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NEBULA CHANGES DISCUSSION

First post
Author
CCP Darwin
C C P
C C P Alliance
#21 - 2015-12-09 13:04:21 UTC

Regarding camera field of view, we are looking into whether any changes to our camera system might have unintentionally affected the existing camera's field of view. Nothing to report on this front yet. We did not intentionally change this parameter.

Previously to this patch, the star fields were added on top of the background nebulae. Now, nebulae occlude the star fields behind them to varying degrees. This means that you're able to get a better look at compression artifacts, which have always been present in our nebula textures. We're looking into our options for improving compression for these textures to reduce the artifacts you've pointed out in your screen shots.

Finally, I'm working with one of our art directors, CCP Nag, on optimizing our background starfield to reduce artifacts when zoomed in and sharpen the visual impression of the stars. This work is looking promising and would be a simple change, but as with the nebulae, it requires balancing quality against compression so that we don't kill your video card or deliver something with artifacts that feel worse than what's in game now.

There's no doubt that our new nebula setup has brought certain artifacts and imperfections in our assets to the forefront, but the technological groundwork is sound and we're doing what we can to deliver a higher-quality look for the sky background that addresses the issues you've raised here.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Solecist Project
#22 - 2015-12-09 13:09:16 UTC
Why can't you make it procedural and end the discussion once and for all ?
There's algorithms out there.

Or why not simply have a dithering algorithm run over it to reduce the banding?
Or what about high resolution nebulae?

And where is the slider? I can't find it ...

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Primary This Rifter
Mutual Fund of the Something
#23 - 2015-12-09 13:14:11 UTC
Solecist Project wrote:
Paranoid Loyd wrote:
That's interesting, they look better to me, must be a setting, not sure which one.
Possibly a video card driver issue?

This is completely invalid to say, because you don't even know which nebulae you are comparing.

Look at this.
Minmatar.
http://imgur.com/a/Pt8Jw

Toony colours.
Lots of colour banding.
Compression artefacts.

I am so sick, tired and angry of looking at them ...
... seeing how completely broken they are for YEARS now ...
... I feel like causing a shitstorm over this.

Wow that last one is really bad, it's like someone took an airbrush and averaged the colors of the nebula and then sprayed it in a streak across the image.
CCP Darwin
C C P
C C P Alliance
#24 - 2015-12-09 13:21:51 UTC  |  Edited by: CCP Darwin
Solecist Project wrote:
Why can't you make it procedural and end the discussion once and for all ?
There's algorithms out there.

The sky environment is a multi-part system that combines texture-mapped and procedural elements. The nebulae are not procedural because they're paintings, and we're not looking at a procedural alternative to that element at this time.

Quote:
Or why not simply have a dithering algorithm run over it to reduce the banding?
Or what about high resolution nebulae?

As I indicated in my comments, we are looking at alternatives for delivering higher-quality nebulae. Some of these alternatives are promising, but they all involve delivering more data to the client and using more texture RAM on the video card than what we're doing currently. (This means that we may have to limit our choices so that we don't adversely impact game performance.)

Quote:
And where is the slider? I can't find it ...

If you're asking about the brightness slider, press Esc to open the settings window. On the Display & Graphics tab, on the far right, you'll see a column labeled Graphic Content Settings. About a quarter of the way down is a button labeled Brightness. Click that and a window with the slider will appear.

(The reason the Brightness slider opens another window is that the Settings window darkens and occludes the scene you're trying to adjust with the slider, which would make adjusting the control more difficult than it has to be.)

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Hal Morsh
Doomheim
#25 - 2015-12-09 13:28:01 UTC
Winning!




CCP knows what they're doing.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Solecist Project
#26 - 2015-12-09 13:28:42 UTC
Thanks... I'll look again when I log back in.

Honestly, I was looking literally everywhere.

And sorry about me ranting. Minmatar space has been ugly for years now and the redish brown/black
contrasts make it the most ugly space to live in... :(

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Primary This Rifter
Mutual Fund of the Something
#27 - 2015-12-09 13:31:56 UTC
I think Minmatar space is awesome looking, tbh.
Solecist Project
#28 - 2015-12-09 13:43:56 UTC
Primary This Rifter wrote:
I think Minmatar space is awesome looking, tbh.


:(

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

CCP Darwin
C C P
C C P Alliance
#29 - 2015-12-09 13:45:26 UTC
Solecist Project wrote:
And sorry about me ranting. Minmatar space has been ugly for years now and the redish brown/black
contrasts make it the most ugly space to live in... :(

Most techniques for image compression sacrifice quality in reds and blues to achieve a better overall look for typical real-world scenes. Unfortunately, this isn't very kind to very red images like our Minmatar nebula backgrounds. I'll make sure that we carefully take a look at the impact on Minmatar nebulae as we discuss texture compression going forward.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Solecist Project
#30 - 2015-12-09 13:48:15 UTC
CCP Darwin wrote:
Solecist Project wrote:
And sorry about me ranting. Minmatar space has been ugly for years now and the redish brown/black
contrasts make it the most ugly space to live in... :(

Most techniques for image compression sacrifice quality in reds and blues to achieve a better overall look for typical real-world scenes. Unfortunately, this isn't very kind to very red images like our Minmatar nebula backgrounds. I'll make sure that we carefully take a look at the impact on Minmatar nebulae as we discuss texture compression going forward.

Thank you!

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Evasive Shadow Assassin
Sebiestor Tribe
Minmatar Republic
#31 - 2015-12-09 14:10:27 UTC
Elyia Suze Nagala wrote:
So the background nebulas look way more pix elated than before the update... is there a setting that happened of was this to be expected. I don't care for the new look..


Get a better PC
Elyia Suze Nagala
Republic Military School
Minmatar Republic
#32 - 2015-12-09 14:54:43 UTC
CCP Darwin wrote:

Regarding camera field of view, we are looking into whether any changes to our camera system might have unintentionally affected the existing camera's field of view. Nothing to report on this front yet. We did not intentionally change this parameter.

Previously to this patch, the star fields were added on top of the background nebulae. Now, nebulae occlude the star fields behind them to varying degrees. This means that you're able to get a better look at compression artifacts, which have always been present in our nebula textures. We're looking into our options for improving compression for these textures to reduce the artifacts you've pointed out in your screen shots.

Finally, I'm working with one of our art directors, CCP Nag, on optimizing our background starfield to reduce artifacts when zoomed in and sharpen the visual impression of the stars. This work is looking promising and would be a simple change, but as with the nebulae, it requires balancing quality against compression so that we don't kill your video card or deliver something with artifacts that feel worse than what's in game now.

There's no doubt that our new nebula setup has brought certain artifacts and imperfections in our assets to the forefront, but the technological groundwork is sound and we're doing what we can to deliver a higher-quality look for the sky background that addresses the issues you've raised here.


Thank you! Glad to hear CCP is aware of this and working on it!
Also thank you for responding!
Daemun Khanid
Corbeau de sang
#33 - 2015-12-09 14:57:35 UTC  |  Edited by: Daemun Khanid
CCP Darwin wrote:
Solecist Project wrote:
And sorry about me ranting. Minmatar space has been ugly for years now and the redish brown/black
contrasts make it the most ugly space to live in... :(

Most techniques for image compression sacrifice quality in reds and blues to achieve a better overall look for typical real-world scenes. Unfortunately, this isn't very kind to very red images like our Minmatar nebula backgrounds. I'll make sure that we carefully take a look at the impact on Minmatar nebulae as we discuss texture compression going forward.


Very nice to hear some response as we never really got any in the camera thread. If you're still around, is there any info on the other issues that I mentioned? Particularly centering the camera direction on objects selected on overview and the way the camera zooms in on the starfield? (test server features) All the background looks fine if tactical view is enabled, but as soon as you go into orbit cam the backgrounds explode into pixel poop. From a strictly optical property and physics pov, objects light years away shouldn't even be remotely effected visually by zooming in on a ship 1km away. Please tell me at least that this is not an intended or unavoidable effect because it was obviously taken into consideration with the old system.

(not even going into all the other issues like ships disapearing, tactical overlay going awol, wild camera jittering even when sitting still, I just docked on test server and found myself somewhere in the floor of the station...new cameras are soooo broken and seem to be breaking everything they touch as well.)

Daemun of Khanid

Presidente Gallente
Best Kept Dunked
#34 - 2015-12-09 14:59:21 UTC  |  Edited by: Presidente Gallente
Solecist Project wrote:
Paranoid Loyd wrote:
That's interesting, they look better to me, must be a setting, not sure which one.
Possibly a video card driver issue?

This is completely invalid to say, because you don't even know which nebulae you are comparing.

Look at this.
Minmatar.
http://imgur.com/a/Pt8Jw

Toony colours.
Lots of colour banding.
Compression artefacts.

I am so sick, tired and angry of looking at them ...
... seeing how completely broken they are for YEARS now ...
... I feel like causing a shitstorm over this.


You should give EVE a little break. Ranting about those kind of details is ... mad. Seriously!
Solecist Project
#35 - 2015-12-09 15:04:18 UTC
I am actually back from a months long break.

These aren't little details, though, it's horrible to look at.
I do a lot of gfx coding and image manipulation, so go figure. :P

For years have I been silent, but now I am fed up about how "my" part of space is treated.

Like a red headed stepchild.

Literally !

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Daemun Khanid
Corbeau de sang
#36 - 2015-12-09 15:04:23 UTC
Presidente Gallente wrote:
Solecist Project wrote:
Paranoid Loyd wrote:
That's interesting, they look better to me, must be a setting, not sure which one.
Possibly a video card driver issue?

This is completely invalid to say, because you don't even know which nebulae you are comparing.

Look at this.
Minmatar.
http://imgur.com/a/Pt8Jw

Toony colours.
Lots of colour banding.
Compression artefacts.

I am so sick, tired and angry of looking at them ...
... seeing how completely broken they are for YEARS now ...
... I feel like causing a shitstorm over this.


You should give EVE a little break. Ranting about those kind of details is ... mad. Seriously!


So if we just tossed out all eve's textures and switched to a monochrome polygon rendered game that's all cool with you? K, check. The changes are bad visually and if the rest of the camera changes make it live then it will get worse. Expecting visuals to improve not degrade over time is not unreasonable, particularly when some of the potential changes are going to be nausea inducing for some people. The things Solecist has pointed out are just the tip of the iceberg for whats in the pipeline so better to speak up now then when it all hits the fan.

Daemun of Khanid

CCP Darwin
C C P
C C P Alliance
#37 - 2015-12-09 15:12:02 UTC  |  Edited by: CCP Darwin
Daemun Khanid wrote:
Please tell me at least that this is not an intended or unavoidable effect because it was obviously taken into consideration with the old system.

Long focal lengths (narrow fields of view) have always showed up severe artifacts in the sky backgrounds. The controls in the beta camera make it easier to wind up zoomed in, which makes these artifacts easier to see. Our efforts that I describe above should improve the results when you do this, but it's not a magic bullet. Zoom in enough on any raster image and it'll look bad.

There are a lot of issues with the beta camera and it will need a lot more polishing to go live. When it's released on TQ, I recommend carefully documenting and describing what you don't like about it in the appropriate comment thread, and filing bug reports using F12 > Report Bug and lots of screenshots when you run into problems.

CCP Darwin  •  Senior Software Engineer, Art & Graphics, EVE Online  •  @mark_wilkins

Daemun Khanid
Corbeau de sang
#38 - 2015-12-09 15:30:28 UTC
CCP Darwin wrote:
Daemun Khanid wrote:
Please tell me at least that this is not an intended or unavoidable effect because it was obviously taken into consideration with the old system.

Long focal lengths (narrow fields of view) have always showed up severe artifacts in the sky backgrounds. The controls in the beta camera make it easier to wind up zoomed in, which makes these artifacts easier to see. Our efforts that I describe above should improve the results when you do this, but it's not a magic bullet. Zoom in enough on any raster image and it'll look bad.

There are a lot of issues with the beta camera and it will need a lot more polishing to go live. When it's released on TQ, I recommend carefully documenting and describing what you don't like about it in the appropriate comment thread, and filing bug reports using F12 > Report Bug and lots of screenshots when you run into problems.


Thank you. On a possibly related question, if/when hi-res textures are added will those include hi-res backgrounds or just object textures?

Daemun of Khanid

Bagrat Skalski
Koinuun Kotei
#39 - 2015-12-09 16:05:40 UTC
CCP Darwin wrote:

As I indicated in my comments, we are looking at alternatives for delivering higher-quality nebulae. Some of these alternatives are promising, but they all involve delivering more data to the client and using more texture RAM on the video card than what we're doing currently. (This means that we may have to limit our choices so that we don't adversely impact game performance.)

You dont adversely impact game performance when you have option to have high definition nebulas in your game. Just make it optional, just like you have low and high settings for antialiasing.
Ginnie
Doomheim
#40 - 2015-12-09 17:07:21 UTC  |  Edited by: Ginnie
Haha love the comment about Minmatar space...I imagine the red/brown looks ugly. I really don't understand why they opposed to be slaves, the Amarr moved them to a much more civilized and beautiful part of the galaxy...the Amarr gave them a purpose and a life instead of fighting among their little insignificant tribes, but they had to go about being all ungrateful...

Personally, I like Amarr and Caldari space the gold and blue are elegant. The Gallente green reminds me of Borg space...

Also, side note, the new engines look it pretty neat!

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.