According to Hans-Kristian Arntzen, a prominent open-source developer working on Vkd3d, a DirectX 12 to Vulkan translation layer, Starfield is not interacting properly with graphics card drivers.
According to Hans-Kristian Arntzen, a prominent open-source developer working on Vkd3d, a DirectX 12 to Vulkan translation layer, Starfield is not interacting properly with graphics card drivers.
I have no game dev experience but I have a math and software background. I’m just curious about what “it gets weird at the poles” means. If I wanted to (abstractly) generate tiny square chunks of a large sphere, I would generate them as (proper) squares and then pass them through an explicit diffeomorphism to the associated region of the sphere, relying on the relative smallness to guarantee that the diffeomorphism doesn’t change things too much. From a game dev perspective, what approach do you take that causes issues at the poles?
Imagine trying to find the intersections of a line or region as it crosses multiple cells of a non-euclidian “grid” near the poles where an entire axis can flip from one cell to the next.