Space Engineers 2 Development Destruction Testing - News Update

Поділитися
Вставка
  • Опубліковано 23 бер 2024
  • Lets take a look at the latest information that has arrived about possibly Space Engineers 2
    [ Social Links ]
    ➜ LSG Discord / discord
    ➜ LSG Patreon / laststandgameryt
    ➜Steam Group - steamcommunity.com/groups/LSGY...
    ➜Twitter - / laststandgamers
    ➜Facebook Page - / laststandgamers
    ➜Twitch - / laststandgamers
    ➜ Airsoft Instagram: / lsgairsoft
    ➜ Server Sponsor serverblend.com/
  • Ігри

КОМЕНТАРІ • 429

  • @ghostfire5973
    @ghostfire5973 3 місяці тому +792

    I'm part of the people who doesn't care how long it takes, as long as it is good when it comes out

    • @tohellwithhandles
      @tohellwithhandles 3 місяці тому +33

      If we are still alive to play it....years go fast waiting for keen

    • @standingbear6108
      @standingbear6108 3 місяці тому +11

      It won't be good. Not till the Modding Community gets its way with the game.
      Space E 1 vanilla is.. Barely a game. Its the mods that make it what it is today.
      And of course the game makers want full price and EXTRAS for a partial product..
      DLC that has items that SHOULD be in the base game etc. Rather pathetic the state of Game dev now days.

    • @sebione3576
      @sebione3576 3 місяці тому

      ​@@standingbear6108 yeah but it's still a great game, and for me it's been thousands of hours of fun for like twenty bucks.

    • @rizehybrid8023
      @rizehybrid8023 3 місяці тому

      @@standingbear6108yeah bro i played 1000 hours of that game waiting for it to get better because the concept of building your own shit from the ground up is amazing, seems like such an easy fix man

    • @TheGreyGhost873
      @TheGreyGhost873 3 місяці тому +7

      Yes PLEASE DO NOT RUSH

  • @dotChuckles
    @dotChuckles 3 місяці тому +548

    Parralax mapping allows for depth to be created with a texture rather than geometry. Alpha cut out means you can create holes in the texture. The grid like structure is a flat surface with textures rather than a complex model geometry.

    • @cdmaddles
      @cdmaddles 3 місяці тому +80

      Yup and @LastStandGamers what this means is instead of a million polygons on the model it can have below 10 polygons but look like a grid with holes and much more! This is amazing for having detailed modeling with great performance.

    • @dakaodo
      @dakaodo 3 місяці тому +28

      @@cdmaddles B/c someone is going to demand that the game engine allow them to build a 1:1 model of the Death Star that'll run at 60 fps. XD Well, maybe this and other resource-conserving tricks will get them halfway there.

    • @Tontteman
      @Tontteman 3 місяці тому +6

      I use a lot of textures which do that when i do my 3d-art. But it will be interesting to see how it will effect airtightness, is it there only for visual aspect or will that new engine recognize textures that are not air tight.

    • @dezthedapper1181
      @dezthedapper1181 3 місяці тому +8

      @@cdmaddlesI assume you can't shoot through the holes, but can the new lighting system pass through them?

    • @Tiniuc
      @Tiniuc 3 місяці тому +14

      ​@@dezthedapper1181 If the lighting system can recognize the alpha cutout layer, then the answer is yes.

  • @Sicarius40k
    @Sicarius40k 3 місяці тому +157

    really excited about it, but I hope that all those "nice to have" improvements like the reflections don't affect the the players ability to build huge ships without performance issues.

    • @dakaodo
      @dakaodo 3 місяці тому +19

      the reflections probably won't be the main sticking point. The game engine will need a more dynamic, scalable way to handle blocks. The 2013-originated framework is very explicit and complete bosh for scalability, which is why 150K PCU ships bring it to its knees.
      Starship EVO (which LSG has covered before) demonstrates one such possibility. Instead of handling individual blocks or voxels one by one, times 150K PCU, it'd be nice if a future engine could consolidate the constituent blocks that make up larger geometric shapes, until such time as an event in-game interacts with the blocks, requiring some or all of them to be handled individually again.
      VRAGE2 already does this graphically (e.g. when you clip the spectator camera inside solid parts of a ship, and none of the block faces are rendered where they abut other blocks; doing so for the physics or whatever other ways blocks are tracked by the engine as well could potentially cut a 150K PCU ship down to mere 1000s of PCUs as long as it's just casually floating along in space, minding its own business.

    • @sety5591
      @sety5591 3 місяці тому +5

      @@dakaodo but once a block is removed then the game-engine has to rescan all the constituent blocks to recreate a new chunk, if repeat many times (ie: during collision) then scanning (eg: 150k block) will repeat every fraction of a second and it will be taxing to CPU. If only for display purposes (no changing of blocks) then it gave best performance. If to improve combat/collision performance, client-side simulation can be used, it means trusting the player's PC to compute their own ship so that it doesn't lag other players, but client-side physic allows cheater, additionally client-side physic need good netcode as it is a form of distributed-processing where every player contribute CPU to process a chunks of the world.

    • @Mark-uk8wz
      @Mark-uk8wz 3 місяці тому +2

      ​@sety5591 You could make it so the mesh only separates into blocks locally to the player when the player is within building distance or only simulate blocks when not in building mode, or break the chunks into smaller chunks nearer to the player

    • @ZTRCTGuy
      @ZTRCTGuy 3 місяці тому +3

      This is for me the main sticking point about SE atm. Refractions, water displacement etc. is all nice but prettier means it uses more resources. (usually...)
      I have tried recreating ships in SE but couldn't because they were just too big, anno 2024 I think SE2 needs a vast improvement in performance.

    • @Sicarius40k
      @Sicarius40k 3 місяці тому +1

      @@ZTRCTGuy that is exactly what I'm a bit worried about too

  • @Alectfenrir123
    @Alectfenrir123 3 місяці тому +147

    @ 3:44 Parallax Occlusion Mapping (POM) is basically where a flat surface looks fully 3d even though its still technically flat. It just simply displaces that surface to give the illusion of depth. Alpha cutout basically means an alpha map was used to determine which areas of that surface is see through (in this case the holes seen on that object). Its a pretty commonly used texturing technique in games to save a ton of performance and time.

    • @Tridona
      @Tridona 3 місяці тому +3

      Thank you for the explanation :)

    • @jeantormes8918
      @jeantormes8918 3 місяці тому

      i was under the impression that parallax is a form of displacement mapping and creates actual depth via texture coordinates moving polygons and thus not an illusion. wouldnt depth via texture only that be normal maps?

  • @sci-fistir-fry5565
    @sci-fistir-fry5565 3 місяці тому +38

    My "Space Engineers 2" Wishlist: all of this included in the video + more NPC functions/additions/mod support for single-player players that enjoy the semi-realist sandbox experience Space Engineers has to offer, to create their own personalized worlds and style they value over a set multiplayer predetermined sandbox scenarios.

    • @scottymccubboardpippen214
      @scottymccubboardpippen214 3 місяці тому +2

      I hope that they will add more dynamic blocksizes like starship evo

    • @CaptainRuggels
      @CaptainRuggels 3 місяці тому +1

      I have not touched SE in quite some time. Did they add actual NPC’s or is it still just AI NPC ships without a crew?
      This seems interesting tho

    • @janedoe4586
      @janedoe4586 2 місяці тому

      @@CaptainRuggels there is are crew but only by mod ... works pretty good tho

    • @suspiciouscheese4518
      @suspiciouscheese4518 25 днів тому +1

      I’d add blueprint carryover to that list.

  • @funkyjunk9
    @funkyjunk9 3 місяці тому +35

    "Wow these jagged terains look really cool!"
    1st generation modders:
    Well i want it smooth!

    • @benmohatun
      @benmohatun 2 місяці тому

      Ha ha that's very true

  • @R3gdar
    @R3gdar 3 місяці тому +47

    Really excited to make a submarine with functional ballast tanks, makes you wonder if there'll be torpedoes in the new game.

    • @ZanTeth55
      @ZanTeth55 3 місяці тому +11

      If not, we make our own!

    • @dha12oks
      @dha12oks 3 місяці тому +5

      Or even an under the ocean base, either way would be cool, imagine attacking a base under water, watching all that water coming in.

    • @Erik_Ice_Fang
      @Erik_Ice_Fang 3 місяці тому +4

      So long as there is a water pump system.

    • @sebione3576
      @sebione3576 3 місяці тому +1

      I don't expect much in the way of realistic water dynamics, just based on my observations of KSH development cycle over the last ten years.

    • @SenseiJacksama
      @SenseiJacksama 3 місяці тому +4

      I'm going to build my sub out of carbon fiber

  • @atomic...
    @atomic... 3 місяці тому +37

    I'm kinda excited for the water physics. I really hope they we'll be able to use the water for power generation for bases.

    • @michalvodicka5123
      @michalvodicka5123 3 місяці тому +1

      If you want water, go play sea of thieves lol...

    • @an_egg_cultist
      @an_egg_cultist 3 місяці тому

      ​@@michalvodicka5123?

    • @imnotcreat1ve588
      @imnotcreat1ve588 3 місяці тому +15

      @@michalvodicka5123 cant build ships that blow up themselves. 0/10

    • @terrificpilot
      @terrificpilot 3 місяці тому +10

      ​​@@michalvodicka5123 can't build a submarine 0/10

    • @Megaspy101
      @Megaspy101 29 днів тому

      @@michalvodicka5123 if you want a gun in space engineers you should go play cod...

  • @LordpittCZ
    @LordpittCZ 3 місяці тому +50

    Just a small correction, since I am Czech, just like the developers of Space Engineers:
    Jan (Jan Hloušek) is pronounced the same way you would pronounce Yan (EDIT: As Brianellis said, the full name is Yan H-Low-Shek. H being pronounced in the same way as in the word "hard") Or, the other option: just say John.

    • @mbrown7361
      @mbrown7361 3 місяці тому +4

      I learned this from Kingdom Come talking about Jan Hus. I learned a ton from that game tbh

    • @brianellis7716
      @brianellis7716 3 місяці тому +4

      +1 to this. I'm not Czech, but it still bugs me! His full name is pronounced something like "Yawn Low Shek" except with an "H" sound before "low".

    • @MrMarekRosa
      @MrMarekRosa 3 місяці тому +3

      Thanks! You can also call him by his nickname Čenda - which can be pronounced like Chenda (I think).

    • @brianellis7716
      @brianellis7716 3 місяці тому +1

      @@MrMarekRosa Whaaat? A Jan whose nickname is not Honza? Could such a thing exist?

  • @MrMarekRosa
    @MrMarekRosa 3 місяці тому +11

    VRAGE3 is shaping very nicely. It will be an awesome engine!

  • @addama
    @addama 3 місяці тому +5

    10:04 The shapes he's showing are 2d planes but because of parallax mapping, it LOOKS 3D. To oversimplify, it has a texture on it that has special instructions that says "this part is taller than the rest" sort of like a heightmap, and the graphics card renders it as a 3D object relative to the viewport. It allows you to design 2d shapes with intricate details without having to actually go through and make all those tiny 3D details by adding triangles everywhere.
    The thing he's really showing off, though, is that they also added support for alpha (transparency) in that parallax. So it's not just a heightmap where some parts appear closer/taller, but some parts are excluded from rendering entirely. In this case, making a convincing 3D grate that you can see through when in fact it's a solid 2D flat plane.

  • @Lesminster
    @Lesminster 3 місяці тому +20

    To be honest I would rather have SE1 that allows for hundreds of ppl playing single server without speed issues, than SE2 which will look gorgeous, but still for 16ppl max after some grids appear, and then simspeed drops ;)
    Still, watching this water mechanics or collisions and voxels formations is inspiring and can't wait for 2 :D

    •  3 місяці тому

      Fully agree actually. Although I suspect there might be architectural issues making it easier to optimize a newer engine.

    • @Michael0100
      @Michael0100 3 місяці тому

      The game looking good will not affect the multiplayer abilities. Maybe area effects like Debris will, but I would suspect this would be generated locally rather than down to the server.
      Realistically, SE 2 needs to have a high minimum requirement for PC and rely on the players to do the heavy work, so the servers can you know, worry about running players rather than ships

  • @sonofagun1037
    @sonofagun1037 3 місяці тому +7

    So I know that they also have Roman Engineers in their back pocket as some sort of prequel/sequel to Medieval engineers that they abandoned, which is why the water physics is such a big thing with space engineers 2. But if they are adding water physics something I would love is Victorian Engineers. Steam engines, trains, steam tractors and cars. Big ol steam ships.

    • @Caffin8tor
      @Caffin8tor 3 місяці тому +1

      Steampunk Engineers. I rather like that idea. Seems similar to Besiege.

  • @Dumpgrah
    @Dumpgrah 3 місяці тому +1

    Thx for the update, each one of these videos get me more and more excited of the possibilities we will see with this new engine

  • @susowarriors1874
    @susowarriors1874 3 місяці тому +6

    one thing i have always dreamed about SE having is ricochets of kinetic projectiles and to have vanilla large caliber cannons that are really good at punching thru a lot of armor but have weak ricochet resistance.

    • @Lightning_Fox
      @Lightning_Fox 3 місяці тому +1

      I think ricochets are ingame but they arent a huge thing, and the railguns are pretty good for going through armor

  • @SteffDev
    @SteffDev 3 місяці тому +5

    Very exiting, seeing those parts float around gives me an idea, what if players were able to drag small bits like that with their hands, and maybe assemble a small ship, kinda like Lego blocks!
    That would be fun!

  • @lyhed5234
    @lyhed5234 2 місяці тому

    Great video, love getting recaps like this!

  • @jwfromsg9100
    @jwfromsg9100 3 місяці тому +2

    Thank you for updating!!

  • @kili1234567
    @kili1234567 3 місяці тому +26

    They should Focus on making this Game capable of running smoothly, even with beefy PCs ITS struggling. Dont get me wrong, i Love this Game been Here since IT was in early Access. But making real big Battles or big Shops , really mess Up your world

    • @sufficient4834
      @sufficient4834 3 місяці тому +7

      Absolutely. While the liquid simulations and reflections are all pretty, SE as it is now struggles with the kinds of we wish it could use it for

    • @dakaodo
      @dakaodo 3 місяці тому

      @@sufficient4834 and OP:
      the reflections probably won't be the main sticking point. The game engine will need a more dynamic, scalable way to handle blocks. The 2013-originated framework is very explicit and complete bosh for scalability, which is why 150K PCU ships bring it to its knees. Keen have given us an engine, generously allowed us to exceed the engine's recommended cap of 100K PCU WITH THE UNDERSTANDING THAT WE KNOW WE ARE RISKING UNSTABLE PERFORMANCE, and then people complain when they exceed that recommended cap and crash or lag the game. They could have just artificially and permanentely capped everyone at 100K PCU in solo games, or 25K PCU on MP servers (like the official Keen servers), and then no one would be the wiser.
      That said, Starship EVO (which LSG has covered before) demonstrates one such possibility. Instead of handling individual blocks or voxels one by one, times 150K PCU, it'd be nice if a future engine could consolidate the constituent blocks that make up larger geometric shapes, until such time as an event in-game interacts with the blocks, requiring some or all of them to be handled individually again.
      VRAGE2 already does this graphically (e.g. when you clip the spectator camera inside solid parts of a ship, and none of the block faces are rendered where they abut other blocks; doing so for the physics or whatever other ways blocks are tracked by the engine as well could potentially cut a 150K PCU ship down to mere 1000s of PCUs as long as it's just casually floating along in space, minding its own business.

    • @MaddJakd
      @MaddJakd 3 місяці тому +10

      There's only so much "focus" to be had. The old engine blatantly wasn't made to everything the game ultimately became.
      They're building a new engine from scratch for a reason. I would be (too) concerned honestly. They now know what a "base" SE has to be capable of, as opposed to tacking on stuff after the fact.

    • @Ckcdillpickle
      @Ckcdillpickle 3 місяці тому +1

      Games not even out yet bro. It will probably run smooth

  • @Bmacthesage
    @Bmacthesage 3 місяці тому +5

    Whoa, i didnt know space engineers 2 was even something that was possibly being done. Kinda cool to hear

    • @Only_Some
      @Only_Some Місяць тому

      if they abandon the first one without finishing it im going back to no mans sky and the devs will never get a cent from me again

    • @ahumanbeing6875
      @ahumanbeing6875 Місяць тому

      @@Only_Some lol. the game was well worth what i paid for se 1. ill gladly pay $100 for an se 2 if its as good as the first.

  • @etopsirhc
    @etopsirhc 3 місяці тому +1

    4:00 what they're talking about is essentially depth mapping but with parallax. so the shape they're showing is just a cube with rounded edges and flat panels on the front. from there it has that grid of holes which is the cutout, however the parallax comes in between the holes and the surface giving it depth, and in this case smearing the edges of the holes down and in based off the surface and camera angle.

  • @jalakor
    @jalakor 3 місяці тому +11

    My one worry with this fancy engine is that it will be only for super high end machines, and that it won’t solve the large scale multiplayer lag problems we have now.

    • @kitsunekaze93
      @kitsunekaze93 3 місяці тому +4

      it seems to be for todays "upper mid" to high tier machines, when this comes out in maybe 3-5 years i assume most mid range cards will be able to handle it!

    • @jalakor
      @jalakor 3 місяці тому +1

      @@kitsunekaze93 I hope so. I don’t know how much graphics cards are improving, like how much better the 50 series will be compared to the 40s. As is, I think the 40s aren’t as beefy as the upper 30s for the prices they run for (like cost versus performance is far superior in the 30 series if I’m not mistaken)

    • @Beremor
      @Beremor Місяць тому +1

      It's very normal for graphics tests like these to look nothing like the finished game. See: Watch Dogs 2.
      The point of them is to see what's theoretically possible, and then scale it back to something end user hardware can actually handle. Unless they spend an unreasonable amount of time on optimization ... But if they do that, they'd be better served spending that time on their physics engine and building system. Pretty sure they're well aware of that.

  • @boejaaaa
    @boejaaaa 3 місяці тому +2

    excellent! we need more!

  • @pcrjewbtw8900
    @pcrjewbtw8900 3 місяці тому +1

    Oml you guys I thought about this game for the first time in like 6 years and I’m so glad I did

  • @deanlawson6880
    @deanlawson6880 3 місяці тому +1

    Wow! The water coloring and texturing looks Great! Also, the mountainous terrain, especially with the added lighting effect really looks fantastic!!
    This is great! I can't wait until we can get a game based on this awesome graphics engine!!

  • @Mister-Toaster
    @Mister-Toaster 3 місяці тому +18

    Really excited for ships

  • @robinhood5627
    @robinhood5627 3 місяці тому +5

    wow I am really stoked for this! I hope and pray there are NPC people and content in the new game. Think no man's sky + SE.

    • @anthonyklanke1397
      @anthonyklanke1397 3 місяці тому +2

      Yea thats the main reason I haven't gone back to SE in a while. There just isn't enough to do or interact with to keep me invested. Water physics and lighting are awesome but if the world feels devoid of life, then I'll get bored pretty quick 🙃

    • @robinhood5627
      @robinhood5627 3 місяці тому +2

      @@anthonyklanke1397 Yeah, I have about 1500 hours in SE, mostly building ships and contraptions and ground vehicles etc
      And I LOVE the building mechanics, the game play and the style of everything and the combat.
      But that is all there is. Unless you are running a server with 10+ people there is literally zero content and nothing to do with your awesome builds. Kinda sad tbh.

    • @Only_Some
      @Only_Some Місяць тому

      @@robinhood5627 thats what a sandbox is... if you need the game to tell you what to do then this game is not for you.. sand box games are for the people who like to create and think for themselves creating there own story.. fk story based games

    • @robinhood5627
      @robinhood5627 Місяць тому

      @@Only_Some I mean I have almost 3000 hours in space engineers... soo....
      I am hoping for SE+ to be honest.
      It's cool being sandbox but I want a purpose to playing beyond constructing impressive ships. Once the ship is built that is it. Little to no point to the game.
      I have to mod the game to hell and back just to make enough content for the game to have any form of purpose. And multiplayer is cool with my friends, but the moment there is a spattering of wreckage in the game it starts acting slugish and laggy. So big space battles are a no no.
      So while the construction aspect is fantastic, the game kinda sucks tbh.
      It needs something to actually DO.

  • @gamingmitmaus6949
    @gamingmitmaus6949 3 місяці тому +1

    This looks like its gonna be revolutionary and ahead of its time. Like GTA 5 in 2013. From a programmers perspective I cant imagine how all that could be simulated with little performance impact, but I hope that they will manage it!

  • @SOFFtv
    @SOFFtv Місяць тому

    04:12 in the video you can see the shapes are very basic cubes and cylinders, in the example of the cube with the metal mesh, the engine still only counts this detailed object as the most basic and cheapest cube comprised of fewest possible amount of polygons making up the six faces.

  • @Unwashed_Chicken
    @Unwashed_Chicken 3 місяці тому +3

    now thats some fun looking mechanics that i wouldnt mind being released early and buggy just to mess with :P

  • @illustratum42
    @illustratum42 3 місяці тому +2

    Wow, the hype is really building for me now!

  • @oblivionguard2286
    @oblivionguard2286 3 місяці тому

    Got the original as a christmas gift in 2016. I've got to say, seeing this is making me just as giddy 😆

  • @MrBuyerman
    @MrBuyerman 3 місяці тому +4

    Loving the content relating to SE2 opportunities, my only concern is for those of us who do not have the latest, greatest hardware to be able to run the game and make it look as beautiful as we see in the renders.

    • @ostlandr
      @ostlandr 3 місяці тому +1

      That's the great thing about SE1. It ran fine in single player on my old GTX 1050 Ti. Now that I have upgraded to a RTX 2050 Super, it absolutely owns the game.

  • @captainhellhound2146
    @captainhellhound2146 3 місяці тому

    i love how during the crash test it showed the ship a a lot of velocity and when through the blocks and as soon as there wasnt enough velocity to keep moving through the blocks the ship bounced out and over

  • @MrLarsalexander
    @MrLarsalexander 3 місяці тому

    Parallax mapping with support for alpha cutout's is basically taking a 2d image of like this perforated "fence" like texture, and gived it depth.
    So instead of beeing a flat surface without any shape to ticken the surface that is not "holes" (perforated part) Parallax will give the impression of displacement but also do two sided shading so you can see it from both sides, and not be invisible from the back.
    It's sort of making extra geometry like if you apply tesselation to a flat object with a heightmap for displacement.
    But from what i see it also do the same on the backside of the faces, and maybe also doing 50/50 on each side so that the displacement meet at the center. Giving the impression of depth and 3D for a normally flat surface face, as well as cutting out the holes using the alpha opacity mask i think.

  • @gecko2117
    @gecko2117 3 місяці тому +3

    Im positive ill stay with SE1 until they prove it wont be a mess

  • @orionblackstorm7926
    @orionblackstorm7926 3 місяці тому +4

    I'm glad it's gonna take so long to finish, it'll give me enough time to save up for a nasa computer to run it when I buy it

    • @Only_Some
      @Only_Some Місяць тому

      why you worried about a game that will run better than 14 yo code?

  • @kodidavis2819
    @kodidavis2819 3 місяці тому +2

    I love that you do very little speculation you only look at the facts and extrapolate from there

  • @TrisThe
    @TrisThe 3 місяці тому

    4:00 parallax mapping is essentially taking an object that's flat and solid, essentially one polygon in the best scenario and giving it depth through a detail map. A similar thing is done with normal mapping using reflections, shadows, and light where as this is false geometry using well parallax effects to I think create a depth map I've worked with similar effects in blender but it's a good way to give simple game geometry a more detailed mesh without using to many polygons.

  • @paddingtono3823
    @paddingtono3823 3 місяці тому +1

    i hope they lore out the sector of space the defult sky box is in, either with a decent finctional space or they pick a part of milky way and map the skybox as it would look in that sector

  • @jrr3990
    @jrr3990 3 місяці тому +1

    i wounder with the damage blocks flying off ship if there going to add in physic enought that when your ship hit the flying block will it get stuck into your craft so like a chain reaction of one ship blowing up will it destory the ship next to it from the dabiar that came off that ship hit the next ship and so on.

  • @Bordbraintt
    @Bordbraintt 2 місяці тому

    I haven’t touched the game in years and I used to watch last stand gamers around 8 years ago quite a lot seeing that we are potentially getting a space engineers 2 really excites me and make me want to get back into the game. W LSG

  • @DanielFrost79
    @DanielFrost79 3 місяці тому +2

    Wow!
    Looks amazing.
    Looks forward to every bit of news about Space Engineers 2.
    Thanks LSG. 👍

  • @mrmcscuseme
    @mrmcscuseme 3 місяці тому +2

    ALL I want is for the weather outside to NOT enter the room youre in. Or cave. Nothing destroys immersion like having fog in your cave base.

  • @williambailey1451
    @williambailey1451 3 місяці тому +1

    Man I really hope that space engineers 2 has a boat load of engine optimisation.

  • @ealtar
    @ealtar 3 місяці тому

    lighting is so much important and so easy to get wrong, bit much on the reflexion .. just a few points down
    1- literaly a stapler ^^
    yep getting new PC .... i'm sold

  • @bignono5423
    @bignono5423 3 місяці тому

    essentially for the parralax mapping stuff...
    Think of normal maps and how when applied to a texture such as a brick wall, they allow the 2D image to 'pop' and look 3D without as much of a performance hit than making an actual modelled brick wall.
    In this case with the grate looking material at 4:03, it is pretty much what they are doing. They are putting a normal map on the grid texture and then putting a alpha (or transparent) mask in the middle, which is making the middle see-through. Then the normal map adds depth to the hole, making it look essentially like it is connected in the center of the grates! This is crazy genius, honestly a ton better than modelling a grate with thousands of polygons, where as this is much much less with a texture applied

  • @monad_tcp
    @monad_tcp 3 місяці тому +1

    2:29 checky popping !

  • @WolfmenLP
    @WolfmenLP 3 місяці тому +1

    Hi! I am from czech republic. We read name "Jan" more similarly to "Ian" than "Gan". Have a good day!

  • @ILikeBlackholes77
    @ILikeBlackholes77 3 місяці тому +3

    Hope is gonna be less empty and lifeless than the current one

  • @Spyro77976
    @Spyro77976 3 місяці тому

    They shall take their time and make it goooood 😍

  • @defecticon9000
    @defecticon9000 2 місяці тому +1

    Yeah it seems it's inevitable that there's gonna be a separate game rather than an update. Can't exactly replace the foundation of a building, no matter how much care you try to put into the task. I think the reason they haven't officially announced SE2 yet is they're still working on what to do with SE1 in the long run
    Still, I'm really looking forward to this lol, and I'm willing to pay so long as it's not too expensive

  • @gerarderloper
    @gerarderloper 3 місяці тому

    4:00 Their talking about the 3D aspect of the texture looking more real and sharper. This is just a flat image with a height heat-map applied to it essentially with the Alpha layer being the holes.
    The terrain looks a bit fuzzy to me for some reason.

  • @mworld
    @mworld 3 місяці тому +1

    Let's hope there will be more to actually do in SE2 other than build ships.

  • @Maxjoker98
    @Maxjoker98 3 місяці тому +1

    3:52 Parallax mapping is faking the 3D depth of an object on a 2D texture. In this case, the grid is actually just a 2D texture with something like a "bump map" or "height map" to make it look 3D. The Alpha cutout means that this type of fake-3D supports "looking through" such a texture(the texture having holes in it). The advantage of this is that creates a very detailed 3D-like effect without adding more triangles. For the example above that probably means that the box is drawn with 12 triangles in total, instead of thousands for the complicated 3D geometry when using regular rendering. You could call it an optimization, but really it allows artists to add more details without making the performance unbearable.

  • @fredpryde8555
    @fredpryde8555 3 місяці тому

    in the tool bar that first one is a lazer welder i have seen one b4 in another sci fi game

  • @boggybolt6782
    @boggybolt6782 Місяць тому

    Lovely video! Do note, you will NOT be able to see enemies behind corners in a reflection. as Screen-space reflections imply, you can only see what's on the screen. You can't see anything behind objects :(

  • @festro1000
    @festro1000 3 місяці тому

    @3:50 it might be me but I think he's hinting at an optical illusion whereas an almost 2d image is perceived as 3d with the use of parallax and masks. could really help with performance in LOD as you're not rendering a fully 3d geometry yet still receiving such fidelity at a distance its a win in both performance and visual quality.

  • @jacksonbarkerthebluehairedfox
    @jacksonbarkerthebluehairedfox 3 місяці тому

    With the improvements being made for planets, I really hope that this also means they're gonna be bigger too.

  • @Ruvi5000
    @Ruvi5000 3 місяці тому

    7:55, I really really really hope at some point its possible to create a simple skeleton that represents the actual shear points of blocks to make destruction extra realistic but I doubt the perfomance is going to say yes to that

  • @jizzyjiz78
    @jizzyjiz78 Місяць тому

    looks awesome, i will buy then, i love space engineers

  • @GopherDevMain
    @GopherDevMain 2 місяці тому

    @ 6:00 Unfortunetly seeing someone around the corner with these reflections is rather impossible, they're screen-space aka instead of being actual reflections, they mirror what's currently on your screen. The plus side is that it's cheaper than actual reflections, but the issue is that you can't things that aren't already rendered (so no reflecting stuff behind you)

  • @Sniperahead
    @Sniperahead 3 місяці тому

    Seeing the textures from the cockpit and lighting showcase, this is going to be SE2. They making a new game

  • @gabrieldarcy9067
    @gabrieldarcy9067 3 місяці тому +1

    Just looking at all the placeholder blocks, it looks like they're DEFINITELY in the process of creating new models and textures. Why would they do that if they're not making SE3? I'm pretty sure we'll see something soon!

  • @vilgif
    @vilgif 2 місяці тому

    Sliders? Rails? Modular engines? Modular Weapons? Ropes? Winches? Custom room-storage? Tank tracks?

  • @bonkwonkelchip7569
    @bonkwonkelchip7569 3 місяці тому

    So excited

  • @puwa555
    @puwa555 3 місяці тому

    Space engineers is another one that i like as Star citizen and with this update, it's going to be big!

  • @ed0c
    @ed0c 3 місяці тому +1

    refracting is bending or distorting. reflection is mirror

  • @jh5kl
    @jh5kl 3 місяці тому

    astonishing, its quite a uniquely capable engine

  • @FMHikari
    @FMHikari 3 місяці тому +1

    Hopefully they'll add actual caves too.

  • @SEN10RSQUATCH11
    @SEN10RSQUATCH11 Місяць тому

    it would be nice to be able to funnel the water and have vacuum lines to fill up a spot and melt ice to make water

  • @WardenWolf
    @WardenWolf Місяць тому

    I hope we'll be able to import our old creations, though I know that's a long shot.

  • @wiki2075
    @wiki2075 3 місяці тому

    What I would love most of all is stability. Currently, I run SE just fine with hardware from about 5 years ago. Games continue to become more and more difficult for my system to handle and I know that means I need to upgrade but as creations for SE 2 get more complex and mods go crazy, I don't think I will be the only one with this issue.

  • @susangoaway
    @susangoaway 3 місяці тому

    Kind of reminds me of From the Depths
    Wonder if it will be able to compete with it.

  • @ledfootfam99
    @ledfootfam99 3 місяці тому +2

    The crashes look like a lego game. The ships should be a cohesive unit "grid" not lego blocks. I'd perfer something more along the lines of what we have now just improved.

    • @RealFemale69
      @RealFemale69 3 місяці тому

      My face when building an engine doesn't look like a finished game 😮

  • @IstyManame
    @IstyManame Місяць тому

    How long do you think it will take until the engine/se2 release?

  • @anti_cringe_kamata_kun8446
    @anti_cringe_kamata_kun8446 3 місяці тому +3

    I’m a very hungry for VRAGE3 engine updated

  • @festro1000
    @festro1000 3 місяці тому

    I'm pretty sure as far as lighting goes the reflecting is light bouncing in general which is how we perceive color, whereas refraction is the subsurface scatter of light, think the difference between a frosted window and a clear one, light will scatter around a frosted window lighting it up whereas a clear window light will pass right through.

    • @ncg8259
      @ncg8259 2 місяці тому +1

      Refraction is the bending of the path of light depending on the medium through which it travels. You're thinking diffusion.

    • @festro1000
      @festro1000 2 місяці тому

      @@ncg8259 your right, I usually get the two mixed.

  • @PsychoXXI
    @PsychoXXI 11 днів тому

    Will it be possible to use the blueprints from the old game?

  • @adriankoch964
    @adriankoch964 3 місяці тому +1

    Hope they'll have better multiplayer experience. In SE1 last we tried, 100ms ping to each other would make the movement feel extremely jarring similar to the Halo collection.

  • @amnesiagrunt2356
    @amnesiagrunt2356 3 місяці тому

    (water) naval ship combat in space engineers with water flooding mechanics would be a dream come true

  • @jaspersgames4094
    @jaspersgames4094 3 місяці тому

    around 6 minutes when you mentioned seeing other engineers around corners wouldn't be possible since the sssr only works with what is rendered on screen hence screen space reflections

  • @thebrandonader
    @thebrandonader 3 місяці тому

    Could you please make a playlist for these updates? I know they will be few and far between, but it would make it easier to watch the videos in chronological order.

  • @kitsunekaze93
    @kitsunekaze93 3 місяці тому

    what im hoping for with SE2 is some type of electrical and (logic?) wiring system, and being able to put several parts in the same "block"
    i want to be able to disconnect (or have to manually connect ) devices and such to power, so i have more control, like making the life support and lighting powered by a separate "network". Could be as easy as "power groups" you set on each device and generator, or as complicated as the wiring tool in starbase.
    But i would love an actual wiring system, would fit the whole "engineers" part of the game.
    And then either get rid of the "large block" idea, or have the ability to have for example a light, a button, and a window in the same "block" space, as the current system is very limited

  • @GusCraft460
    @GusCraft460 3 місяці тому

    I would like to see more bending and less breaking in ship collisions. If you have a thin wing, I want it to be able to be bent without snapping off. Right now grids are very brittle.

  • @johnwensing9579
    @johnwensing9579 3 місяці тому

    Even if SE2 was the exact same game but with advanced AI enemies and random events, with a living world. I'd pre order. Love Space Engineers!

  • @NickTatorship.
    @NickTatorship. 3 місяці тому

    Would be cool if you could make a hydro eletric dam to generate power

  • @user-ej1rl1ce4b
    @user-ej1rl1ce4b 3 місяці тому

    🔥🔥🔥

  • @robinwang6399
    @robinwang6399 3 місяці тому

    Makes me wonder if they can do moving planets with orbital dynamics, it doesn’t even need to be simulated in real time, just record pre-simulated data like universes engine would be good enough. Moving asteroids would be cooler.

  • @niscent_
    @niscent_ 3 місяці тому

    i'm gonna do the parallax mapping explanation from the ground, because most explanations here are a bit too technical for those who are not knowledgeable at all about 3d rendering.
    in a game engine, to display an object on the screen, you need both a model to know what shape the object has, and a texture to know what part of the shape is what color. however using complex and detailed models has a high impact on performances, while using complex texture has a much lower impact.
    so if you wanted to make a cube made of a metallic mesh like they show in the video, you could use a super detailed model with small holes everywhere, but that would add literally thousands of details to the model and heavily impact performance. as a result it's better to use a normal cube model which simply has 6 sides and no more details than that, and use a texture with transparent parts to make those holes, because this way has very little impact on performances. it's super simple, you're reusing your basic cube model everywhere and you only ever have to change the texture you use.
    seems all good, but simple transparent textures still have an issue: they have no depth. so if you simply rendered a cube of metallic mesh that way, in each hole of the mesh, the surface would appear paper thin. literally looking as if you had cut holes in a shit of paper, rather than looking like a thick and sturdy metal shit with square holes. you would need a complex model to have that thickness, but you would have to bear that high impact on performance, having to do extra work to make the models every time you wanna change something, and so on.
    parallaxe mapping is a trick to solve all of that. you are still just using a transparent texture on top of a simple cube model, but now there's a layer of your engine that calculate how to show the thickness of the object. as a result you are still saving a lot on performances, you're keeping things simple, all while getting details with depth in your object.
    to get more into details, parallax mapping does a simple perspective calculation to display the texture of the object a second time to give an illusion of depth.

  • @ihaveacar
    @ihaveacar 2 місяці тому

    I started playing Space Engineers at the very beginning, when all you did was jump in a red ship and crash it into a blue ship, we've come full circle.

  • @alexandersergal
    @alexandersergal 2 місяці тому

    SE1 has only one problem to me, and that is the fact that there really isnt any hostiles to interact with in the base game. I have to always add mods to have some kind of threat, otherwise the guns in the game are just decorative.
    Im hoping in SE2 that there will be some form of hostile AI to fight, so that all your mining operations isn't just to build a bigger ship and go to another planet. I do like industrial ships and stuff but sometimes its nice to take a battleship and fight some AI.

  • @pavelsvacha
    @pavelsvacha 3 місяці тому

    On one hand i am excited for Space Engineers 2 and all the updates seem promising (I just hope it doesn't end up like Kerbal Space Program 2)
    On the other though that's at LEAST 2-3 years out and i would really like to see some more updates to Space Engineers 1, i heard rumors of a Survival update and an Exploration update so that would be nice, give us something to do in survival.
    Also slightly off topic, i really hope they improve orbital bombardment somehow in SE2, as it is now it's super clunky to do from ACTUAL orbit as you have to remote control the missile to prevent despawning. I would really love a Helldivers style ship that just parks in orbit and LAYS DOWN fire.

  • @the_infinity_
    @the_infinity_ 3 місяці тому

    4:00 ish the grids in the screen shot are thinner than they apper using math they look thicker and more solid but it is an illusion

  • @BisexualPlagueDoctor
    @BisexualPlagueDoctor 2 місяці тому

    Will it come with an increase in maximum speed to a reasonable 400 m/s ATLEAST?

  • @NovaDragon
    @NovaDragon 3 місяці тому

    Yes Please!
    Can't wait to land onto the water, sit out on a balcony and just relax aboard my ship

  • @burgermaster911
    @burgermaster911 3 місяці тому +7

    I don't really care about the water physics, in fact I think it is a waste of time unless they can prove that the engine can handle larger builds and more complex subgrids. Give me a game where I can build one to one/ realistic ships with friends in MP!

  • @Manwithacape
    @Manwithacape 3 місяці тому

    I sure hope my hardware in the future can run this shit gotta start saving for a new rig.

  • @CMDROldDuck
    @CMDROldDuck 3 місяці тому +1

    We’re going to need a bigger boat, I mean PC.. 😮

  • @bmohr9826
    @bmohr9826 3 місяці тому

    The first ones good but I really hope they take their time and actually add threats and replay ability to it. There wasn’t anything to do if you played solo and wolves and bugs weren’t very interesting