To start this off, I want to say that I love how you all are embracing so much detail to make Star Citizen as immersive and fun as possible. I'm a geologist and I love exploring the terrain of these fictitious worlds. The thing is, as a geologist, I can't help but see details that most cannot, and want to offer some observations on what could make Star Citizen even better and realistic. I thought it was fantastic when river tech finally started making it in the game. I know it's still going through its early stages, and want to offer some real-world examples of detail that could take it up a notch on a future iteration. For this post, I want to focus on the following: (1) Honoring the Hjulstrom Curve, which is the relationship between river flow velocity and rock particle size. The curve shows the velocity of water required to keep particles of various sizes in transport vs. depositing them on a river bank. Fine-grained sediment like clay and silt will easily be transported in a gentle creek while cobbles and boulders require a flood or rapids to keep in transport. The way I see it, this curve essentially needs to be "baked in" to any automation that generates a river and its surrounding depositional/erosional features. (2) Realistic Erosional and Depositional Features like a talus slope, undercutting, etc. are important to make areas around rivers look natural. All of these features honor the variables within the Hjulstrom Curve. The Talus Slope contains angular (jagged) rocks that have broken off more recently, and collect at the foot of the free face (cliff). You would not expect to see smooth rocks (which took a long time to erode to be that shape) sitting immediately adjacent to the cliff. The Concave Slope contains older material that has long since eroded from the cliff face, and has been broken down into smaller size particles. This is where you'd expect smoother rocks. Undercutting is where the river directly cuts into the cliff face. These are areas of greater erosion, and less deposition, and so you would expect to see very few loose rocks sitting about. Looking back to an in-game example of a river with cliff faces. We can see examples where large, smooth rocks are evenly distributed across the entire river bed, which completely ignores the physics depicted in the Hjulstrom curve. There is also no undercutting; the river never touches the cliff face (at least not here). There are no talus slopes, which suggests that every rock we see here on the river bed did not come from the cliff faces, but rather from a catastrophic flood that deposited them here from another place upstream. These observations are not meant to be critical, but to help provide insight on what details could take rivers to the next level. Thanks for all your amazing work!