I was glad he alluded to some really strange creatures. They're showing "dinosaurs" and four legged animals for demos, but he strongly hinted at some really weird stuff, from bugs to giant creatures. It got me hopeful we'll land on some planets and get chased off by some really freaky critters.
Why? I mean, procedurally generated locations have still never proven to be interesting. Shit, how much did people hate the generic shitty planets in Mass Effect 1,and those were undoubtedly procedurally generated THEN run over with a comb to put some structures and points of interest in it.
The game might be amazing, it's certainly a cool piece of tech, but it's VERY hard to imagine particularly interesting gameplay.
As said in the video, it has been done before. Fuel worked off of essentially the same principle. Mathematically it's very interesting.
It seems like No Man's Sky expands on what Fuel achieved.
Well, they've been SAYING all these kinda things about mining, crafting, building, police chases, trading, etc. - but you've never SEEN any of that. There are no videos of actual gameplay. So let's hope they're showing something soon. Right now, this feels very Molyneux to me.
Why? I mean, procedurally generated locations have still never proven to be interesting. Shit, how much did people hate the generic shitty planets in Mass Effect 1,and those were undoubtedly procedurally generated THEN run over with a comb to put some structures and points of interest in it.
The game might be amazing, it's certainly a cool piece of tech, but it's VERY hard to imagine particularly interesting gameplay.
That was a fantastic video. The explanation specifically about how they are creating the game worlds and generation of each and every pixel for what will end up being millions of worlds. I assume then that the x, y, z locations for each pixel (at least for the topography and vegetation) will be stored somewhere then after it's created? He kind of hit on the fact that it's the algorithm running in the background generating everything, but to recreate the same stuff wouldn't you need to call back to what was originally generated at those exact points?
The game still looks great and I'm glad we did get this glimpse. We never really get to see this kind of stuff till after a game comes out either in a documentary or at some keynote or presentation. Plus, he was hitting pretty hard on Ubi and the work they do. Loved it.
Destiny? ded
That was a fantastic video. The explanation specifically about how they are creating the game worlds and generation of each and every pixel for what will end up being millions of worlds. I assume then that the x, y, z locations for each pixel (at least for the topography and vegetation) will be stored somewhere then after it's created? He kind of hit on the fact that it's the algorithm running in the background generating everything, but to recreate the same stuff wouldn't you need to call back to what was originally generated at those exact points?
The game still looks great and I'm glad we did get this glimpse. We never really get to see this kind of stuff till after a game comes out either in a documentary or at some keynote or presentation. Plus, he was hitting pretty hard on Ubi and the work they do. Loved it.
That was a fantastic video. The explanation specifically about how they are creating the game worlds and generation of each and every pixel for what will end up being millions of worlds. I assume then that the x, y, z locations for each pixel (at least for the topography and vegetation) will be stored somewhere then after it's created? He kind of hit on the fact that it's the algorithm running in the background generating everything, but to recreate the same stuff wouldn't you need to call back to what was originally generated at those exact points?
The game still looks great and I'm glad we did get this glimpse. We never really get to see this kind of stuff till after a game comes out either in a documentary or at some keynote or presentation. Plus, he was hitting pretty hard on Ubi and the work they do. Loved it.
Here's hoping that we see actual gameplay at The Game Awards tonight
This sort of explains the bolded question.
As Murray says, In essence a world was generated with very specific parameters that return the exact same result through complicated algorithms.
You only need the input seed values in order to always return the same result. On a basic level it's kind of like how two factor authentication works. There are two separate devices running the same algorithm from the same seed information.
And whoever said it's like Spelunky and Binding of Isaac...no, it's not. The universe isn't changing or anything, it's the same for everyone. If anything this seems like a really cool generation tool for developers but it's not the same as having a random game every time you start it up (I suppose you can just fly to a different planet but that's not quite the same thing).
At the end of the day, my point is: Given that as a player I'm going to be playing in location X, I'd prefer that location X be handcrafted, it will simply be superior in all ways. The only time procedural generation is better is when you're unable to make enough content to make your game work. He even mentions Mass Effect in the video, but I don't think having this tech procedurally generating a galaxy would add that much to Mass Effect, you'd probably explore a bit for fun and then just get back to playing the actual crafted levels that make sense. That said, it certainly doesn't hurt to have all of this layered underneath the basic Mass Effect gameplay, but I find it hard to believe that it would be compelling enough to just run around doing the procedural stuff instead.
Perhaps he's saying, "disk."He keeps referring to it loading of disc, so will this be a retail game? It sorta seems like it.
He mentions that things start to get hazy when they're about a kilometer away from you. He also says if you find a high enough mountain, you can actually see the curvature of the planet. He also says the entire planet you're on has already been generated, though distant features are done at a low level of detail. That sounds like a reasonable draw distance to me.Draw distance is unfortunately really bad. Would love if the game loaded more at once so you could see off into the distance. Maybe its different on different planets?
Actually, it's the formulae which are lengthy and complex. Sean said they just use the player's current xyz position as the seed.So how much space does a "seed" take? I know that it's just numbers and equations, but when you got so many people playing the game, it must be quite large.
No, what he said was that he was using the debug camera to fly far faster than the player would ever be able to travel, so he could illustrate the on-the-fly generation of the environment.When it's popping in he clearly says that this is the same speed as the players ship. So unless something changes, the world drawing in right in front of you is going to exist.
Great video (so far), but GI kind of acts like this is the first time they've seen procedural generation, and that Elite doesn't exit.
Watching the video now, great stuff. I hope they can pull back the fogging and increase the view distance some more though.
It appears so, and if so it's a rather annoying trend that a lot of sci-fi's are guilty of.So do the planets only have a single biome?
Every thread people are questioning where the "game" is, yet everybody loves the he'll out of all the "push stick forward to watch a story" "games" we get? Smh.
It would be nice to have multiple biomes, but I kind of like it either way. The single biome gives it a kind of Star Wars-y feel.So do the planets only have a single biome?
Uh you can't land on planets in Elite Dangerous, so until you can, procedural generation in Elite doens't mean anything.
At the end of the day, my point is: Given that as a player I'm going to be playing in location X, I'd prefer that location X be handcrafted, it will simply be superior in all ways. The only time procedural generation is better is when you're unable to make enough content to make your game work. He even mentions Mass Effect in the video, but I don't think having this tech procedurally generating a galaxy would add that much to Mass Effect, you'd probably explore a bit for fun and then just get back to playing the actual crafted levels that make sense. That said, it certainly doesn't hurt to have all of this layered underneath the basic Mass Effect gameplay, but I find it hard to believe that it would be compelling enough to just run around doing the procedural stuff instead.
That was a fantastic video. The explanation specifically about how they are creating the game worlds and generation of each and every pixel for what will end up being millions of worlds. I assume then that the x, y, z locations for each pixel (at least for the topography and vegetation) will be stored somewhere then after it's created? He kind of hit on the fact that it's the algorithm running in the background generating everything, but to recreate the same stuff wouldn't you need to call back to what was originally generated at those exact points?
Wow, that's almost Turok level fog.. And there's no way to fix this? From what I understand from the video they simply need faster hardware to clear it up? Does that mean the PC version will have less fog?
Anyway, the NMS universe looks disappointingly gimmicky and compromised. There isn't much science in sci-fi left really. Pure "arcade"-like exploration I guess it's fine by itself if that's what people wanted, it wasn't quite what I was hoping for.
Wow, that's almost Turok level fog.. And there's no way to fix this? From what I understand from the video they simply need faster hardware to clear it up? Does that mean the PC version will have less fog?
Anyway, the NMS universe looks disappointingly gimmicky and compromised. There isn't much science in sci-fi left really. Pure "arcade"-like exploration I guess it's fine by itself if that's what people wanted, it wasn't quite what I was hoping for.
"that's only possible with these crazy, multicore, next Gen machines".
I'm guessing its coming to Xbox too.
No, really, they have, as I said you're just a youtube search away from dozens of them: https://www.youtube.com/watch?v=X2dyiitk6EY
If you really think researchers in the procedural generation field don't make visual representations of their stuff you're either a time traveller from the early 80s or completely missing the point of the field. And that's not even counting the research papers from actual game developers
Wow, that's almost Turok level fog.. And there's no way to fix this? From what I understand from the video they simply need faster hardware to clear it up? Does that mean the PC version will have less fog?
Anyway, the NMS universe looks disappointingly gimmicky and compromised. There isn't much science in sci-fi left really. Pure "arcade"-like exploration I guess it's fine by itself if that's what people wanted, it wasn't quite what I was hoping for.
I was glad he alluded to some really strange creatures. They're showing "dinosaurs" and four legged animals for demos, but he strongly hinted at some really weird stuff, from bugs to giant creatures. It got me hopeful we'll land on some planets and get chased off by some really freaky critters.
Thanks man great article and video, guys are genius.Link
About to start watching this. Was literally about to go out and get a late dinner when this went live! But it's the demo they showed at E3.
I like that he said they wanted to make a good sci fi game first, then make it procedurally generated second. The tech supporting the gameplay gives me hopes of this being more than an exploration game.
I am truly amazed by the tech though. If it still ends up being an exploration game, it looks like its still going to be amazing.