Elite Dangerous Issue Report - 10/08/2021

That the performance issues will not resolved that fast is a hard punch straight into my face. So it seems that it is an issue deep in their Odyssey Engine... very disappointing :-(

Odyssey have been in BETA for only 3 months now...give them more time until we get to a full release performance state :)
 
Odyssey have been in BETA for only 3 months now...give them more time until we get to a full release performance state :)
They sell the game in their Store, so this is not a Beta. My expectation is a lot higher and the performance issue is one of the main problem since release... Should be on number one priority and asap solved...
 

stormyuk

Volunteer Moderator
o7 Daze

We triage and work on issues across all platforms and this table will apply for them all.

Many if not most issues that get reported affect all platforms, but when they’re platform specific I suspect they’ll mostly be PC related since that’s where most of our players are. Even so, we’re working on many things outside of this list so if something major affects console, we’re generally likely to address that before a minor thing for PC and vice versa.
There is this current on which plagues the PS5. Usually in busy systems with players or lots of fleet carrier movement. This doesn't affect PS4.

@sallymorganmoore was going to have a look but, I think she is swamped with other stuff.


It will be a real shame of this comes over with Odyssey as it appears it's a PS5 only issue.
 
I'm not referring to lost in the sea of changes in a changelog. Though that's annoying to test thru as well. I'm talking about feedback to fdev being lost in the sea of new changes...where each change can introduce new bugs ..drastically complicating troubleshooting
I misunderstood your original issue, but I'm still not sure the situation you describe is improved with a faster release cadence. Instead of monthly changes meaning you have a good amount of time to collect, clarify, verify and action feedback against a known context you now have a constantly shifting sea of underlying change to try to filter and interpret any feedback or bug reports through.

merging to a production branch and making a build shouldn't be difficult and far from monumental. It's not that the game is complex if that's a problem. It's in how the code is organized and the process that's in place for developing on it that is improperly complex. Make a pull request from a developer branch ...the person or team responsible for reviewing the changes can then pull in that change to the production branch. Run the build process at the end of the week, distribute the update.. start the process again...(building and distributing shouldn't a hugely manual task)

any impacts to limited QA time that was felt was due to the overload from the main dlc layering on top of subsequent updates that themselves were full of bugs.
Even with perfect tooling and code, the process you describe run on a weekly basis leaves very little time for end-to-end testing of candidate and final builds, and with a product as conceptually (and likely implementationally) complex as Elite that means they really would be leaving testing to the players. It would be very much like having a continually updated unstable/dev build of the game deployed to the live servers, which is fine for those up for a rough ride but significantly less so for those who want to actually play the game.

Is this likely exacerbated by past architecture / development decisions? Absolutely, but that's where we are now so they have to find the best path forward given that context.
 
It's a shame
There's nothing necessarily wrong with this. I think it's a fair system to highlight an issue and bring it front and center. Many times when a player faces a bug or rare issue in the game, they'll sometimes be met with statements along the lines of:

  • "Well this hasn't happened to me, so it must be a you problem"
  • "Seems too rare to be a priority"
  • "Not that big a deal"

This system at least allows those who are facing a particular bug to increase it's visibility via other players who are dealing with similar problems that can then be addressed. It's not necessarily "angry mobs", it's just a tiered way of bring issues to the forefront.



Most if not all games have "so much wrong". Even the most well designed games have underlying issues. Some are just more transparent with those issues. I don't see why this is surreal. Microsoft Flight Simulator has a similar system to showcase more glaring issues via community votes and whether they're being worked on with an ETA, investigated or in progress. This is a good thing. It makes it aware that things are being worked on, especially something that may be of interest to a particular player and gives them a little hope to come. This is much better than the silence we're accustomed to.
That's fine if you're on PC where they give all the attention. A vast majority of ps4 cmdrs aren't using the forums. They aren't here reporting issues. Idk if you've ever tried to use the issue tracker through the ps4 web browser but it doesn't like to cooperate at all. Console players get significantly less attention, this is a fact.
 
Just as bad is when there's 10 reports for one issue, described slightly different, each with a few confirmations / votes and none of it gets looked at :p
Those that get marked as duplicate, I wonder if your vote / confirmation is moved to the main "not marked as duplicate" one, don't think so.. but might be wrong here.

Anyway, some form of roadmap is good news (not the previous 3 liner one though). About time, but good news nonetheless. So thanks FDev.
I wouldn't doubt that it's strategicly done that way to avoid issues being voted highly enough to require fixing. Like leaving the phone unplugged to avoid telemarketers. Shameful
 
I misunderstood your original issue, but I'm still not sure the situation you describe is improved with a faster release cadence. Instead of monthly changes meaning you have a good amount of time to collect, clarify, verify and action feedback against a known context you now have a constantly shifting sea of underlying change to try to filter and interpret any feedback or bug reports through.
development doesn't stop and wait for feedback ...so none of that changes

What changes is the time between completing a fix / feature... and the feedback received.

A frequent release schedule gets those time periods smaller, which means less other development is built on top of problem code if that problem code is identified from the previous release. Meaning less work needs to be done to correct what you're currently working on when something you've based current work on needs to be fixed or changed.

Even with perfect tooling and code, the process you describe run on a weekly basis leaves very little time for end-to-end testing of candidate and final builds, and with a product as conceptually (and likely implementationally) complex as Elite that means they really would be leaving testing to the players. It would be very much like having a continually updated unstable/dev build of the game deployed to the live servers, which is fine for those up for a rough ride but significantly less so for those who want to actually play the game.

Is this likely exacerbated by past architecture / development decisions? Absolutely, but that's where we are now so they have to find the best path forward given that context.

End to end testing.. like that goes on here before release - You've been around here for a while right? We are the end to end testing. A beta test is the perfect time for a rolling release of updates and fixes so long as there's enough time to get what was last released tested by your testers (which is us). 1 week would be plenty of time to get tested by a lot of different systems and users if the number of changes were what we can currently see as the weekly development rate.
 
It's a shame
That's fine if you're on PC where they give all the attention. A vast majority of ps4 cmdrs aren't using the forums. They aren't here reporting issues. Idk if you've ever tried to use the issue tracker through the ps4 web browser but it doesn't like to cooperate at all. Console players get significantly less attention, this is a fact.
I haven't used the PS4 web browser to visit the Frontier forums, but I've used the browser in general and I wouldn't wish it on my worst enemy lol. It sucks that console players are being left behind but I'd hope all these fixes they're applying to Odyssey will translate to console release down the line. Odyssey as it has been for the last few months would have been a nightmare for consoles and luckily they decided to halt the release to work out the funky mess they created. Only workaround I can offer is using your phone for bug reports. I've used my phone to visit these forums will no problems.
 
this is a bit like TOTP but nothing like TOTP.. you'll need to have good knowledge of UK TV to understand this btw ...lol still it's a consideration to us the players so thx
 
Last edited:
I wonder if the 'team' that is now on Odyssey catch-up has gained some of the 'mature' devs?
When I asked Sally how big the team was that was currently on Odyssey she neatly deflected the question. (In the usual Sally flair!) But there is a lot being addressed quite quickly - even if not to the satisfaction of some - and the information being given us is quite positive.

Now if they could get some substantial progress into the performance issues on patch 7, that would be good! The AMD software has given us 4K players some noticable FPS improvements (with a small loss of quality) in some circumstances, but none (or worse) on the surface installations that bring FPS down to single figures no matter how many changes to resolution or quality are made. Whatever is broken there really needs a good kick!
 
Hi guys,

Please keep your votes coming over at - https://issues.frontierstore.net/reported-issues/elite-dangerous
You can vote on issues that are in the "Confirmed/Acknowledged" Status, use the filters on the left and get voting!

Cheers!
My Biggest issue with the Issue Tracker is.......
The web designer .....
10 Issues per Page ? Insanity !
Give us an Ugly search results page with 50+ issues so we can spot existing issues , this would reduce duplicate issues....
This would let us add "me too" and reporduction steps to existing issues and make your lives easier !
 
Greetings Commanders!

I'd like to introduce you to something new. Below is our first Top 20 Issues table, summarising the highest voted issues on the Issue Tracker. As part of being open and honest about the game's development, we'll be regularly posting updated versions of this table and discussing it on our Supercruise News streams.

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

jOe0Fjl.png


Top 20 Issues:

  1. Problems With Lighting and Illumination: We're happy to say this is now fixed since Update 6, having spent some time to monitor it afterwards. Any new issues to do with lighting should now be reported on the Issue Tracker as normal.

  2. Degraded Terrain Textures Compared To Horizons: A lot of the work for this went into Update 6, with some finishing touches coming in Update 7.

  3. Tiling Planetary Features: Changing the way planets are generated signifies a huge undertaking, so we're still investigating this.

  4. Low FPS Performance In Odyssey: This work will continue up to the end of the year, with improvements added already in Update 6, we know there is more to do.

  5. Limited Gameplay During Apex Shuttle Rides: Nothing to share at this time.

  6. Game Hangs On Exit Sometimes: Currently under investigation, we'll aim for the next update but it's one of the fixes more likely to end up in a later update.

  7. Invincible Thargoid Heart: We know this is a longstanding issue which has a complex cause. It's still being investigated and hasn't been forgotten. If you would like to contribute some information to this issue and others, please read this post.

  8. Anti-Aliasing Not Working Correctly: Some changes will go in Update 7 or 8, with significant improvements, but a full anti-aliasing system is slated for later this year.

  9. Joystick Buttons 32+ Not Working: Not started as other issues are prioritised.

  10. Expose Telemetry Data For Motion Simulators: We're currently discussing this internally, and may decide against it. If it does go ahead, it won't be before Update 8.

  11. NHSS Signals In Odyssey That Should Contain Interceptor Are Empty: Appears to be fixed, should arrive in Update 7 pending some further QA testing.

  12. Increased Performance Problems Since Update 5: Some further improvements are coming in Update 7, while general optimisation will be ongoing. The coming change won't be a fix for everyone, but will resolve some of the drops players are seeing.

  13. Supercruise Stuck At '0' Time Remaining With Tunnel Forming: Currently under investigation.

  14. Fleet Carrier Modules And Finances Not Calculated Towards Assets: In progress, slated for Update 7.

  15. NPC Fighter Kills In Conflict Zones Count As Progression: Currently under investigation.

  16. Support Missions Have Been Culled: Fix should be incoming in Update 7.

  17. A Previously Present Codex Entry Is Now Missing: Under investigation. Currently considered lower priority.

  18. System & Galaxy Map Misalignment In Widescreen Aspect Ratios: In progress, unlikely for Update 7.

  19. Stolen Tritium Cannot Be Donated Into A Fleet Carrier's Fuel Depot: Fixed, should arrive in Update 7.

  20. Missions and Rewards Not Sharing With The Team: Fixed, should arrive in Update 7.


This is a reflection of the current scenario, and due to the ever-evolving nature of game development, the planned release for these fixes is subject to change. Let us know what you think of this report below!

See you in the black Commanders,

o7
Thanks for all your efforts!! Amazing game!
 
Back
Top Bottom