Almost certainly not, because they’ll just use performance as an excuse to not implement better looking visuals and assets. I managed to create a vastly superior looking skybox without any performance issues for TSW 2 before DTG could, in less than 30 minutes.
If they could use cloud computing to do the heavy lifting like MSFS does? Maybe, like your skybox LondonMidland, my head is in the clouds.
This looks nice and solves the issue they face now requiring autogeneration techniques to initially populate a newly created routes. I agree that at least is good to share it. What I don´t know is how true to life landscape is, if you still need to manually import elevation data and things like that into it or if it´s just randomly generated as I have seen in other games. MSFS uses real data which is already mapped in advance so it´s easier to take that as basis for their virtual world. Cheers
Looks very interesting, thanks for flagging it up. I've passed it on to the tech teams to review when they have time. The video spouts a lot of stuff that is unrelated - making it sound like this plugin is going to create the accurate "blades of grass" and building interiors but obviously that won't be the case. That said, if what they've done is created a spherical world system in Unreal that alone is pretty cool, if they've then linked that up with the likes of OSM to provide foliage, roads etc that will also be really interesting. of course OSM data is also highly variable in terms of spread, depth and quality - but it does provide a background foundation that's good enough generally. The houses and low level detail will still need authoring by hand and don't even think about importing track as anything more than guidelines, but it's still got the potential to be a good step forwards. Of course, ripping out one of the most fundamental systems in TSW (UE4's World composition system) is probably not going to be particularly trivial... but... there's clearly something to look into Matt.