Taking a look at the new jump tunnel update (SDF Shaping) and Dynamic Music. First jump includes in-game music and the other without. In my opinion, the new changes make the traversal much more intense and engaging.
It's not just a perfectly circular shaped pipe anymore. This is a lot closer to the original concept. Can't wait for further improvements in the future.
I wouldn't even mind longer tunnel traversals that have moments of calm and then more complex pathing that you can chart. Would give value to good pilots and navigators.
Beautiful. I think something they could add to make it closer to the concept is to make the tunnels have very narrow points and then wide points, with multiple obstacles close together and you have to decide which gap you'll slip through. Kind of like the concept art of the Hornet in the jump tunnel
Don't play S.C, but do enjoy looking at the tech and process. If I could add to what could be visual guidance, it'd be the actual interior shape. Having more unstable areas be represented by undulating and chaotic areas of the interior wall could add a lot more danger to jumping. If you're making jumping to an area that has a high degree of anomalous activity, the walls might spike inward or show displacement, whereas more calm areas could be represented by more smooth surfaces. There could also be more variation that leads to uncharted space. Honestly, the game looks jaw-droppingly gorgeous.
2nd time I noticed a structure in the tunnel near the end of the tunnel on the Stanton side. 1st time I saw it was in Foxy's video, except that one was a full ring
Looks pretty awesome. They could add turbulence on entering and perhaps make it feel like you're being pulled into it by having your ship enter at a more chaotic or curved path with the ship orienting slightly off centre, as well as turbulence on hitting the edge, maybe I'm sounding like Chris now but yea, gotta get our $700m worth lol
Looks great now. But i still think they have to work on the exit. It's way too clear that the exit just cuts off the tube and basically has a flat png slapped on it's end and the transition between both "assets" looks waay too harsh
What they could have done for good visual is having the tunnel open and close in front and behind the ship while travelling, that would visually gives some "depth" as it unveil like fabric
@@CarbonPixel78 this is something I'm waiting for a looooong time... Since 2016 I've built 3 PCs specifically for this game lol, I love this project as much I hate it :D
I would say it depends on the video. And also there are a lot of factors that can impact one's gameplay (your individual settings, computer components, drivers, etc.). In general, for showcase videos I edit out all the usual microstutters and jank that comes with the alpha environment because that's not the purpose of the showcase which is usually new features or visuals. For the most part, if I'm on a decent SFPS (15+) server, my gameplay is relatively smooth like in my videos. In sub 10 SFPS shards, gameplay is noticeably more janky. If I'm creating videos analyzing "raw" gameplay for troubleshooting purposes and highlighting low frame rates or submitting IC evidence though, I always turn on displayinfo and use unedited footage so the devs can diagnose the issues.
Wait, do you actually fly through this? Like actively dodging obstacles and stuff? Or is it just an autopilot thing? Haven't played EPTU, just curious. :)
Changed from a spherical tunnel to an ellipse and they added more obstacles to each grouping which creates some new challenges regarding traversal as you have to actively pick and choose your route and orient your ship accordingly. Each obstacle stack seems to have a large and smaller "path" you can take.
@@CarbonPixel78 Not only that, but the tunnels also vary in shape. They're not only elliptical, but i've seen normal spherical ones, spirals, and even wider or narrower versions of all of them.
@@ulvemann43 given the first tuning ship opens the gate I wonder how they are accounting for the diameter of the tunnel vs ship size, what happens if a polaris joins a tunnel opened by an aurora or mustang for example, does the diameter flex or does it grow for everybody?
They are really gonna have to lower the difficulty flying through those thing! How the heck does something like an Idris or a Javelin get through that?
@@O-.-O nah bro, this game is a semi simulator. You wouldn't call mfs, ets just have a time sink gameplay right?. if u found that mechanic boring then this isn't a game for you.
I am sure CIG want it to be dramatic, but the best part of two-and-a-half minutes in an Einstein Rosen Bridge is way too long for shard/ server hand off, even if it looks very cool.
looked way better when it was circular. it also doesnt make sense for it to be circular at the entrance bzt as soon as you go in to jzst be an elongated weird ah tunnel. visually and physically.
But do you have to drive through the curvature? Because I don't like it, it seemed much more realistic and, above all, practical. In the old one, you could take advantage of it to go to the bathroom.
Taking a look at the new jump tunnel update (SDF Shaping) and Dynamic Music. First jump includes in-game music and the other without. In my opinion, the new changes make the traversal much more intense and engaging.
I get friggin claustrophobic watching this !
That's fantastic !
It's not just a perfectly circular shaped pipe anymore. This is a lot closer to the original concept. Can't wait for further improvements in the future.
I wouldn't even mind longer tunnel traversals that have moments of calm and then more complex pathing that you can chart. Would give value to good pilots and navigators.
This is the most beautiful rendering of Space Colonoscopy I have ever seen.
That looks good damn, hopefully they can sort out that visual bug at the end of the tunnels
Yeah, the tunnel exit can use some polish.
I liked the "fisheye lens" that the concept showed us. Also the way the tunnel pulsated
Nice. The twistiness and less circular look gives me Farscape-wormhole vibes.
The sounds the music and the visual effects is so epic i got chills lol
Beautiful. I think something they could add to make it closer to the concept is to make the tunnels have very narrow points and then wide points, with multiple obstacles close together and you have to decide which gap you'll slip through. Kind of like the concept art of the Hornet in the jump tunnel
That would be pretty cool if they do make it more varied.
The cutter cockpit is perfect
It's dangerous! I didn't think it would take this long to move from one system to another. Nice.
Don't play S.C, but do enjoy looking at the tech and process. If I could add to what could be visual guidance, it'd be the actual interior shape. Having more unstable areas be represented by undulating and chaotic areas of the interior wall could add a lot more danger to jumping. If you're making jumping to an area that has a high degree of anomalous activity, the walls might spike inward or show displacement, whereas more calm areas could be represented by more smooth surfaces. There could also be more variation that leads to uncharted space. Honestly, the game looks jaw-droppingly gorgeous.
I'm excited for this to hit the PU. This is so beatific and one of best depictions I've seen of what i think wormhole travel would look like.
2nd time I noticed a structure in the tunnel near the end of the tunnel on the Stanton side. 1st time I saw it was in Foxy's video, except that one was a full ring
Looks pretty awesome. They could add turbulence on entering and perhaps make it feel like you're being pulled into it by having your ship enter at a more chaotic or curved path with the ship orienting slightly off centre, as well as turbulence on hitting the edge, maybe I'm sounding like Chris now but yea, gotta get our $700m worth lol
"Gotta get our $700m worth" That's the spirit lol
PREACH HAHAHAHA
Looks great now. But i still think they have to work on the exit. It's way too clear that the exit just cuts off the tube and basically has a flat png slapped on it's end and the transition between both "assets" looks waay too harsh
What they could have done for good visual is having the tunnel open and close in front and behind the ship while travelling, that would visually gives some "depth" as it unveil like fabric
Much more interesting
It looks like the warning sound for accumulating distortion damage was kind of there kind of not? Is this still added or was it just having trouble?
It was there before 🙂 Used to be more annoying. Now it isn't as loud or constant
ok I get it, I have to update my pc.
...again.
Alternatively, just wait for dynamic server meshing and optimizations :)
@@CarbonPixel78 this is something I'm waiting for a looooong time... Since 2016 I've built 3 PCs specifically for this game lol, I love this project as much I hate it :D
@@Jollanza I'm going to see if I can hold out another 6 months or a year before my next upgrade :)
Looks incredible but I’m still not huge on the stream of particles that runs through the center of the tunnel
I used to think it indicated an optimal flight path vs, just showing the center of the tunnel, so we'll see if that changes.
I don’t get it. I play the same game and have a great computer, but watching your vids is like a hold different experience.
I would say it depends on the video. And also there are a lot of factors that can impact one's gameplay (your individual settings, computer components, drivers, etc.). In general, for showcase videos I edit out all the usual microstutters and jank that comes with the alpha environment because that's not the purpose of the showcase which is usually new features or visuals. For the most part, if I'm on a decent SFPS (15+) server, my gameplay is relatively smooth like in my videos. In sub 10 SFPS shards, gameplay is noticeably more janky. If I'm creating videos analyzing "raw" gameplay for troubleshooting purposes and highlighting low frame rates or submitting IC evidence though, I always turn on displayinfo and use unedited footage so the devs can diagnose the issues.
Wait, do you actually fly through this? Like actively dodging obstacles and stuff?
Or is it just an autopilot thing?
Haven't played EPTU, just curious. :)
It’s actually dodging and the ship is being pulled by the current, so there’s no way to slow down.
They could tone back the oblong geometry a little. Otherwise pretty cool.
No way. If anything bump up the oblong geometry.
mmmmfff.... signed distance fields..... yummy
did it get smaller?
the diameter and shape has been randomised between min/max by the looks of it, at least that means two tunnel jumps will never be the exact same.
Changed from a spherical tunnel to an ellipse and they added more obstacles to each grouping which creates some new challenges regarding traversal as you have to actively pick and choose your route and orient your ship accordingly. Each obstacle stack seems to have a large and smaller "path" you can take.
@@CarbonPixel78 Not only that, but the tunnels also vary in shape. They're not only elliptical, but i've seen normal spherical ones, spirals, and even wider or narrower versions of all of them.
@@ulvemann43 That's good to know!
@@ulvemann43 given the first tuning ship opens the gate I wonder how they are accounting for the diameter of the tunnel vs ship size, what happens if a polaris joins a tunnel opened by an aurora or mustang for example, does the diameter flex or does it grow for everybody?
They are really gonna have to lower the difficulty flying through those thing! How the heck does something like an Idris or a Javelin get through that?
They can handle way more damage so hitting the walls won't be such a big deal
👏👏👏👏👏👏👏👏
They do everything to slow down the gameplay lol
they want immersiveness
God forbid a videogame in 2024 isn't some constant TikTok-brained instant gratification machine
@@lolololo-cx4dp "immersiveness" 😂😂😂
@@gian.4388 12+ years of development, nearly 1 billion dollars in the sink but it's TikTok fault 😂
@@O-.-O nah bro, this game is a semi simulator. You wouldn't call mfs, ets just have a time sink gameplay right?. if u found that mechanic boring then this isn't a game for you.
I am sure CIG want it to be dramatic, but the best part of two-and-a-half minutes in an Einstein Rosen Bridge is way too long for shard/ server hand off, even if it looks very cool.
looked way better when it was circular. it also doesnt make sense for it to be circular at the entrance bzt as soon as you go in to jzst be an elongated weird ah tunnel. visually and physically.
But do you have to drive through the curvature? Because I don't like it, it seemed much more realistic and, above all, practical. In the old one, you could take advantage of it to go to the bathroom.
Are you mistaking this for quantum travel?
It’s still so sloow though