The problem is going to be compounded by the fact that, from what I can see and tell from their engine design, it is going to be a major task to have entire planets and/or moons in the game world, and which players can enter/exit as seen in games like Infinity Battlespace, Dual Universe, Universal Combat etc. Performance and memory requirements aside, that level of fidelity is near impossible with their engine. Which explains why they have since switched from that sort of talk, to now doing smaller moons and planetoids – similar to how Elite Dangerous does them. What’s left to be seen is
how they end up adding them to the game world. After adding the moon|planetoid entity to the scene/level, there are only two ways of doing it:
- Use a proximity based trigger point to signal a transition from space to surface – and vice versa – with or without a loading screen to mask the scene loading
- Use a real entity based model which facilitates a seamless transition from space to surface – and vice versa. No loading screen needed.
To visualize the above in Star Citizen : start the game, leave your quarters, grab a ship, take off from the station, target a moon, fly to it, then seamlessly transition into it, or waiting for a loading screen after you hit the trigger point around the object which signals a transition.
While this AtV isn’t showing mostly what is coming in 3.0, it appears to be a combination of rudimentary things coming in 3.0, combined with on-going R&D for what they
think they’re going to be able to pull off in the long term. I mention this because there is a frame where they were showing a cross-section cutout of a planet, in which the cutout shows an area with vegetation, despite the fact that the upcoming moons and planetoids are barren landscapes.