News Elite Dangerous - 2.4 and beyond

I don't have a Mac, but I agree with you on this, all the time.

Is amazing how some people ridicule Mac users and try to invalidate your requests, when FD were the ones to decide to sell on Mac in the first place. I guess it is a mix of shietposting, trolling and blind fanboyism.


If you could just get another couple of hundred users to agree as well, and cause a storm here and on reddit, then FD might just give us an answer ;)
 
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Hi Zac, first of all allow me to express my whole gratitude for the good news. REALLY appreciated.

Now it would be kind of you if you could dissipate some concerns that grew after this announcement.

Though I'm VERY happy with the fact that the team will focus on core gameplay fix in the incoming future, do this mean that no new additions to the game will be made on the foreseeable future ?

Don't get me wrong, I'm all for fixing and polishing existing content. But as it has been pointed out by some, fixing game elements by themselves while very good, does not justify any future investment on the game.

I do hope, though core elements will be worked on and polished, new content will be added in the future.

Ok, perhaps not 2.4, maybe a little in 3.0 ? ( a new ship ? Gas giants ? )

I understand if you are not allowed to be specific and that you must remain vague, a small hint on the fact that new content will be added, even if small, would do wonders for clearing my current doubts.

Now, I know you are a busy man, so I will just leave this here and hope you find time to read and answer.

Again thanks for your time. :)
 
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Hooray!

Hope the glitches with NAV Lock will get fixed. And sometimes the voice comms are dragging. But YAY anyway :) Looking forward to seeing what is coming :)

Keep doing the great work [up]
 
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My hope (dream) still is - as unpopular as it is - that some of the changes are significant enough such that V3 will require a different instance to Season 1/2... ie: From a technical/financial point of view, the improvements in some core mechanics in V3 will mean it will have to require a difference/new instance to Season 1/2.

My fear is FD will compromise to retain compatability with Season 1 or 2, or worse still not do improvements they could because they envisage it not cost effective as they've have to backward update Season 1 or 2 as well...

My fear is that they keep the same lousy old mechanics (eg point and honk for exploration, blegh!). This needs a complete revamp imo. Should be dynamic and involve player input besides just aiming. There should be different kinds of sensors, dynamic EM spectrum, particle, graviton, etc. And a telescope/observatory used to ID distant objects/stars/nebula you are looking at from the cockpit (science station) or scan in-system objects from a distance. Zoom in at very high power x2 - x100000 etc. Spy equipment for Power Play espionage, etc. Scanning a system for specific ship signatures. Tracking wanted players and persistent NPCs. Posting public galactic notices for notorious wanted players spotted in a system.
 
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I don't have a Mac, but I agree with you on this, all the time.

Is amazing how some people ridicule Mac users and try to invalidate your requests, when FD were the ones to decide to sell on Mac in the first place. I guess it is a mix of shietposting, trolling and blind fanboyism.

Or it is just Apple being Apple. API that is good for every other OS? Heck no, we make our own API, with blackjack and social workers. Thing is, if you do a quick google, you will see that the compute shader support via Metal comes up real quick in regards to Unity for instance. They don't have support yet either. Then again, this doesn't change the fact that FD is the one who should communicate with the Mac userbase about the situation.
 
Actually, my point was merely to show that there are graphically demanding games being produced with Apple's new API, as opposed to the absurd "OMGAPPLEGAMINGSUXXXX!!" position we see so frequently. So within the context I actually presented it, rather than whatever context you imagined, the comparison holds perfectly well.

Oh, certainly, you can make demanding games in macOS! (in Metal; it's more difficult in an aging OpenGL framework; and more difficult again given the lack of high-end GPUs in current Macs and the inability to upgrade them). Others can do it because they have large financial backing, or porting is their sole focus.

No, Apple's support is exactly the same now as it was when the game first launched, AND THAT'S THE WHOLE POINT.

Apple did not:
  • Drop support for OpenGL
  • Drop support for compute shaders
  • Announce the availability of compute shaders then renege
  • Do anything else you may have hallucinated from the OMGAPPLEGAMINGSUXX universe.

The red bit is precisely the problem. OpenGL on macOS is largely stuck on 4.1 (with some 4.2 extensions), released in 2010. I don't know about you, but I consider "not updating in 7 years" to be "not supporting".

The OpenGL features supported on the Mac now are almost identical to those supported when the Mac stretch goal for Elite was met. Frontier CHOSE to add features they knew would destroy the cross-platform nature of the game which Mac users had paid for.

Frontier were not FORCED to port the game to the Mac by Apple or anyone else. They offered it to Mac users and Mac users paid money for it to happen.
Frontier were not FORCED to use compute shaders. They wanted to use them, even though they did not have cross-platform support, and CHOSE to go ahead anyway.

As Amigacooke says, if they weren't prepared to stay the course they shouldn't have raised funds on that basis.

All of this is academic, however. All Mac users want at this point is for Frontier to show a bit of courtesy and provide an update on the state of the game on the macOS platform.
If they have abandoned development, say so. Be Honest.
If the Metal API is still unsuitable, for whatever reason, say so. Be Honest.
If they are actually working on porting to Metal but it's proving troublesome (as it also proved for other, more communicative developers), then say so. BE HONEST.

The last (extremely vague) word on this from Frontier was 18 months ago. Metal has changed significantly since then. To pretend that circumstances haven't changed with it just makes you look and sound like a pillock.

What's vague? The very old version of OpenGL on macOS doesn't support compute shaders, and Horizons requires compute shaders. Nothing has changed there, so why would they need to keep re-issuing the same statement? Metal may have changed in that time, but I'd be surprised if the changes make it meaningfully easier to port an OpenGL to, so nothing's likely to have changed there either. If you believe something has changed that makes it easier for Frontier - please let us know the details. Ideally without the name-calling.

It's a bit strange that you defend Apple, say they haven't dropped OpenGL, even though they haven't released meaningful updates in 7 years. Yet you criticise Frontier, even though they're actively adding features to the 1.x releases for Mac.
 
Or it is just Apple being Apple. API that is good for every other OS? Heck no, we make our own API, with blackjack and social workers. Thing is, if you do a quick google, you will see that the compute shader support via Metal comes up real quick in regards to Unity for instance. They don't have support yet either. Then again, this doesn't change the fact that FD is the one who should communicate with the Mac userbase about the situation.

Yeah, if the rumors about compute shader now being supported are false, FD should give a clear statement about that, or if they are truly supported FD should give a statement about not having the resources to port COBRA to Metal.
(Still Apple to blame for being Apple, FD already said that using compute shaders was a performance obligation, not a real choise avaible)
 
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Or it is just Apple being Apple. API that is good for every other OS? Heck no, we make our own API, with blackjack and social workers. Thing is, if you do a quick google, you will see that the compute shader support via Metal comes up real quick in regards to Unity for instance. They don't have support yet either. Then again, this doesn't change the fact that FD is the one who should communicate with the Mac userbase about the situation.

That's odd because this Unity roadmap page suggests that they do, since 31 March 2017.

Tessellation for Metal is in the research section though, I think that FD did mention something about that at one point. However at WWDC in 2016, Unity demonstrated a proof of concept.
 
That's odd because this Unity roadmap page suggests that they do, since 31 March 2017.

Tessellation for Metal is in the research section though, I think that FD did mention something about that at one point. However at WWDC in 2016, Unity demonstrated a proof of concept.

Ah nice, my random google fu just turned up forum threads and those predicted it for early summer. If it's done there then it's a good thing I guess. Not that it means any changes for ED, but at least it shows it's doable, I guess.
 
It's a bit strange that you defend Apple, say they haven't dropped OpenGL, even though they haven't released meaningful updates in 7 years.

I think it's a question of being precise. Apple haven't dropped OpenGL, nor have they developed it either since well before ED was KickStarted. FD may have had an expectation that OpenGL was going to be continued to be developed on OS X/macOS, but that has turned out to be an assumption.

Regardless of whose fault it is, FD has the responsibility, so it's not unreasonable for FD to keep macOS users informed.

"Sadly, neither the OS X OpenGL nor Apple's Metal API support the required compute shaders and the other possibilities that we have explored simply don’t allow us the performance that Elite Dangerous: Horizons requires." This FAQ was updated on : Saturday 26th December 2015, Metal was updated with the Sierra release of macOS in autumn 2016.

What’s New in iOS 10, tvOS 10, and macOS 10.12

I'm no expert (that must be obvious), but it seems there are enough changes there that FD could at least comment on what is still missing from Metal.
 
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I think it's a question of being precise. Apple haven't dropped OpenGL, nor have they developed it either since well before ED was KickStarted. FD may have had an expectation that OpenGL was going to be continued to be developed on OS X/macOS, but that has turned out to be an assumption.

I think that's a fair and accurate assessment.

Regardless of whose fault it is, FD has the responsibility, so it's not unreasonable for FD to keep macOS users informed.

"Sadly, neither the OS X OpenGL nor Apple's Metal API support the required compute shaders and the other possibilities that we have explored simply don’t allow us the performance that Elite Dangerous: Horizons requires." This FAQ was updated on : Saturday 26th December 2015, Metal was updated with the Sierra release of macOS in autumn 2016.

What’s New in iOS 10, tvOS 10, and macOS 10.12

I'm no expert (that must be obvious), but it seems there are enough changes there that FD could at least comment on what is still missing from Metal.

My opinion is - Metal is largely irrelevant from FD's perspective. It's not "what it has or is missing" is the question. It's the effort/cost in porting the existing game to Metal, plus the next X years of new development in both. The Mac market is too small to justify that additional work. A Mac version in sync with the PC version was feasible when both could use OpenGL, but due to the disparities (which are only going to increase) between the two, it no longer is.

The only things I could imagine which would change the status quo:

- Lots more potential Mac ED sales, makes porting to Metal feasible. (Unlikely, but given Apple's statement about the Mac Pro & iMac this year, I think we could see major changes in the next generation, perhaps going back to upgradable Macs with high-end GPUs).
- Apple or a 3rd party update OpenGL framework to 4.3+ (could happen, more likely a 3rd party)
- A Metal port becomes technically easier/cheaper.

I'm not discounting the possibility that FD looked at weak Mac sales and said 'meh', this gives them an easy out, and they've already fulfilled their commitment to delivering a Mac version of the game. But given Apple's past choices: getting rid of expansion slots for GPUs, fitting low/mid end mobile GPUs, letting OpenGL stagnate; I put the blame squarely on them.
 
My opinion is - Metal is largely irrelevant from FD's perspective. It's not "what it has or is missing" is the question. It's the effort/cost in porting the existing game to Metal, plus the next X years of new development in both. The Mac market is too small to justify that additional work. A Mac version in sync with the PC version was feasible when both could use OpenGL, but due to the disparities (which are only going to increase) between the two, it no longer is.

The only things I could imagine which would change the status quo:

- Lots more potential Mac ED sales, makes porting to Metal feasible. (Unlikely, but given Apple's statement about the Mac Pro & iMac this year, I think we could see major changes in the next generation, perhaps going back to upgradable Macs with high-end GPUs).
- Apple or a 3rd party update OpenGL framework to 4.3+ (could happen, more likely a 3rd party)
- A Metal port becomes technically easier/cheaper.

I'm not discounting the possibility that FD looked at weak Mac sales and said 'meh', this gives them an easy out, and they've already fulfilled their commitment to delivering a Mac version of the game. But given Apple's past choices: getting rid of expansion slots for GPUs, fitting low/mid end mobile GPUs, letting OpenGL stagnate; I put the blame squarely on them.

All this may be so.

In which case FD should have made it clear to the macOS community that it all hangs on OpenGL. But they didn't, they've said that other options have been considered and failed on technical not cost grounds.

Since December 2015 they won't say anything at all.
 
All this may be so.

In which case FD should have made it clear to the macOS community that it all hangs on OpenGL. But they didn't, they've said that other options have been considered and failed on technical not cost grounds.

Since December 2015 they won't say anything at all.

Well, I guess one could argue "Metal is such a different API/framework, it would take a lot of effort to port the game to, and maintain and expand the game on" could be seen as a technical, or cost argument. :)

Ultimately I don't think anything meaningful has changed, so there's not much to say. Then again, considering the thread that this is, a "the situation hasn't changed. We are monitoring the API landscape to evaluate our Mac development options going forward" message wouldn't be any harm, even if it is ultimately unsatisfying.
 
1. Power Play mechanics barely interact with the BGS. These are almost hermetically sealed off from each other and only impact each other indirectly. So that the government controlling the system and the missions taken within it have almost no impact on the larger picture. Likewise the top down effects are almost non-existent as well.

2. CQC is literally divorced from the rest of the game. The only links are a text badge by your name if you reach a prestige level, a system permit and an a VERY MINOR amount of in game CR earned.

3. MultiCrew is the least efficient way to combine forces with other players in the game whether it's BGS, CGs, Events, etc. Only the pilot gets credit, and the additional power from player crew is only marginal. So yeah, it is just for laughs. And as an added bonus, people who are winged up near your multicrew can get dropped and get temporarily "ghost banned" from the Open galaxy. You can't even use an SRV for concerted ground and air assaults on bases, that should have been an obvious addition!

4. Exploration and the BGS both have no impact on colonization. The forums are more directly related to colonization mechanics (eg requesting CGs) than any other force in the game.

5. Bounty Hunting doesn't impact the security rating of a system. This is static. So the number of pirates to kill is infinite. There is also no tracking or global reporting mechanic at all, just wake detection. So we have to rely on social media to counter griefers, which hampers community policing. Also instancing... ugh

6. Mining doesn't impact the resource levels of a system. Pristine system stay pristine, so there is no need to discover new untapped systems via exploration. Mining, exploration, and colonization should all be linked.

7. Prospecting only gets you mats for engineers and synthesis. It's completely unrelated to mining. Driving over a surface nets you very minor exploration rank, but no additional info about a planet or addition exploration data for sale, for mining exploitation, or for science (unless you count alien artifacts - which are too rare to be considered gameplay).

8. Environment is unrelated to danger or gameplay except under very specific circumstances. Hot planets have almost no effect on your ship unless you are VERY close to a star. All we have for hazards in the game are coronas, neutron stars, jets, hell planets within carbon star coronas, and crashing. To reflect reality and fun gameplay, the galaxy should be MUCH deadlier than this, yet SRVs can drive across surfaces that range between 23K and 1800K without any impacts or differences for the vehicle. Black holes are harmless, they have no accretion disks or jets. Neutron stars somehow have jets but no accretion disks, which the astrophysical equivalent of having torso and feet, but no legs.

9. The BGS is only temporarily impacted by missions. But you can't grow the economy, population, or upgrade station within a system. For this you need to contact Frontier and request a CG... ugh. The galaxy is essentially static with an etch-a-sketch veneer. So the future is divorced from the past. The only semi-permanent thing you can do is alter the text for who owns a system and at most this can have minor effects on PP fortification, and give you access to better missions at that station. But it's much easier to just get aligned with a local faction than to flip the owner-text on a system.

Elite: Disintegrated.

Repped for the effort of actually detailing what you meant, and you made fair points. And I definitely support any improvement in point 8..

But it certainly sounds like you think the very basics are wrong with this game, and in this case you're up to a major disappointment - it is unlikely, that the whole BGS and all activites are up to a major overhaul, I think we can agree in that. Therefore it begs the question: why aren't you simply give it up?
 
We’re happy to be able to confirm that the next major updates following 2.4 will focus on core gameplay, existing features, quality of life and other improvements! We’re delighted to be investing a considerable amount of development and effort into making the core gameplay experience even better for our fantastic community or players.

Very pleased to read this - think it is the right call :)

The game is beautiful and has so much potential that could be unleashed if core mechanics and gameplay saw some integration and improvement.
 
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Repped for the effort of actually detailing what you meant, and you made fair points. And I definitely support any improvement in point 8..

But it certainly sounds like you think the very basics are wrong with this game, and in this case you're up to a major disappointment - it is unlikely, that the whole BGS and all activites are up to a major overhaul, I think we can agree in that. Therefore it begs the question: why aren't you simply give it up?

A whole year of improving the core gameplay.....yet you think they will just ignore the BGS & Power Play? Not sure if you're hopelessly pessimistic, or just trolling.
 
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