ANNOUNCEMENT January Update - Beta Announcement

What bugs ?, the games absolutely spiffing you must have a dusty router or something.

Ive never been effected terminally by bugs. The ones I encounter are embarasssing and the sign of a second rate effort. They’re not actually harmful but you would have had to not give a poo poo to leave them in..

Which is why I have low tolerance for apologist ideas.

Have you been impressed ever by someone proving just the minimum effort to stay in business?
 
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The FSS scanner bug only affects geological sites. Biological sites do not take any time to scan. Number of sites doesn't seem to affect scan time. Made a short video showing 2 geological scans and 1 biological scan.
Source: https://www.youtube.com/embed/_1_7p5fLrpg

Thank you. Let's just have the developer focus on solving the computational hit and leave the "how is thing formed?" to a feature request.

I am not sure why geo and bio POI are being handled as different entities as far as location and count is concened (they are all just coordinates on a planetary body, with procedural generation, so how many and where should not end up a differentiating factor; the type is, sure). But I stopped asking things that hurt my brain about this game a long time ago. Obviously there is a difference, presumably the planetary material make up affects this.

Ultimately how that's handled should still end up as a consistent presentation in the UI. One type takes a long time, the other doesn't.
 
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Because the purpose of bug fixing is to fix bugs, not overhaul mechanics into an entirely new system - this is how we end up needing fixes because people hijack a fix process with endless feature requests.

FSS exists now in part to define if a planet as POI. The issue is the time it takes to identify POI type. So let's have that solved.

I am less interested in head canon for how the FSS actually works? Just that it actually works, and identifies if something exists or not. Something existing should not be an existential thought experiment as far as the game is concerned. The POI exist, or do not. How many, coordinates and type is the process impacting performance. Making that a lucky dip process doesnt solve the problem. It's just, ostensibly, hiding it.

I just want the FSS to identify if POI exist, or not, on a body that might be 800,000 ls away. What they are, how they might have formed or other more scientific concerns, I'll leave to the game to present in a meaningful way, as a feature improvement.

Let's have the underlying issue fixed, first, yeah?

Well, this beta is for bugs and issues: The slow FSS resolve of volcanic PoIs is an issue that FD came up with a change to alleviate. It is not a bug. So yes, we will be looking for bugs to fix. But we will also test updates to address issues.

:D S
 
Ive never been effected terminally by bugs. The ones I encounter are embarasssing and the sign of a second rate effort. They’re not actually harmful but you would have had to not give a poo poo to leave them in..

Which is why I have low tolerance for apologist ideas.

That's just how release and hotfix works. Its basically a public Beta without the obvious problem that Betas don't pick up on the bugs that only appear after going live.
 
Well, this beta is for bugs and issues: The slow FSS resolve of volcanic PoIs is an issue that FD came up with a change to alleviate. It is not a bug. So yes, we will be looking for bugs to fix. But we will also test updates to address issues.

:D S

That's not a fix to the performance impact, it's a workaround to hide it behind a layer of "chance".

The entire exploration overhaul was to make it less tedious and far less of a "chance" for POI. The issue isn't even if they are there or not. Just the type and count/ location.

So I would rather Frontier solve the performance concern, in a logical manner, than completely change the mechanics for the discovery of ALL types of points of interest because some types take ages to scan, and others don't.

Making all POI discovery a game of chance, versus just addressing the FSS POI lag, is a pretty big reversion and doesn't even really address the concern. I get that Frontier are just trying to offer alternatives, and that's fine, but that's not actually solving the issue. Arguably it's just creating new ones.

I'll see what the beta patch notes look like.
 
I understand that, but it seems to me to be counterproductive to post a little list and then asked about other fixes are told it's not the entire list. Why bother with the little list at all?

I'm no better informed now than when I was before I read the 'announcement'.
Before you read the announcement you didn't know when the next beta was due, you are now better informed just not as fully informed as you wished to be.
 
Great news, but I hope that the time between the end of beta (as I hope it's more than one) and the actual release is as close to zero days as possible, otherwise it's the usual - release comes out, oh they fixed a few things since the last beta, it broke some other things because it wasn't tested, everyone gets angry. Made nearly every previous beta an almost complete waste of time when the release turned out almost as bad as what was fixed. There needs to be a proper release-candidate test - there's no "new" content to hide so there's no excuse.
The time between the end of the beta and the release of the update should be long enough to deal with the issues raised in the beta testing otherwise what was the point of the beta. As close as possible can lead to times up release it anyway which almost no one wants.
 
That's not a fix to the performance impact, it's a workaround to hide it behind a layer of "chance".

The entire exploration overhaul was to make it less tedious and far less of a "chance" for POI. The issue isn't even if they are there or not. Just the type and count/ location.

So I would rather Frontier solve the performance concern, in a logical manner, than completely change the mechanics for the discovery of ALL types of points of interest because some types take ages to scan, and others don't.

Making all POI discovery a game of chance, versus just addressing the FSS POI lag, is a pretty big reversion and doesn't even really address the concern. I get that Frontier are just trying to offer alternatives, and that's fine, but that's not actually solving the issue. Arguably it's just creating new ones.

I'll see what the beta patch notes look like.

Only bio and geo PoIs are affected. Bio PoIs must be fast to resolve as they don't rely on the entire body to be generated to be flagged as present/absent.

We went from having a miniscule chance of finding natural PoIs (about the same chance we currently have for finding NSPs) to being 100% certain to find them if they were indicated from first scan. The new method, if the probabilities are tweaked right, could add a bit of excitement. I think that's a fair trade for not having to sit and wait for the PoI to resolve in the FSA (about as exciting as waiting for the old DSS to finish scanning).

So the issue (waiting passively for resolve) will be solved, or at least moved to the DSS phase when we are moderately busy lobbing probes at the planet. The balance of probabilities is a potential new issue, as is what we can find (not that much), what we can do with the results (not much either), and whether we can improve on the probabilities in the future.

:D S
 
Important question regarding the "missing repair deliveries" bugfix:
Will goods delivered in the beta affect live server totals?
Nothing in beta affects the live game so it doesn't matter how much of your own fleet you destroy, your starting situation is likely to be recorded in the next couple of days.
 
We also wanted to give you an update on the following issue: VR: Double Vision and Incorrect Rendering on HMDs with Non-Parallel Displays (ex. Pimax). At the current time, there are no plans to provide support for new HMDs outside the officially supported systems and platforms. The officially supported platforms are Valve Index, HTC Vive and Oculus.

One would argue that when it comes to the Valve Index, the HTC Vive, and many others (EDIT: including Pimax), it is not the devices that are the platforms, but OpenVR/SteamVR, which is hardware agnostic, is the game's common interface for all these devices, it never having to know just what HMD sits on the other side of the API, and has supported canted screens for a long time -- it's right there, as part of the matrices the game receives from the VR runtime, but in e.g. Elite Dangerous' case, are apparently just discarded, instead of used.

Indeed: The Valve Index is itself a HMD with canted displays; Its driver just happens to run as default in a mode that presents it as a non-canted device, with the rendered parallel-projection results being reprojected by the VR runtime to the canted displays, prior to displaying them, just like the corresponding Pimax mode; And just like with Pimax, this mode can be disabled for the Index, with the same depressing results. So the Index, too, could definitively receive performance benefits from not having to go the roundabout parallel projections way, even if not to the same degree as the Pimax headsets, which have larger FOV and more drastic canting.

If it's a matter of the game having shaders, env/shadowmapping, overlays, screenspace effects, etc, that have been coded in such a way that they are fettered to the assumption that both viewplanes have to face forward, then feel free to explain that, but the "platform" argument does not really wash.
 
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I know I'm strapping a giant fusion bomb to a can of petrol which is falling into a star which is falling towards a puppy which is on a planet falling into a black hole thats about to merge with another black hole circling Thors armpit, but....

....if you want to test network resilience for free why not make the beta Open only? None of it matters at all except testing- and what better way than stress test the lot? A number of bugs don't really manifest unless you have large groups in one place (like the heat bug / asteroid mining) and since this beta is not a new features build (and about the same as the regular build) it might not attract huge amounts of testers to really see these situations crop up.

And before the pitchforks come out- this is about testing and actually finding things that need fixing.
I play in a private group that is big enough to produce issues due to player numbers and I don't like the idea of the beta only being in a mode I don't usually play, that said emphasizing/incentivising play in open would be a good thing just don't turn off the players who don't use open from taking part.
 
glad to see beta servers are a thing now :)

I'm... still confused about this. I've been with this game since 2015 and I remember all major features having beta phases on a separate server. Wings, Planetary Landing, Engineers, Multi-crew, Ship-Launched Fighters... How is this anything new?
 
How is this anything new?

nothing is, they are fixing things that are buggy to make the game more stable not adding new content, guess you didnt read the original post.

"As mentioned in October, our upcoming updates will be almost exclusively focused on addressing recent and longstanding issues and bugs "
 
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