Elite Dangerous Issue Report - 16/11/2021

Another update, and no sign in the future for the 32+ button limit fix. I understand performance is top priority but leaving players with simpits from experiencing a fully fledged experience, natively, on a space sim game is such a slap in the face seriously.

It seems like this is something some other folks said in this thread, an issue that is "in the radar" for so long that there will be always something else more important ahead of it so it will never make into the game.

Such a disappointment.
 
Another update, and no sign in the future for the 32+ button limit fix. I understand performance is top priority but leaving players with simpits from experiencing a fully fledged experience, natively, on a space sim game is such a slap in the face seriously.

It seems like this is something some other folks said in this thread, an issue that is "in the radar" for so long that there will be always something else more important ahead of it so it will never make into the game.

Such a disappointment.
Thats a similar impression I am getting, the issue report seems to be currently mostly eye candy because old bugs and issues are being postponed and FD is focusing on fixing Odyssey after the messed up release. Thats something FD would have done anyway (and I agree, that this should be important for FD).

But dont get me wrong, I like the idea of the issue report and there is some good info provided .. for the bugs and problems they are fixing, which are mostly (like i worte above) aiming at bringing Odyssey to a state in which it should have been originally released.

Would appreciate it, if additionally to the very needed Odyssey fixes, the most voted old bugs would get more attention.
 
Greetings Commanders! Happy Tuesday.

It's time, once again, for the latest installment of our Issue Report fly-overs.

Below you'll find the latest Top 20 table, based on your most voted issues in the Issue Tracker. Below that you'll find a bit of a status summary on where we're at with each to set expectations as best possible.

Note: The status and planned release of each issue is subject to change as various factors affect the ongoing development schedule.

View attachment 275401

Top 20 Issues

  1. Tiling Planetary Features - Investigation remains ongoing. This is proving to be quite an undertaking to plan and aim toward solving, but the team are still keeping it in their sights.
  2. Anti Aliasing Not Working Correctly - Investigation into further improvements is set to continue, however secondary to performance improvements. To a degree, aliasing has been mildly improved somewhat due to planet texture generation changes, rather than an anti-aliasing system change.
  3. Exiting the Game just hangs need to force terminate - Attempts at consistenly reproducing this error are ongoing but currently not solid enough to nail down the reason for the hang. More information on the specific circumstances which cause this issue are being looked into as we continue to reach out and research.
  4. Joystick buttons 32+ not working - Priority has taken a step back in place of continued work on performance improvements. Still on the development radar, however.
  5. Severe performance problems since Update 5 - Navmesh refinement going into Update 9 should resolve this specific portion of the performance issues encountered. That is not to say all performance issues will be fixed on deployment of Update 9 - work on this will continue.
  6. Expose telemetry data for motion simulators - Investigation pending.
  7. Some in-game stats the codex & journal are not updating - Currently under investigation with QA working to reliably reproduce the issue.
  8. Supercruise Stuck at 0 - This issue has been reliably reproduced internally by our QA team, but could be caused by a variety of connection issues. Further investigation pending.
  9. Issues with Atmospheric Lighting - The primary issue (the balance of light tint) has been fixed for Update 9. As mentioned in previous Top 20 Issue breakdowns, further lighting issues will need to be reported and further tackled individually.
  10. FPS drops and crashes around settlements - We deployed a hotfix to prevent scatter rocks from affecting the navmesh it to rebuild, resulting in the stutter. Currently watching to see if this has fixed the issue.
  11. Powerplay - No CC income in formerly contested systems - This is unfortunately not a quick or easy fix, so we're currently at a 'TBD' stage with progress on this one. It's in our line of sight though, of course and we'll hopefully have more updates as we move on this one.
  12. Illegal Goods incorrectly attract -25% 'Stolen' markdown - The design team are currently investigating this issue. It may be possible to fix this in time for Update 9, but we'll make it a priority to update you on progress regardless.
  13. Planets and Moons orbit lines not visible in the FSS when in VR - Currently this is not possible due to how the camera interacts in VR. We're absolutely recognising it as n issue, however this is at the moment secondary in priority to performance improvements.
  14. SRV compass targets appear to be at great height - A fix has been implemented with the change to be deployed in Update 9, pending QA confirmation.
  15. System and Galaxy map misalignment in widescreen aspect ratios (21:9) - Requires significant/fundamental changes. The team are aware, of course and further updates on the issue will be provided when we have them.
  16. Illumination of background planets is tied to illumination of player ship by the illuminating star - Similar to the above brightness/contrast issue: could be related to system limitations but otherwise may require further overhauls.
  17. Incorrect brightness/contrast adjustment depending on angle between camera ship and star - This will require investigation into changing the way lighting has worked since before Odyssey. The issue is held with the team internally, we're aware, however performance improvements must be tackled first before movements can happen with this.
  18. Fleet Carrier info in system map is incomplete - This issue is due to be assessed soon. Once tackled, we'll have a more certain expected release estimate for you all.
  19. Discovered systems show validating - Appears related to the way we identify Xbox Gamer Tags - A fix is still being worked on.
  20. Thermal conduit too strong and wrong damage increase - Changes have been made, however further changes are required from design. Aiming for Update 9 but will of course let you know with more confidence as soon as we're able.

Fixes for Known, Immediate Issues:
As a small taster of things to come, I'm including a few (there are more! Not disregarding the more) of the known, immediate issues we've managed to tackle as part of the forthcoming update so far.
These are essentially issues which have fallen out of recent updates and had a frustrating impact all of their own, but haven't made it into the top 20:
  • Selling cargo results in 'Yellow Adder' error (since update 7) - Resolved, pending QA.
  • Paintjobs not visible in multicrew - Resolved, pending QA.
  • Ship HUD visible in external camera view of Camera Suite - Resolved, pending QA.
  • When using a Hatch Breaker Limpet on any Cargo Hatch or Escape Pod on a non-dockable megaship an invalid limpet target error is shown - Resolved, pending QA.
  • Stations Visibly Pop/Load In After Manually Jumping Out Of Supercruise - Resolved, pending QA.
  • Re-balance cockpit canopy effects - Pending QA
  • Ship Engine Smoke Trails Appear Ahead Of The Ship After Exiting Supercruise - Resolved, pending QA.
Apologies, but to focus primarily on a view to call out progress with fixes and Top 20 status progression in this post, I won't be including the "Immediate Open Known Issues" in this post too.
Just because that list isn't here today does not mean it doesn't count anymore - just to reassure you. Everything we collect here together and that's been acknowledged is still very much under the wing.

Thanks millions.

As always, (pretty much what the guys say when they type up these things) please do continue to remember that this a reflection of the current situation as we see it, and the planned release for these fixes is subject to change following testing.

o7, Commanders.
See you in the black.
I love this small corrections improving gameplay. lookig forward for Fleet Carriers Disband feature. :) Keep up good work.
 
The fact that David Braben initially wanted to prioritise console over PC tells you just how important consoles really are.. it was only after an almighty kerfuffle from the PC player base that he changed his mind.

It WILL come to console and no.. it hasn't been forgotten, they just cannot simply bring it to console in it's current state because the performance is preventing them. It also might be that it will only be able to come to new gen consoles. If it's making 3080s struggle.. what hope for the old OG xbox and playstation?
 
read all his apologies..it's in one of them, it was mentioned on stream that concentrating on console would benefit PC.. then they did a U-turn, surprised you don't remember!

I read them and he never said what you said he said.

From his Odyssey progress 2 post he mentioned Consoles once.

As you probably know, we split Horizons and Odyssey into two sets of servers – with the plan to keep it that way until we ship Odyssey on console.


This is from his other post (July 12th)...

As you may remember in our recent development article, the significant amount of updates and development effort that has been done to fix and improve issues since the launch of Odyssey has meant work on our console release has not progressed as quickly as we had hoped. What’s more, we can see that the strides we have made through the last five major updates are positive, but we must continue on with this progress to give the experience that you and we expect on PC.

With those things in mind, we have spent a lot of time discussing and re-evaluating our previous plans and we have made the decision to prioritise the core PC experience for Elite Dangerous. Ultimately, we believe it is right to focus our efforts on the core Elite Dangerous Odyssey experience for the platforms that we have released on, before opening up to more. We know that the work that we do to improve players’ experiences of Elite Dangerous Odyssey on PC will benefit other platforms in the future, but the dates and details of the console platforms are going to change. We do not want to rush into confirming any dates or changes this has on our console release, as we must remain fully focused on the core Elite experience. Only when we feel that the foundation of the PC release is solid, will we be able to re-lay our console roadmap on top.

 
I will trawl through all that was said later to find you a quote if you ally can't remember but initially that was the plan, get consoles working which would further benefit PC and then everyone kicked off and it was changed. Will look for you later
 
I will trawl through all that was said later to find you a quote if you ally can't remember but initially that was the plan, get consoles working which would further benefit PC and then everyone kicked off and it was changed. Will look for you later

Well Dave doesn't have many posts so it'll be an easy find for you.
 
I will trawl through all that was said later to find you a quote if you ally can't remember but initially that was the plan, get consoles working which would further benefit PC and then everyone kicked off and it was changed. Will look for you later

Saved you time....


While we are expecting to see specific and targeted performance improvements in the upcoming June updates, we are also aware that development work for console will allow for even larger performance optimisations and enhancements for PC too. Therefore, we feel the best approach for all our Commanders will be to focus our development efforts after Update 5 on performance and the console release, and to bring our multi-platform community together once more, which will also allow us to bring even more global optimisation changes and updates to all Elite Dangerous Commanders.

So the reality was they wanted to prioritise both performance and console release, not just consoles.
 
Thank you, yes I haven't had a chance to look but knew I wasn't misremembering.

Well, you kinda did because the way you initially said it made it seem as if the console was the priority when in reality it was a priority in tandem with pc performance fixes.

Thank the lords they chose the right path.
 
If you can be bothered to go back and watch what happened after that and the fact that they then dropped the console as a priority it still shows my point as valid.. David really wanted to get console out the door and give it a high priority. I distinctly remember the phrase being used "Improvements in optimising for the console will help the game as a whole" anyway. There was a massive kerfuffle and they changed their mind. David still really wanted to bring it to the console and still does, my point still stands.
 
If you can be bothered to go back and watch what happened after that and the fact that they then dropped the console as a priority it still shows my point as valid..
Reads a bit like I reject your reality and substitute my own.
David really wanted to get console out the door and give it a high priority. I distinctly remember the phrase being used "Improvements in optimising for the console will help the game as a whole" anyway. There was a massive kerfuffle and they changed their mind. David still really wanted to bring it to the console and still does, my point still stands.

DAVE!!!
 
But yes.. prioritising work on consoles and improvements was to the detriment of PC.. hence the reason they changed it and reprioritised the PC experience as being more important.
 
But yes.. prioritising work on consoles and improvements was to the detriment of PC.. hence the reason they changed it and reprioritised the PC experience as being more important.
I'd think the code was too broken to attempt to port over and optimise for console... Perhaps at the time of the post update 5 mention the realisation of how bad the code was had not happened. The following comments to prioritise PC fixing served quite well to illustrate the lack of readiness to port was.
I think EDO and its issues were underestimated!
 
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