Page 1 of 13 1236 ... LastLast
Results 1 to 15 of 183

Click here to go to the first staff post in this thread.
Thread: Dev Update (13/08/2015)

  1. Click here to go to the next staff post in this thread. #1

    Dev Update (13/08/2015)

    Originally posted by Mike Brookes on the community site, here.

    Hi everyone,

    The team is back from the Gamescom and it’s good to see so many new players giving the game a try. Naturally it was also exciting to tease what’s coming in Elite Dangerous: Horizons with the first release for that being landing on airless planets and moons. We do have the CQC (1.4) release before then so that is the focus for this week’s dev update.

    We’re currently aiming to start the PC/Mac beta within the next couple of weeks, there’s a few things we need to finalise before that happens and we’ll let you know when that’s firmed up. As we’ve already announced we are aiming for a simultaneous release for both the CQC update and Xbox One retail release. To support this how we approach the betas is changing slightly. For the beta period we will focus on stability and major fixes rather than try to tweak everything in one go – this provides a path to a more stable 1.4 release. Throughout the beta period we’ll compile less severe feedback as well and see what needs to be included in a future minor release. The aim here is to avoid the flurry of minor releases after a major release.

    As with any major update this will be built from our latest trunk which means that it will sweep up a host of fixes and tweaks that weren’t in the minor releases as well as the extra features and content we’ve already disclosed. The full list of changes will be posted in the change log as always, but here are some of the highlights:

    There have been a range of network optimisations as well as some functionality issues such as islands not merging correctly coming out of supercruise. Some connection issues have also been resolved.

    If the refinery is idle and has material in its hopper then it will try and allocate the materials to the bins.

    We’ve added an option to the graphics option so you can disable the shader cache warming on start up.

    There’s a change of changes for NPCs including fixing fighters not spawning from capital ships. Pirates will no longer scan a target if they’ve pirated it. Some other causes for unnecessary NPC chatter identified and removed – the variation on chatter has been increased as well. NPCs can now interdict other NPCs while in supercruise. NPC police responses have been rebalanced so you shouldn’t only get low value ships responding to crimes.

    For Mac players wanting to know why Elite Dangerous Horizons is delayed beyond the PC release it’s down to a single issue, for the new planet rendering we make extensive use of compute shaders to maintain good performance. Currently compute shaders aren’t supported in the OSX version of OpenGL.

    And to conclude this week’s update, Oculus are about to release of SDK 0.7 for the Oculus Rift which removes the ability to roll back to 0.5, so we wanted to make you all aware of some important information.

    Players using Oculus Dev Kits should continue to use the 0.5. Oculus Runtime for Elite: Dangerous. Upgrading to the upcoming 0.7 release will not be compatible with our game

    As long-time supporters of VR and early adopters of Oculus, we remain in close communication with them as they work towards a production version of their SDK, but want to be open that without that SDK in hand, we cannot guarantee future compatibility.

    We will keep you posted.

  2. #2
    Originally Posted by Edward Lewis View Post (Source)
    If the refinery is idle and has material in its hopper then it will try and allocate the materials to the bins.
    Michael, have you been playing too much modded Minecraft by some chance?

    EDIT: I am soooo tempted to make a Feed The Beast joke here

  3. #3

  4. #4

  5. #5
    A bit mystified about beta/minor update changes, but whatever works. It is a bit rush regarding those post release issues, so if you guys want to change formula - go ahead.

    Would like to hear more about powerplant changes - or are those pushed back later on (or will come in one of those minor updates).

  6. #6
    Players using Oculus Dev Kits should continue to use the 0.5. Oculus Runtime for Elite: Dangerous. Upgrading to the upcoming 0.7 release will not be compatible with our game


    Blimey, that's a bad move. fingers crossed you'll be able to sort that out come the retail release.

  7. #7
    Originally Posted by Demonmaker View Post (Source)
    Players using Oculus Dev Kits should continue to use the 0.5. Oculus Runtime for Elite: Dangerous. Upgrading to the upcoming 0.7 release will not be compatible with our game


    Blimey, that's a bad move. fingers crossed you'll be able to sort that out come the retail release.
    The 0.7 Oculus runtime has some huge changes. Not least the remove of extended mode and support for NVidia and AMD's new direct VR support.

  8. #8
    For Mac players wanting to know why Elite Dangerous Horizons is delayed beyond the PC release it’s down to a single issue, for the new planet rendering we make extensive use of compute shaders to maintain good performance. Currently compute shaders aren’t supported in the OSX version of OpenGL.
    So if OS X doesn't support this feature, what options do Frontier have?

  9. #9
    Originally Posted by Commander Regel View Post (Source)
    So if OS X doesn't support this feature, what options do Frontier have?
    As far as I have read around access shader compilation facility directly using OpenCL.

  10. #10
    Originally Posted by Demonmaker View Post (Source)
    Players using Oculus Dev Kits should continue to use the 0.5. Oculus Runtime for Elite: Dangerous. Upgrading to the upcoming 0.7 release will not be compatible with our game


    Blimey, that's a bad move. fingers crossed you'll be able to sort that out come the retail release.
    Hopefully 0.7 gets around the issues they were having with 0.6. But I wouldn't be surprised if all VR development was put on hold until the 1.0 SDK is released in November.

    - - - Updated - - -

    Originally Posted by Commander Regel View Post (Source)
    So if OS X doesn't support this feature, what options do Frontier have?
    The new Metal API in OSX 10.11 (El Capitan) provides compute shaders per the wiki page on it.

  11. #11
    Most excellent. And the game marches forward !

  12. Click here to go to the next staff post in this thread. #12
    Originally Posted by Alien View Post (Source)
    Michael, have you been playing too much modded Minecraft by some chance?

    EDIT: I am soooo tempted to make a Feed The Beast joke here
    No - I play the unmodded version :-)

    Michael

  13. Click here to go to the next staff post in this thread. #13
    Originally Posted by Pecisk View Post (Source)
    A bit mystified about beta/minor update changes, but whatever works. It is a bit rush regarding those post release issues, so if you guys want to change formula - go ahead.

    Would like to hear more about powerplant changes - or are those pushed back later on (or will come in one of those minor updates).
    They've gone in as described before - it's now a small chance of an instakill if you knock out the powerplant, otherwise it's reduced power and malfunctions. You can repair it with a reboot.

    Michael

  14. #14
    There’s a change of changes for NPCs
    I'm guessing this should probably be something like "series of changes"

  15. #15
    Thanks Ed and Michael

    Originally Posted by Edward Lewis View Post (Source)
    There’s a change of changes for NPCs including fixing fighters not spawning from capital ships. Pirates will no longer scan a target if they’ve pirated it. Some other causes for unnecessary NPC chatter identified and removed – the variation on chatter has been increased as well. NPCs can now interdict other NPCs while in supercruise. NPC police responses have been rebalanced so you shouldn’t only get low value ships responding to crimes.
    Great to see some changes happening to NPC behaviour, looks primising! Very eager to see the full changelog for the first CQC release

Page 1 of 13 1236 ... LastLast