Why are Jump Load Screens Ten Seconds Long

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That is the minimum time for hyperspace jumps so people with really good PCs wouldn't have this brutal advantage of almost instantly jumping into a system. Be glad you can complain about this, in 2.2, the loading times were much longer.
 
Why would you load station models and textures on entry. Surely you spool it afterwards, unless you expect to drop to a station ten seconds in the interim.
Uh, right, pretty bad example. My point was supposed to be: There may be pure technical reasons for the transition times that are not obvious right away. Might be moving huge models/textures. Might be generating the system using StellaForge from the seed the server provided. Or whatever.
 
I'd like to throw a question into this mix..

Is the OP using wireless to his/her hub?

Doesnt matter if you have the most expensive router and ISP available.. if you have poor wireless communication to the hub/router,
you can still get drop-outs and disconnects..

Hardwired FTW.. £30 for a cable between PC and router would solve most problems.

Virginmedia 100mbs down/ 6mbs up here.
 
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Waiting doing nothing is a necessary part of gameplay in ED.

The developers couldn't find nothing for the player to do so they implemented this fantastic mechanic, for free!.

You need to be happy to see a loading screen and believe its your ship traveling through space because "space is big" and wasting time doing nothing is the best way to do it.
 
It's to wind up the chronically impatient who always need to be doing something, every second, otherwise they get bored.

Changing it (the entire jump sequence time) would require a whole load of other rebalancing - it would hugely bump up the rate at which players could travel, and hence make money and would trivialise being far apart. Being able to access panels during the jump would be an improvement mind, use the time to set my in-system destination or next jump (if I've not got a route plotted) for example.
 
It's to wind up the chronically impatient who always need to be doing something, every second, otherwise they get bored.

Changing it (the entire jump sequence time) would require a whole load of other rebalancing - it would hugely bump up the rate at which players could travel, and hence make money and would trivialise being far apart. Being able to access panels during the jump would be an improvement mind, use the time to set my in-system destination or next jump (if I've not got a route plotted) for example.

I double dog dare you to elaborate how, exactly, the game would be imbalanced by cutting travel times 30% across the board.
 

Robert Maynard

Volunteer Moderator
Ahh but they wanted to introduce insta-transfer ..... which we now know fitted with their tele-presence of crew which was in development at the same time.

Not in the original DDF discussion they didn't - instant was seen as the quickest / cheapest way to introduce the feature into the next point release.

But, we rightly objected for .... realism reasons ....

Indeed.
 
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I'm not condoning this thread, particularly as I began my gaming career in the "please turn over tape and press play" days, but GTA:V, Wildlands, Far Cry etc and their constant streaming of the game world render the "well it's got to load stuff" point utterly moot.
I don't know this for certain, but I don't believe any of those games use procedural generation. Or at least not in the way ED does, which is to build system assets on the fly using mathematical seeds, algorithms, and simulated planetary geology.

There might be some "fill in the blanks" PG in the same way that, say, FSX does autogenerated scenery. "This area is trees / houses / commercial buildings, fill it with a believable array of pre-rendered trees / houses / commercial buildings". But the bulk of in-game environments, even ones as large as Los Santos, are hand-coded and stored in a way that facilitates rapid decompression and loading. By contrast almost everything in ED that isn't a spacecraft or structure, from stars to rocks, is generated on demand when a new system is jumped to. It's on a completely different scale.

There are arguments that this is OTT and that some aspects the game would be better with a smaller, more handcrafted galaxy. We'd certainly have faster hyperspace jumps. But that's not what FD set out to do, on either an aesthetic or technical level.
 
Yep. This nails it. If we didnt HAVE TO jump multiple times, every single play session, it wouldnt be such an issue. But as you say, theres a serious lack of stuff to do in any one system. Mile wide, inch deep throughout.

So they FORCE you to jump nearly every mission. Which is basically Waiting Gaming a player, even if people dont realize it. And those people tell you to move along if you dont like the game.

Right now, I am in a holding pattern. Where they go this year will probably determine whether I uninstall and walk away. As far as the next Expansion, it has to be Feature Complete, stable and fleshed out before I will even CONSIDER giving Frontier money for it. And I dont pay for cosmetics in full priced games, so they arent getting money from me there, ever.

This year will go a long way toward determining the game's fate. Dont know what that will be...but its not looking good.

Jesus, stop being such a drama queen.
How many times have you quit this game?
Said your going to "walk away." Well?
Yea...loading screens...too long...got it.
And I am sure that is FD's master plan - to torture your poor little soul with their programming incompetence.
 
Maybe if travelling between the stars was actually a bigger deal, such as actually some skill at setting the hyperspace destination; or iirc the DDF had interesting mechanics for navigation, then an instant or short actual jump time would be ok?
 
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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.

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.

I know that some of the time is required to set up a server "instance". As others have said, some of the time is used to generate the skybox at the destination and download system data.

I'm sure it could be sped up, sometimes, but my guess is that FD chose 10 seconds to help ensure consistancy between jumps. The jump time has been greatly reduced, from what it was when I first started playing. I think it's fine now.

I agree there are a number of "core game improvements" which need to be implemented, but imo, this isn't one of them, unless you put it at the very bottom of the list.

Pity you wont have a game left to play when that many wallets all get tired of having their time wasted...remember, this isnt your small, offline niche game any more. Braben chose (poorly) to make this a major online affair with a multi year dev plan because apparently Dreams > Common Sense. And that means you NEED players. Players you people keep actively TRYING to drive off.

I don't need other players in Solo, which is where I spend most of my time. No one is trying to drive anyone off. You dislike how the game works; some others agree with you; many do not.

On the other hand...if a person needs to watch 20-30 jumps per night while playing...thats up to 5 MINUTES per night of doing literally NOTHING.

You can call it Jumping if you want to. Fine. But the reality of it is, its a Loading Screen. And to sit through several MINUTES of them per night, every time you play...its pretty unforgivable in this day and age.

5 minutes to travel 300+ lyrs doesn't sound like much of a wait to me. That seems mighty fast to me. Are you so stimulation-starved that 10 seconds per jump is a big deal? I use the time to uncramp my joystick hand, take a drink, stand up to stretch my legs, etc. A short delay is not "unforgivable" it's a non-issue.

That being said, I wouldn't mind if there was something to do while in the witch-space tunnel, like avoiding Thargoid hyperdiction or keeping the destination star centered (so you don't mis-jump into the wrong system), or something like that.

As others have said, it's unlikely to change. If it bothers you so much, I don't think this is a game you should be playing. I think you should find a more fast-pasted stimulating game; you'll be happier.

P.S. If your rant is in regards to delays while trying to PvP, I'd be fine with a separate PvP mode with instant travel between any system. Essentially, that would be a spinoff of CQC. One caveat, once you've instant jumped and try to leave PvP mode, you should be returned to the main galaxy at your last non-PvP location, with the same ship stats as when you left. (No mode-switching to cheat your way to Colonia, for example.)
 
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Because...
... it gives me time to have a biscuit and drink some tea.

Ushering in a new era of gaming for polite, intelligent, nice people since '84.

Go back to playing Candy Crush.
 
Wow. Entitled much? Its 10 seconds. Not exactly world-ending.

Use that time to drink something, take a breather, or whatever.
 
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