From the August 2016 Studio report https://robertsspaceindustries.com/comm-link/transmission/15506-Monthly-Studio-Report Alongside Gamescom and 2.5 release, we spent some time investigating photogrammetry and working with the environment team on the procedural planet tech. Seeing more and more recent UE4 footage as well as other projects using this to create photorealistic environments, I am really curious what came out of the R&D into this tech, especially regarding the usage for the procedural environment tech. Have you guys found a way to use this in SC? And if not are there other plans to increase the quality of terrain generation when it comes to steep cliffs, overhangs, real canyons etc and therefore to minimize the usage of tons of assets to immitate such rough terrain? I am really not sure we can get anywhere near this level of detail, with just the standard "smooth" and "washed out" heightmap generation and tons of low poly rocks scattered around Edit: If you're still unsatisfied like me (forgive me :laughing: ) about the part of the question with the heightmap terrain generation issues, I've just found this here after digging a while: https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/steep-cliffs-environment-that-isn-t-just-hills-can/1579773