3d. i hope this is a glitch they can fix easily.
Hungry Eyes
Imperial Academy
Amarr Empire
#108 - 2011-11-05 15:19:30 UTC
Camios wrote:


This is not a mistake. If the stars are closer than the nebula, you can see them without problems: their light is not passing inside the nebula, and thus it should not be modified by it.





but ALL the stars are shining through. every single one.
Nonnori Ikkala
Love for You
#109 - 2011-11-05 16:18:57 UTC
Love them! If everything was like the brighter regions, it would get tiresome, but having the more empty ones in low and null nicely balance it all out, I'd say.

I understand it's probably too much work for this expansion, but I agree that having more fine grained variance would be an excellent next step. My preference: keep each region largely the same, but make the size and brightness of the neighboring regions' nebulae vary as you move around each region. Say, the Heimatar nebula should be large and bright from Teonsude, but barely visible from Aeditide. Similarly the region's OWN nebula could take up the whole sky from a central-to-that-region system, but be mostly on half the sky only from a edge-of-that-region system.
Oberine Noriepa
#110 - 2011-11-05 16:19:51 UTC  |  Edited by: Oberine Noriepa
Vegare wrote:
I'd like to put emphasis on an issue which not a lot of people have noticed as it seems. It is a big deal for me though and I wonder if it will for others as well as soon as they are aware...

Link to Screenshot

The more dense areas of the nebulae let the light of the stars behind them shine through with full intensity. (It seems as if they were infront, or if the dark areas were holes in the nebulae) For comparison here's a real picture of a part of the Eagle Nebula - as you can see only the bright stars can be seen through the nebula. Their color is modulated and their brightness has diminished, though.

When you showcased the nebulas at fanfest you got that right as seen in the Screenshot linked above.

This "mistake" somehow destroys the illusion of three-dimensionality and therefore the feeling of depth of particular nebulae.

o/
vegare

/edit for clarification

Yeah, I definitely don't like how every star shines through the nebulae. Surely there's a way for them to correct this? Right now, the backgrounds come off as flat, but adding the depth shown in that screenshot would be great. I'm not sure what level of difficulty there is in achieving such an effect, however.

MotherMoon
Tribal Liberation Force
Minmatar Republic
#111 - 2011-11-05 16:28:37 UTC
I was about to post the same thing. In some of them the clouds closest to you seem to be see through, while the parts behind it, the blue/reds part are not. Shouldn't there be some less stars within the area of dark clouds?

http://dl.eve-files.com/media/1206/scimi.jpg

MeBiatch
GRR GOONS
#112 - 2011-11-05 16:33:22 UTC
MotherMoon wrote:
I was about to post the same thing. In some of them the clouds closest to you seem to be see through, while the parts behind it, the blue/reds part are not. Shouldn't there be some less stars within the area of dark clouds?


maybe not recent reaserch has shown that inside of nebula is where stars are born... so the dark parts are usually areas where new stars are forming due to thier dust cloud which usually form into planets and astoeroids

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Valeo Galaem
Deep Core Mining Inc.
Caldari State
#113 - 2011-11-05 17:16:06 UTC
MeBiatch wrote:
MotherMoon wrote:
I was about to post the same thing. In some of them the clouds closest to you seem to be see through, while the parts behind it, the blue/reds part are not. Shouldn't there be some less stars within the area of dark clouds?


maybe not recent reaserch has shown that inside of nebula is where stars are born... so the dark parts are usually areas where new stars are forming due to thier dust cloud which usually form into planets and astoeroids


Correct, but these dark nebula, bok globules, molecular clouds, et al are often too dense for light to penetrate.

It seems like this run of cubemaps uses an alpha channel that is derived from the luminosity on the nebulas. I can't tell if this is from the initial rendering or it it was done by CCP's graphic artists.

The alpha channel of the nebula layers should be retouched to give a better sense of density.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Oberine Noriepa
#114 - 2011-11-05 17:33:16 UTC
Valeo Galaem wrote:
Correct, but these dark nebula, bok globules, molecular clouds, et al are often too dense for light to penetrate.

It seems like this run of cubemaps uses an alpha channel that is derived from the luminosity on the nebulas. I can't tell if this is from the initial rendering or it it was done by CCP's graphic artists.

The alpha channel of the nebula layers should be retouched to give a better sense of density.

Could we please get some developer feedback for this? I would love for it to happen.

Tacyon
The Phayder Corporation
#115 - 2011-11-05 18:19:26 UTC
First - the new nebula. HUGE improvement. And IMO, let it be dark. Space >is< dark.

the cube ... funny, didn't know so many other people knew about it or had seen it ... I for a time was having graphics issues and I'd see "other" bitmaps all over the place and it'd make the box fully appearant. Kind of blew the illusion for me. Shocked

but I digress ...

Back in the day, programmers had "fields" that they used to place objects on and then scrolled them by the eye of the player at different speeds. The further away, the slower the scroll. This went a LONG way to giving the illusion of depth and movement.

One of the first critical observations I had in Eve was the fact that if you ignore the "warp tunnel" effect, and If you watched the ship in relation to the stars and nebula, you never moved! In my opening paragraph, when that happened .... it made the lack effect all too apparent. It was a real “never mind the man behind the curtain” moment for me. (Oz reference) Straight

My point is, has anyone at CCP considered doing multiple "fields" for the stars and nebula and scrolling them at different rates to simulate depth of view ?

Probably too much of a coding change at this point in the game ... (pun in tended)
Raven Ether
Doomheim
#116 - 2011-11-05 18:35:57 UTC  |  Edited by: Raven Ether
Several ships are too dark. I undocked from Jita and all I could see is a dark blob and can barely discern textures. Lightning needs to be adjusted, otherwise we can't enjoy the new textures in several regions, instead we get a black blob.
Hylax Ciai
#117 - 2011-11-05 19:00:35 UTC
Tacyon wrote:
[...]

One of the first critical observations I had in Eve was the fact that if you ignore the "warp tunnel" effect, and If you watched the ship in relation to the stars and nebula, you never moved! In my opening paragraph, when that happened .... it made the lack effect all too apparent. It was a real “never mind the man behind the curtain” moment for me. (Oz reference) Straight

My point is, has anyone at CCP considered doing multiple "fields" for the stars and nebula and scrolling them at different rates to simulate depth of view ?

Probably too much of a coding change at this point in the game ... (pun in tended)

Half Life 2 did that in the Citadel level, afaik. The Source engine allows to transform skybox geometry to level geometry. But I doubt that this is possible with the current Trinity engine.

Another problem is, that the stars in the background don't represent the actual stars in the eve universe.
They are just a texture mapped onto the skybox. In order to simulate depth of view you would have to calculate the stars relative position to your ship. Considering the amount of stars visible on the current skyboxes on TQ, that would take a lot of computing power.

Also, the distance the stars would move probably isn't really noticeable, consindering you only move a few dozen AUs in a single starsystem and stars are lightyears apart. (100 Astronomical Units = 0.00158128588 lightyears)

.

Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#118 - 2011-11-05 19:14:31 UTC
I keep getting this weird lazer/gun firing kinda explosion sound whenever there's another ship on grid with me... found it when I was passing people by gates or going into high sec. not sure what's causing it! was in an ishtar, no-one was shooting anyone :S
Valeo Galaem
Deep Core Mining Inc.
Caldari State
#119 - 2011-11-05 19:17:44 UTC
Any parallaxing effect while traveling across a single solar system would be barely perceivable realistically and wouldn't be worth the developer time. What is needed is parallaxing effects when moving between systems and is what increasing the granularity of the skyboxes should accomplish. I think on demand composting of images of the celestial features would be the best solution, but doing it well without getting odd artifacts in situations would not be trivial. It would, however, make it simple to add new features.

Regarding having the EVE stars apparent in the sky box - this was actually done in the Revelations expansion that introduced the now abandoned "Seamless Map Zoom". It used a 3D model of the stars rendered in the background, but each "star" was only a single white pixel, didn't look very good, and caused a bit of graphics lag back then. This could be brought back, better, by rendering the EVE stars into the composited cubemap on demand instead of using a 3D model.

Despite its problems it did look awfully cool when you could identify the star structures of nearby regions.

Standalone Windows build of ccpgames/dae-to-red

https://github.com/Nu11u5/dae-to-red/releases

Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#120 - 2011-11-05 19:17:47 UTC
Hylax Ciai wrote:
Tacyon wrote:
[...]

One of the first critical observations I had in Eve was the fact that if you ignore the "warp tunnel" effect, and If you watched the ship in relation to the stars and nebula, you never moved! In my opening paragraph, when that happened .... it made the lack effect all too apparent. It was a real “never mind the man behind the curtain” moment for me. (Oz reference) Straight

My point is, has anyone at CCP considered doing multiple "fields" for the stars and nebula and scrolling them at different rates to simulate depth of view ?

Probably too much of a coding change at this point in the game ... (pun in tended)

Half Life 2 did that in the Citadel level, afaik. The Source engine allows to transform skybox geometry to level geometry. But I doubt that this is possible with the current Trinity engine.

Another problem is, that the stars in the background don't represent the actual stars in the eve universe.
They are just a texture mapped onto the skybox. In order to simulate depth of view you would have to calculate the stars relative position to your ship. Considering the amount of stars visible on the current skyboxes on TQ, that would take a lot of computing power.

Also, the distance the stars would move probably isn't really noticeable, consindering you only move a few dozen AUs in a single starsystem and stars are lightyears apart. (100 Astronomical Units = 0.00158128588 lightyears)


confirming the orientation of stars and nebulae wouldn't change significantly when moving inside a single system... the diameter of a solar system isn't just the orbit of it's furthest planet... the Oort cloud of a solar system can be 50 times further away from the sun than the furthest planet.