Development Update 4 - September

The question we're all asking in different ways is "when and on what basis will Odyssey be considered stable and performing acceptably?"
When it is. This time will be very apparent for you: when PC players are no longer posting about unsatisfactory performance and/or instability.

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No, it remains as anyone who bothered to read David Braben's posts detailed, and as the console players appear to be told almost every day, consoles wait for the PC version to be finished optimisation (and having the features held from launch inserted)...
I will admit I missed the single sentence in Mr Braben’s post that mentioned the possibility of adding additional content into Odyssey before porting it to consoles.

But that message was far from the only communication we’ve had in the last year and the emphasis on all of the dev updates, roadmaps, patch notes and other Odyssey related posts was very much “we are fixing the performance before we look at consoles”.

Irrespective, we know what is happening: they are prioritising PC players satisfaction over console players satisfaction. No one is disputing that that is what they have said they will do and that is what they are doing. We just don’t like it!!
 
I'm suggesting it would be easier to do that initially on console, where specifications are fixed, than try to live-debug performance issues on thousands of different hardware combinations, as they are now.

That could be true on the level of hardware constraint but xboix / PS aren't open source. If you want to run their hardware you have to pass their accreditation. Not having to wait for thrid party permission allows you to be more nimble with your software evolution .. with quick updates in line with QoL requests you get from your playerbase, say.

It probably helps you to stay feauture ambitious too. There's less technical constraint on PC so you'd ttend to design blue sky features you are only later forced into optimising for console, rather thatn staying on the conservative side in the first place and only specifying features guaranteed to operate on the smaller platform and designing within that smaller envelope. That would likely mean you end up playing safe and could end up under utilising, both platforms by the time you scale back up to PC. It's less in line with Elite's tradition of wringing more performance than it should from the hardware it's running on.
 
'Only when we feel that the foundation of the PC release is solid'

Feelings aren't quantifiable, unfortunately. That's why people keep asking, because it is not clear.
Feelings don't need to be quantifiable.

FDev: "Do we feel that PC Odyssey is ready to port to consoles yet? If no we'll carry on with the bug fixing and optimisations, while if yes we'll port Odyssey to consoles."

See, it's really clear :)
 
This time will be very apparent for you: when PC players are no longer posting about unsatisfactory performance and/or instability.
You're a bit more optimistic than I am. I expect Frontier to say something like, "We consider this issue resolved." while many in the player base will say, "No it's not!" Just look at lighting as an example.

Either way, I do think it will be very apparent when Frontier decides that performance is satisfactory. Whether or not the players agree with them on that day, well...
 
Can I suggest a couple of QOL improvements to go along with the 4 player multicrew? I have been trying with 2 players and these things have been pretty big barriers so far:
  • You seem to only be able to get in another players ship in a station after joining their team. I was trying to pick up my son on a planet and we both had to fly back to a station before he could get on.
  • Your crew members can respawn very far away from where they died - eg we were doing an on foot conflict zone and he quit by mistake and spawned back at the place he boarded my ship, 10 jumps away.
  • I died when we were exploring 30 jumps out of the bubble, he was in my SRV. This caused my SRV to explode, killing him. He respawned in the bubble, I respawned above the planet.
I suggest it should be much easier to meet up and get in the same ship, and much harder to get separated once you are together.
No! Adding 4-player multi crew to an already struggle code base is an idiotic idea.

Fix the existing code first, THEN try and make it do more.
 
Are you a retired DOS programmer? You keep stating the above as fact, but it's not. Devs no longer need to code to specific hardware (EGS vs VGA, Sound Blaster or built-in speaker, co-processor absent or present, etc) as the OS takes care of most of this behind the scenes. Even more advanced stuff like threading is usually taken care of by the OS, though obviously it requires serious skill to write properly threaded software.

In other words, we (PC developers) write to the APIs, not the hardware platform. That's not to say there won't be those occasional hardware-specific bugs that crop in, but the vast majority of bugs in ED have nothing to do with hardware. Same goes with the bad performance - it's baked into Odyssey's core rendering algorithms, and it should be agnostic of hardware except for the obvious performance scaling (a higher end graphics card should be able to push a higher resolution at greater framerate, obviously).


Disclaimer - I do understand that targeting a specific platform like a console allows the programmer to write advanced low-level graphic subroutines in high-performance C or even assembly, thus allowing my PS4 to perform above it's weight when running something like Horizons Zero Dawn, but that actually makes things even more difficult to port over to PC. Frontier needs to fix the basic render pipeline first, and then they can invent clever "hacks" on PS4 / XBox to compensate for that ancient hardware.
To be fair, there seems to be a lot of “hacks” to take advantage of proprietary graphics card features on PCs these days too.

But I’m principle, I would agree: get the basics right first and then add optimisations for each platform (NVidia, AMD, PS, XBox)
 
When it is. This time will be very apparent for you: when PC players are no longer posting about unsatisfactory performance and/or instability.

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It'll be on a bell curve. There will always be some with no issues, and some will continue to have a poor experience because of their own expectation and hardware.

I'm using a large 4k monitor, IMO upscaling doesn't give an acceptable experience for me for the apparent pixel size (actual size plus viewing distance).




It is playable however, and mostly it's the jerkiness of the framerate and poor pop-in distance of plants & other assets that is most frustrating. I should be searching by eye for distant signs of life, that's a game I am happy enough to play. Instead I am limited by the distance from the objects I am looking for, which visibly appear before my eyes quite close to the ship as I fly. Looks nice once it's all loaded in though :)
 
Nah, fix the code and add new fun stuff for us PC CMDRs to test and play with :cool:

"I'm alright, Jack"
That could be true on the level of hardware constraint but xboix / PS aren't open source. If you want to run their hardware you have to pass their accreditation. Not having to wait for thrid party permission allows you to be more nimble with your software evolution .. with quick updates in line with QoL requests you get from your playerbase, say.

It probably helps you to stay feauture ambitious too. There's less technical constraint on PC so you'd ttend to design blue sky features you are only later forced into optimising for console, rather thatn staying on the conservative side in the first place and only specifying features guaranteed to operate on the smaller platform and designing within that smaller envelope. That would likely mean you end up playing safe and could end up under utilising, both platforms by the time you scale back up to PC. It's less in line with Elite's tradition of wringing more performance than it should from the hardware it's running on.

I'd wager the newer consoles are specced equally or better than the average PC CMDRs rig.

In any case, doing this on PC simply allows them the freedom to release incomplete product and forward fix - although calling it early access would've worked for consoles too, but that wouldn't broken their shareholder commitment to releasing the full DLC within a specific financial quarter...
 
So ... just to confirm ... we've gone beyond just bug fixing the Odyssey release on PC before anything happens on console to actively adding additional content on PC? Before even getting the current set of Odyssey features on any of the other platforms?

I don't even particularly want Odyssey but come on, this is just insulting by this point ...

So... just to confirm... you think its insulting that the art asset creators, modellers, mission & gameplay team, audio team etc etc are continuing to work on releasing stuff that you are not interested in (plus that will therefore also appear on the console by default)? They should with-hold it for what? Your perverse moral reasons? How about the small fact that there is actually a consumer release out there that also needs to be nutured beyond patching (like it would have been anyway) to maintain sales, franchise positive media and customer goodwill etc. The logic failure you have and 8 others, is you do not point out how any of it will impact the optimisation work required for the Console release.
 
To all the PC players who don’t understand the console players’ position. Consider this:

Update 8 goes live. FDev make an announcement:

Now that we consider EDO stable, we will start focusing on the console ports. This will likely be a lengthy process and in order for us to achieve it, development of new content (including the new SRV and Fleet Carrier interiors) and other features for PC will have to be placed on-hold. At this time we cannot give you a date for how long that will be.

We are further aware of new graphics cards available for PCs that support advanced ray-tracing and graphics rendering features but we have no plans to support them.


Happy?
 
So... just to confirm... you think its insulting that the art asset creators, modellers, mission & gameplay team, audio team etc etc are continuing to work on releasing stuff that you are not interested in (plus that will therefore also appear on the console by default)? They should with-hold it for what? Your perverse moral reasons? How about the small fact that there is actually a consumer release out there that also needs to be nutured beyond patching (like it would have been anyway) to maintain sales, franchise positive media and customer goodwill etc. The logic failure you have and 8 others, is you do not point out how any of it will impact the optimisation work required for the Console release.

Some of the console players are whining about it but the fact is they don't own the expansion and clearly Frontier have calculated that they owe it to those that do to not only fix issues but also add some content to the game at the same time.

Can you imagine the outcry from the majority PC players if Frontier came out and said that they wouldn't be adding anything new to the game until the consoles can join the party in 2022/23.
 
To all the PC players who don’t understand the console players’ position. Consider this:

Update 8 goes live. FDev make an announcement:

Now that we consider EDO stable, we will start focusing on the console ports. This will likely be a lengthy process and in order for us to achieve it, development of new content (including the new SRV and Fleet Carrier interiors) and other features for PC will have to be placed on-hold. At this time we cannot give you a date for how long that will be.

We are further aware of new graphics cards available for PCs that support advanced ray-tracing and graphics rendering features but we have no plans to support them.


Happy?
Really at this point it's just us talking to a wall, both with most PC players and FDEV.
 
"I'm alright, Jack"

I'd wager the newer consoles are specced equally or better than the average PC CMDRs rig.

In any case, doing this on PC simply allows them the freedom to release incomplete product and forward fix - although calling it early access would've worked for consoles too, but that wouldn't broken their shareholder commitment to releasing the full DLC within a specific financial quarter...
See, you understand the situation perfectly :)
 
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