FSS and POI scanning, can we just ditch the scan time already please.

Oh I'm quite sure it's not a new request, just that being out exploring with DW2 makes me realise just how much time I'm spending simply waiting for that scan for POI to resolve :)

Loving the avatar by the way :D
 
It's a graphics process. I can't understand why the number of POIs is something you do at that stage anyway, and not in the surface scanning bit. You can somehow triangulate that there are 34 locations from 450,000Ls away, but have no idea where they are? Fix two issues with one change. The long range scan picks up signals and determines the types of POI (and does not need your graphics system to about for 30 seconds), the locations and number is done on surface scan.

Or is that too much like logic.
 
I also find it tedious to wait for the POI scan. Some planets can take quite a long time to resolve. It appears to work "in the background" though. If I move on before the scanning is complete, and then come back to the body later, the scan will have completed while I was off doing other things.

So I guess it's a time-consuming process that they put on a separate thread.

It would be great if it finished faster. It does get in the way, as it is.
 
As a workaround you can uncap your framerate in the graphics settings (on PC).
Oh man, they tied it to frame rates?
It's a graphics process. I can't understand why the number of POIs is something you do at that stage anyway, and not in the surface scanning bit. You can somehow triangulate that there are 34 locations from 450,000Ls away, but have no idea where they are? Fix two issues with one change. The long range scan picks up signals and determines the types of POI (and does not need your graphics system to **** about for 30 seconds), the locations and number is done on surface scan.

Or is that too much like logic.
Might be related to the type of logic being applied, gameplay vs. contextual.
 
This is the sort of thing the turbo button on 486 PCs was handy for back in the early '90s. Just saying.
 
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Does switching off vsync even work in VR?

Now started getting almost constant issues where the FSS moves and becomes impossible to use, oh well, on hiatus or in CQC until it's fixed I guess.
 
It's a graphics process. I can't understand why the number of POIs is something you do at that stage anyway, and not in the surface scanning bit. You can somehow triangulate that there are 34 locations from 450,000Ls away, but have no idea where they are? Fix two issues with one change. The long range scan picks up signals and determines the types of POI (and does not need your graphics system to **** about for 30 seconds), the locations and number is done on surface scan.

Or is that too much like logic.


This
 
As a workaround you can uncap your framerate in the graphics settings (on PC).
Tried that and any time I scanned it sounded like a Harrier taking off and the temp got higher than I really like. Why tie this function to framerate in the first place? I was under the impression it was just a fake spinner to add to the immershun...
 
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Does switching off vsync even work in VR?

Now started getting almost constant issues where the FSS moves and becomes impossible to use, oh well, on hiatus or in CQC until it's fixed I guess.

YMMV. Give it a try. Try upgrading to the latest graphics drivers & try resetting the 3D settings in the display control panel (ie outside of the game) to default. Someone said it fixed the FSS folding in another thread.
 
It's a graphics process. I can't understand why the number of POIs is something you do at that stage anyway, and not in the surface scanning bit. You can somehow triangulate that there are 34 locations from 450,000Ls away, but have no idea where they are? Fix two issues with one change. The long range scan picks up signals and determines the types of POI (and does not need your graphics system to **** about for 30 seconds), the locations and number is done on surface scan.

Or is that too much like logic.

No you are correct that's exactly how it should work. The FSS scan should find general details about the body, size, temperature, orbital period and general makeup including if there are signs of life and vulcanism, it should then be up to the pilot whether or not they fly closer and do a detailed scientific scan to find distribution and location. Then they decide whether or not to drop down to a located site for specific information. It should all be heirarchical in nature, the closer you get the more information you find, but FDEV seems to have mixed it up a bit and put the locations in the least detailed scan step instead of the second intermediate scan step.

I also find it tedious to wait for the POI scan. Some planets can take quite a long time to resolve. It appears to work "in the background" though. If I move on before the scanning is complete, and then come back to the body later, the scan will have completed while I was off doing other things.

So I guess it's a time-consuming process that they put on a separate thread.

It would be great if it finished faster. It does get in the way, as it is.

With gas giant moons I quickly open and close them all in the FSS screen and then check them all afterwards, while it's two steps and should take longer it's actually much faster, I can open and close a good 6 or 8 bodies in the FSS while waiting for a location scan to finish, so doing it that way is as quick as scanning two bodies and sitting there waiting while it does its thing, whatever its thing actually is!
 
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