Why are Jump Load Screens Ten Seconds Long

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Someone please tell me.

I know its on Frontier's end and not mine. I know this because:

150MB Internet with a 100MB/sec router and NIC. Even if I max my PC, I've got bandwidth to spare. And speed testing regularly confirms I am getting the advertised speeds.

current gen Core i7
16GB 2133 RAM
10k RPM HDD

And the final clue that it is on Frontier's end: Every load screen is ten seconds, with a variation of plus/minus less than one full second. Exact same length each time. So its not down to fluctuations in available bandwidth, or size of the system I am loading into, or how busy the system is or is not...its ALWAYS ten seconds. Which tells me two things:

A. Its the game
B. It NEEDS to be fixed

This KILLS enjoyment. I try and play some weeknights without every leaving a single system, because I dont want to spend half of my two hours of free time staring at loading screens. And I outright avoid the godawful, immersion shatting planetary landings for the same reason: Because the loading time to Glide Mode (which strongly suggests planetary surfaces dont actually exist in the open star system we traverse in Supercruise, hence our DSS not being able to locate anything on them) takes FOREVER.

Background loading needs to be improved. It needs to happen ASAP. Along with about 5 dozen other core games improvements.

Nothing to fix. I like the jump screen, better then having a loading bar. How does a reasonably well hidden loading screen kill enjoyment, especially when it is only 10 seconds.

Also what loading time when landing on planets. It is literally a second for me know and that is in open in populated systems, less then a second in areas without a population. I suggest it maybe a problem on your end there.
 
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Depends on what you are calling loading screens. If you're talking about the hi-wake screen then there is nothing wrong with your computer. It's an animation that lasts about that long for everybody. No way to cut that time down, it is what it is. Really not that big of a deal until you want to travel 1,000+ Ly or so.

If the witch space screen bothers you that much then I suggest you try another game because they aren't going to change it. I guess we should be glad they didn't put the times to star wars movie length...

Just add a NPC navigator and I would be a happy camper, the time do not bother me, the press (J) to jump x hundred times do!
 
Someone please tell me.

I know its on Frontier's end and not mine. I know this because:

150MB Internet with a 100MB/sec router and NIC. Even if I max my PC, I've got bandwidth to spare. And speed testing regularly confirms I am getting the advertised speeds.

current gen Core i7
16GB 2133 RAM
10k RPM HDD

And the final clue that it is on Frontier's end: Every load screen is ten seconds, with a variation of plus/minus less than one full second. Exact same length each time. So its not down to fluctuations in available bandwidth, or size of the system I am loading into, or how busy the system is or is not...its ALWAYS ten seconds. Which tells me two things:

A. Its the game
B. It NEEDS to be fixed

This KILLS enjoyment. I try and play some weeknights without every leaving a single system, because I dont want to spend half of my two hours of free time staring at loading screens. And I outright avoid the godawful, immersion shatting planetary landings for the same reason: Because the loading time to Glide Mode (which strongly suggests planetary surfaces dont actually exist in the open star system we traverse in Supercruise, hence our DSS not being able to locate anything on them) takes FOREVER.

Background loading needs to be improved. It needs to happen ASAP. Along with about 5 dozen other core games improvements.

You forgot to specify the most important thing of your computer specification. The graphics card. I used to have long loading times on my old rig. On my new righ with a GTX1060 6gb turbo pretty much all loading times are instant. So... It might actually be your end. YOUR computer has to load ALL objects for every transition it makes. Lowering the graphics helped on my old rig to some extent. On my new one everything is on Ultra, game installed on an SSD and broadband at 100/10Mb. Then there is the planetary generation loading sequence which I have turned on which helps preloading stuff when the game boots up to again shorten loading times. If you don't believe me though I'll gladly post a video of transition times. :)
 
^ it's mostly the sky box generation in my experience. So if you change the details on that you'll change the jump time. (I often go way below minimum when I do a long trek)
 
Depends on the loading screen. All "loading screens" (not all are loading screens per se) have a minimal duration.

eg: Transition from Glide to normal space on planets has a minimal load time of 0 seconds (and sometimes it achieves that). Probably when it can get all the network data quick enough to make the transition smooth, although that one isn't a loading screen as such, more of a state transition.

Dropping out of SC or jumping to SC seems to have a minimum of a a couple of seconds, the length of the animation, although it can take longer if there are network issues or lots of players around. I find dropping out near to stations the fastest (as long as nobody else is in the instance).

The longest I think is the jump to hyperspace. This seems to have a mimum duration of about 30 seconds, which i presume is intentional, but also gives the game plenty of time to load and process the required data for the next system.

So, three components i guess: 1) Technical - minimum time FD set for loading data - which can extend the duration if more time is needed, 2) Artistic - the animation duration, and 3) Design - FD wanting a certain minimum time for things to take effect.

The question perhaps is if the jump duration (between systems) could be lowered, and if so, should it be lowered?

The first would have to be proven first, before discussion of the second is worthwhile.
 
No real issues with Hyperspace transitions or transitions from Orbital Cruise to Glide to Landing.

BUT.. I have noticed an increase in the "Align with Escape Vector".. I've said dead-center on the escape vector for several seconds before the countdown initiates on many occasions.

Perhaps this is where all the time shaved off these other transitions has gone?
 
Depends on the loading screen. All "loading screens" (not all are loading screens per se) have a minimal duration.

eg: Transition from Glide to normal space on planets has a minimal load time of 0 seconds (and sometimes it achieves that). Probably when it can get all the network data quick enough to make the transition smooth, although that one isn't a loading screen as such, more of a state transition.

Dropping out of SC or jumping to SC seems to have a minimum of a a couple of seconds, the length of the animation, although it can take longer if there are network issues or lots of players around. I find dropping out near to stations the fastest (as long as nobody else is in the instance).

The longest I think is the jump to hyperspace. This seems to have a mimum duration of about 30 seconds, which i presume is intentional, but also gives the game plenty of time to load and process the required data for the next system.

So, three components i guess: 1) Technical - minimum time FD set for loading data - which can extend the duration if more time is needed, 2) Artistic - the animation duration, and 3) Design - FD wanting a certain minimum time for things to take effect.

The question perhaps is if the jump duration (between systems) could be lowered, and if so, should it be lowered?

The first would have to be proven first, before discussion of the second is worthwhile.

I'd suspect the Hyperspace loading transition could be further reduced if the data were pre-loaded during course routing/FSD charge.

I've nothing against less transition-y transitions.
 
If you want to simulate "distance", then there needs to be some time involved in doing the traveling. If you just flashed over to any destination, then there would not be any personal investment required to travel to locations further away. Currently, it takes just under a minute to do a full jump. This includes pressing the button, spooling up, jumping, navigating around the target star, FSD cooldown, and everything up to the next button press. It encourages a player to learn how to engineer a ship for max jump range. I can do about 600LY in 12 minutes. That's a reasonable time I think.

Jumps need to take time otherwise distances will become meaningless.
 
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This KILLS enjoyment. I try and play some weeknights without every leaving a single system, because I dont want to spend half of my two hours of free time staring at loading screens. And I outright avoid the godawful, immersion shatting planetary landings for the same reason: Because the loading time to Glide Mode (which strongly suggests planetary surfaces dont actually exist in the open star system we traverse in Supercruise, hence our DSS not being able to locate anything on them) takes FOREVER.

Background loading needs to be improved. It needs to happen ASAP. Along with about 5 dozen other core games improvements.

Oh dear, the very long delays that we used to get now and then have gone so now someone has to moan about the current TEN SECOND transition.

The horrible delays in the glide transition have now disappeared, it is seamless nowadays.

:rolleyes:
 
Whether you're playing in open, solo or PG and whatever your bandwidth is doesn't necessarily factor into the minimum possible jump time. There are other issues of database and transaction server synchronization that come into play.

Over time they may well speed that up further but ultimately there's a minimum jump time to cover those server events and then any extenuating circumstances (like your bandwidth, mode etc) simply extend that time.
 
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Jex =TE=

Banned
If you want to simulate "distance", then there needs to be some time involved in doing the traveling. If you just flashed over to any destination, then there would not be any personal investment required to travel to locations further away. Currently, it takes just under a minute to do a full jump. This includes pressing the button, spooling up, jumping, navigating around the target star, FSD cooldown, and everything up to the next button press. It encourages a player to learn how to engineer a ship for max jump range. I can do about 600LY in 12 minutes. That's a reasonable time I think.

Jumps need to take time otherwise distances will become meaningless.

So MC to someone 50000 LY's away shouldn't be instant either?
 
Nothing broke, nothing to fix with the jump sequence. It's an animated travel sequence whilst we jump, in a space game, from one system to another and, at the same time, the game client loads the new skydome and instance data.
Perfectly acceptable and understandable given the game we're playing, the mode of travel, the scope etc. etc.
It's <10 seconds - get over it.

Now, if it took >5 minutes to load the game whilst you had to fiddle with tape tone controls only to reach the end and still be faced with a flashing loading screen then you'd have a point but, thankfully, we've moved on since '84...
 
Whether you're playing in open, solo or PG and whatever your bandwidth is doesn't necessarily factor into the minimum possible jump time.

If my rural DSL connection is any indication, this ^ is entirely true!

I only get 16 megs down and less than 1 meg up and I am still getting either no load times or whatever FD has programmed into the game as the transition time. As is the case with the SC drop down time of 10 seconds give or take a second on either end.

Again... What the OP is complaining about is a total non-issue. Especially compared to how things use to be in the game before FD did all of these optimizations to the Hyperspace Tunnel sequence, the SC drop down sequence etc. If this is too much of a wait, then I agree with some of the other comments suggesting the OP find another game to play. Because I seriously doubt we are going to see any more reductions in the play time of these various transitions.

The only exception to all of this is when you are in a WING or are trying to instance with a large group of other players in OPEN. There the load/wait times are totally dependent on your typical P2P issues that are in many cases beyond the game's control. Although I still think Frontier needs to continue optimizing multi-player instancing and get it to the point it is actually reliable over time.
 
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I just recently Buckyballed 33,000ly in just under 12 hours...660 jumps averaging about 45 seconds per jump. That included fuel scooping, and snagging ELW and Ammonia worlds. Everything seems fine to me.
 
Just after the latest patch this was almost instant after taking forever in the previous patch.
over the last few weeks its been getting slower again and now can take up to a minute to transition.
 
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