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Play a 1:1 scale science-based Universe simulator, featuring billions upon billions of galaxies, nebulae, stars, and planets, all shown at their full real-world scale.
Genre: Simulation
Discount: 20% off until 16th September 2022, 1 PM UTC
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harbingerdawn: This is achieved via procesural generation, the same reason Minecraft, Elite Dangerous, No Man's Sky, etc. don't require petabytes or exabytes of storage. Most of the universe doesn't exist until it's needed, at which point it is generated in real time. Such techniques have been used for decades. In the future, please do not call someone a liar because you assumed something was false without first asking whether it's true.
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cmclout: I didn't call you a liar because I assumed something was false. I called you a liar because I KNOW your claims are false. Procedural generation literally means "we make it up as we go". It means you take a relative small set of models, textures, shaders, etc, and keep re-using them in different combinations to create what the user sees. That approach works great if you're creating a generic universe simulator, but that's not what you're claiming to do. You're claiming to simulate, at least partially, our ACTUAL universe. The store page says "Explore Earth and our neighboring worlds in the Solar System, orbit a black hole in a galaxy billions of light-years away, or visit anything in between seamlessly, with no transitions". You cannot accurately recreate Earth or our neighboring planets using procedural generation, especially not "at their full real-world scale".

Let's look at the numbers. Take a look at the Earth DLC. The store page says "This Earth HD DLC (addon) contains high-resolution textures of Earth. It improves level of detail of Earth's surface compared to the default SpaceEngine installation." It goes on to specify the elevation map effective resolution as "0.46 km/pix (land areas, SRTM), 1.85 km/pix (ocean floor, GEBCO", the surface albedo map effective resolution as "0.46 km/pix (land areas, BMNG), 1.85 km/pix (ocean floor, GEBCO)", the city lights map effective resolution as "0.75 km/pix", and the clouds coverage map effective resolution as "0.93 km/pix". I really shouldn't have to explain this, but none of those effective resolutions are anywhere close to "full real-world scale".
can I just add that you are wrong on all accounts, and you really need to learn progrsamming and what procedural generation is before you you continue.

edit: Procedural generation is how Braben managed to get 200,000,000,000 stars and 30,000 inhabited planets into 457KB
Post edited September 14, 2022 by amok
high rated
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harbingerdawn: This is achieved via procesural generation, the same reason Minecraft, Elite Dangerous, No Man's Sky, etc. don't require petabytes or exabytes of storage. Most of the universe doesn't exist until it's needed, at which point it is generated in real time. Such techniques have been used for decades. In the future, please do not call someone a liar because you assumed something was false without first asking whether it's true.
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cmclout: Procedural generation literally means "we make it up as we go". It means you take a relative small set of models, textures, shaders, etc, and keep re-using them in different combinations to create what the user sees.
That's an oversimplification of how procedural generation works.

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cmclout: You cannot accurately recreate Earth or our neighboring planets using procedural generation, especially not "at their full real-world scale".
Earth and other Solar System planets are not procedurally generated, they use textures loaded from disk. Obviously they wouldn't be accurate with procedural generation.

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cmclout: Let's look at the numbers. Take a look at the Earth DLC. The store page says "This Earth HD DLC (addon) contains high-resolution textures of Earth. It improves level of detail of Earth's surface compared to the default SpaceEngine installation." It goes on to specify the elevation map effective resolution as "0.46 km/pix (land areas, SRTM), 1.85 km/pix (ocean floor, GEBCO", the surface albedo map effective resolution as "0.46 km/pix (land areas, BMNG), 1.85 km/pix (ocean floor, GEBCO)", the city lights map effective resolution as "0.75 km/pix", and the clouds coverage map effective resolution as "0.93 km/pix". I really shouldn't have to explain this, but none of those effective resolutions are anywhere close to "full real-world scale".
Scale means size, not resolution. The Earth in SE has exactly the same dimensions as the real planet, and its terrain is also the same size as the real terrain down to the limit of the texture resolution.

If "scale" meant everything has to have the same level of detail as reality, then we would need to show things all the way down to the subatomic level, even down to the Planck scale. That is very silly and nonsensical, and no other games which talk about things being scaled to their real-world counterparts do that.

If you keep ranting about how we're liars and making nonsensical arguments to support it, I'm just going to assume you're a troll and ignore you.
Post edited September 14, 2022 by harbingerdawn
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cmclout: I didn't call you a liar because I assumed something was false. I called you a liar because I KNOW your claims are false. Procedural generation literally means "we make it up as we go". It means you take a relative small set of models, textures, shaders, etc, and keep re-using them in different combinations to create what the user sees. That approach works great if you're creating a generic universe simulator, but that's not what you're claiming to do. You're claiming to simulate, at least partially, our ACTUAL universe. The store page says "Explore Earth and our neighboring worlds in the Solar System, orbit a black hole in a galaxy billions of light-years away, or visit anything in between seamlessly, with no transitions". You cannot accurately recreate Earth or our neighboring planets using procedural generation, especially not "at their full real-world scale".

Let's look at the numbers. Take a look at the Earth DLC. The store page says "This Earth HD DLC (addon) contains high-resolution textures of Earth. It improves level of detail of Earth's surface compared to the default SpaceEngine installation." It goes on to specify the elevation map effective resolution as "0.46 km/pix (land areas, SRTM), 1.85 km/pix (ocean floor, GEBCO", the surface albedo map effective resolution as "0.46 km/pix (land areas, BMNG), 1.85 km/pix (ocean floor, GEBCO)", the city lights map effective resolution as "0.75 km/pix", and the clouds coverage map effective resolution as "0.93 km/pix". I really shouldn't have to explain this, but none of those effective resolutions are anywhere close to "full real-world scale".
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amok: can I just add that you are wrong on all accounts, and you really need to learn progrsamming and what procedural generation is before you you continue.

edit: Procedural generation is how Braben managed to get 200,000,000,000 stars and 30,000 inhabited planets into 457KB
You might want to have a modicum of knowledge before you speak. I know programming very well and I know precisely what procedural generation is; it's precisely as I described it. You, however, clearly do not know what it is. You can claim otherwise all you want, but that doesn't alter reality.
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cmclout: Procedural generation literally means "we make it up as we go". It means you take a relative small set of models, textures, shaders, etc, and keep re-using them in different combinations to create what the user sees.
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harbingerdawn: That's an oversimplification of how procedural generation works.
Perhaps a bit. There is obviously logic informing the generator how to generate the desired output, but in the end, the generator is taking a relatively small set of inputs and combining them in various ways to create the desired output.

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harbingerdawn: Scale means size, not resolution. The Earth in SE has exactly the same dimensions as the real planet, and its terrain is also the same size as the real terrain down to the limit of the texture resolution.

If "scale" meant everything has to have the same level of detail as reality, then we would need to show things all the way down to the subatomic level, even down to the Planck scale. That is very silly and nonsensical, and no other games which talk about things being scaled to their real-world counterparts do that.

If you keep ranting about how we're liars and making nonsensical arguments to support it, I'm just going to assume you're a troll and ignore you.
And now we finally get to the real issue. Yes, scale means size, but it also has an implied meaning with regard to how the objects are displayed to the user, especially in combination with the store page's description "Explore Earth and our neighboring worlds in the Solar System..." I think most reasonable people would argue that you're not actually exploring a planet if the most detailed view you can get is between 0.46 km and 1.85 km per pixel.

Going by your logic, I could point to a blank monitor and say that I'm showing the entire universe in full real-world scale, just zoomed out to a distance where everything is represented by an area smaller than one pixel. It's both accurate and misleading.

Lastly, pointing out misleading (if not factually incorrect) statements is not "ranting" or "nonsensical arguments". The problem is that because it's your software, you're taking it personally rather than viewing the issue objectively. Since it's clear that you have no interest in even attempting to be objective or view anything from a perspective other than your fixed perspective, we will never see eye-to-eye, so I won't comment further.

I will leave with the observation that you never answered the question of which Steam functions are required in order for Pro to function (to support your claim "The only reason that Pro isn't available via GOG is due to technical limitations").
got it, thanks
Yeah, I hoped to find the US nuclear launch keys by zooming in on the USS Ohio's safe, and was shocked to see it ISN'T EVEN RENDERED AT ALL. This game is a scam, gog is lying to us, they will hear from my lawyers.
high rated
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harbingerdawn: That's an oversimplification of how procedural generation works.
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cmclout: Perhaps a bit. There is obviously logic informing the generator how to generate the desired output, but in the end, the generator is taking a relatively small set of inputs and combining them in various ways to create the desired output.

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harbingerdawn: Scale means size, not resolution. The Earth in SE has exactly the same dimensions as the real planet, and its terrain is also the same size as the real terrain down to the limit of the texture resolution.

If "scale" meant everything has to have the same level of detail as reality, then we would need to show things all the way down to the subatomic level, even down to the Planck scale. That is very silly and nonsensical, and no other games which talk about things being scaled to their real-world counterparts do that.

If you keep ranting about how we're liars and making nonsensical arguments to support it, I'm just going to assume you're a troll and ignore you.
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cmclout: And now we finally get to the real issue. Yes, scale means size, but it also has an implied meaning with regard to how the objects are displayed to the user, especially in combination with the store page's description "Explore Earth and our neighboring worlds in the Solar System..." I think most reasonable people would argue that you're not actually exploring a planet if the most detailed view you can get is between 0.46 km and 1.85 km per pixel.

Going by your logic, I could point to a blank monitor and say that I'm showing the entire universe in full real-world scale, just zoomed out to a distance where everything is represented by an area smaller than one pixel. It's both accurate and misleading.

Lastly, pointing out misleading (if not factually incorrect) statements is not "ranting" or "nonsensical arguments". The problem is that because it's your software, you're taking it personally rather than viewing the issue objectively. Since it's clear that you have no interest in even attempting to be objective or view anything from a perspective other than your fixed perspective, we will never see eye-to-eye, so I won't comment further.

I will leave with the observation that you never answered the question of which Steam functions are required in order for Pro to function (to support your claim "The only reason that Pro isn't available via GOG is due to technical limitations").
Do you know what I believe? That you think you are very smart with your nitpicky and stubborn arguments completely divorced from the common sense. Instead you are flying forward in desperation, obsessed with having the last word and looking foolish. You are bordering trolling mate.

Do yourself a favor and stop this nonsense. The description of what this game is offering is accurate for this kind of simulation. it is one of a kind in scale with its real data plus the procedurally features. Not too many similar examples around.
Post edited September 15, 2022 by Gudadantza