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David Roch

v1.27.13.0 New beta build today!

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47 minutes ago, SubtotalGuide said:

All for naught if the bugs are archived and never passed on, or worse, passed on incorrectly because it was misunderstood. CM's or those managing the reported bug topics must be technical and knowledgeable about the inner workings of the sim, not be drip-fed information on a need-to-know basis. Nothing much will improve from a user's perspective if they insist on keep doing it the current way. In two years time we will still be asking why the ever-growing list of bugs and regressions are not a priority. During Q&As (if they still feel like having them) we will still get blank stares from the devs hearing about an issue reported months ago for the first time. But maybe none of this matters to them in the long run. Only insiders would know.

Well, I disagree with you about the bugs getting out of control.  Over the last 2 years, the stability of MSFS has improved immensely, and rather than people sh*tting on MSFS back in the first few months of MSFS after its release, more and more people are praising MSFS, and switching from P3D/XP to MSFS this year.

That's not to say MSFS is free of bugs. Of course there is a long list of bugs.  But for a project of this size, the number of bugs is reasonable.  A lot more people are getting stable flights now in MSFS with very few CTDs, something that could not be said when MSFS was released, when it CTDed quite constantly.

So to me, I think the structure of their Community Managers, and they way they handle bugs, is working.  It's not perfect.  But we are moving in the right direction (you have to be very stubborn if you don't acknowledge the number of CTDs on the release of MSFS, is much less than today).

I can tell you I play other games like Diablo 2 Resurrected, and Age of Empires 4. Those games are much more smaller in scope, and simpler than MSFS. But they have bugs galore, it's not even funny.  And there are no 3rd party add-ons for Diablo 2 Resurrected or Age of Empires 4, something that adds even more complexity to the game, and leads to more bugs.  For the complexity of MSFS, and given that MSFS has to deal with 3rd party add-ons, the number of bugs I encounter in MSFS is not near as bad as Diablo 2 Resurrected and Age of Empires 4.

Edited by abrams_tank
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2 hours ago, martinboehme said:

This is true in DX11 but not DX12 - it's one of the big differences between the two.

In DX12, when you run out of VRAM, you simply can't allocate any more textures. If you want some kind of virtual memory mechanism, you have to implement it yourself. The idea is that you can get "closer to the metal", but it does place an extra burden on the programmer to manage memory that isn't necessary in DX11. 

 

Sure. There's always implementation to some degree anyway. The main point of my reply was that the evidence isn't really there that the glitches were caused by physical VRAM running out (primarily), which seems to be the conclusion most have landed on, because there are people reporting the same glitches with half or less than half their VRAM used.

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I don’t like the undone DX12 optimizations. Hopefully they will be back with the release of SU10.

My 3090s worked perfectly….

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42 minutes ago, abrams_tank said:

So to me, I think the structure of their Community Managers, and they way they handle bugs, is working.  It's not perfect.  But we are moving in the right direction (you have to be very stubborn if you don't acknowledge the number of CTDs on the release of MSFS, is much less than today).

Well you would know best. Nothing more to add, it's all going in some direction.

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47 minutes ago, abrams_tank said:

Well, I disagree with you about the bugs getting out of control.  Over the last 2 years, the stability of MSFS has improved immensely, and rather than people sh*tting on MSFS back in the first few months of MSFS after its release, more and more people are praising MSFS, and switching from P3D/XP to MSFS this year.

That's not to say MSFS is free of bugs. Of course there is a long list of bugs.  But for a project of this size, the number of bugs is reasonable.  A lot more people are getting stable flights now in MSFS with very few CTDs, something that could not be said when MSFS was released, when it CTDed quite constantly.

So to me, I think the structure of their Community Managers, and they way they handle bugs, is working.  It's not perfect.  But we are moving in the right direction (you have to be very stubborn if you don't acknowledge the number of CTDs on the release of MSFS, is much less than today).

I can tell you I play other games like Diablo 2 Resurrected, and Age of Empires 4. Those games are much more smaller in scope, and simpler than MSFS. But they have bugs galore, it's not even funny.  And there are no 3rd party add-ons for Diablo 2 Resurrected or Age of Empires 4, something that adds even more complexity to the game, and leads to more bugs.  For the complexity of MSFS, and given that MSFS has to deal with 3rd party add-ons, the number of bugs I encounter in MSFS is not near as bad as Diablo 2 Resurrected and Age of Empires 4.

MSFS is not a game it is a Simulator and therefor almost a own world within all these kind of things. A Flightsimulator is the most special thing in this industry and Asobo has landed a great shot with the MSFS 2020 - IMO.

So, THANK YOU Asobo !

cheers 😉

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30 minutes ago, SubtotalGuide said:

Well you would know best. Nothing more to add, it's all going in some direction.

FYI, I am one of the people who kept pushing for an public opt-in, open beta.  I was part of the crew (there were many others as well) that kept posting this topic, kept bumping the topic, and kept voting the topic to push Microsoft/Asobo to implement a public opt-in open beta (there were even some naysayers who said a public opt-in open beta was a waste of time, they were the most annoying to convince).  And in the Dev Q&As, I also kept persistently asking in the Twitch chat, the status of the public opt-in open beta (because once in a while, the Community Managers ignore some top voted questions during the Twitch Q&A).

And finally when Microsoft/Asobo started the public opt-in open beta, I then started being vocal about having a longer public open beta, which we now have with SU 10. So yes, I was not satisfied with their testing either.

I remember in the first few months of MSFS's release, there wasn't even a beta, nevermind a public open beta.  Microsoft/Asobo just dropped the patch on us like that.  That was in September and October of 2020, and I even recall the famous patch back then where people that plugged in certain peripherals got an instant CTD before getting to the menu screen - a "show stopper" bug that could have been avoided by a public opt-in open beta. 

So if you ask me, the testing and bug fixing process for SU 10, is miles and miles ahead of the first few months of 2020 after MSFS was released, when Microsoft/Asobo would drop a patch on us with no beta testing at all, not even a private beta test.

Edited by abrams_tank
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39 minutes ago, pmplayer said:

MSFS is not a game it is a Simulator and therefor almost a own world within all these kind of things. A Flightsimulator is the most special thing in this industry and Asobo has landed a great shot with the MSFS 2020 - IMO.

So, THANK YOU Asobo !

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50 minutes ago, pmplayer said:

MSFS is not a game it is a Simulator...

Yay!  Here we go...  Popcorn at the ready!  :biggrin:

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I would just like them to hire competent VR coders, they're clearly out of their depth with this tech and don't have a clue what they're doing; "we have a VR team, we don't have a VR team, we have a VR team, we've now merged the VR team into the main Dev team, let's add an auto eye exposure that's not needed in VR and ignore the beta testers..." etc etc


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52 minutes ago, bobcat999 said:

Yay!  Here we go...  Popcorn at the ready!  :biggrin:

MSFS in not a Simulator, it's a Stimulator. Great for stimulating discussions (or more likely disagreements) 😂

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20 hours ago, Trovis said:

For those who have tested the SU10 beta:

Has the behavior of the planes during the take-off run really improved? I'm asking because I remember reading that this was on the SU10's list of improvements, but I saw some videos on youtube and it seems that the planes are still behaving like a boat in the storm even with <10kt crosswinds.

It's not possible that 2 years after the release they still haven't fixed this aberration.

So that is the reason then too that is so ¿difficult and totally unrealistic? to maintain the aircraft in the runway middle ALWAYS, in low or high winds in the takeoff run.

 

Hope they solve then this ancient bug.

Edited by peloto

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7 minutes ago, peloto said:

So that is the reason then too that is so ¿difficult and totally unrealistic? to maintain the aircraft in the runway middle ALWAYS, in low or high winds in the takeoff run.

I never found it difficult... I mean you need to keep your hands on the controls, push forward and use the rudder. Never flown in real life though, is that so different?

I don't think you can just give full throttle on a single prop aircraft and it goes straight, especially when it's windy. Even a car doesn't 🙂


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15 minutes ago, peloto said:

So that is the reason then too that is so ¿difficult and totally unrealistic? to maintain the aircraft in the runway middle ALWAYS, in low or high winds in the takeoff run.

 

Hope they solve then this ancient bug.

It's no bug when the aeroplane pulls to the side (always left?) on the runway. I've seen numerous pilots (in forums and video interview) explain that it's realistic behaviour. If it goes perfectly straight, then there's something wrong with the handling/physics model.

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14 hours ago, Cpt_Piett said:

Haha. I guess I'm in the same club. I've been running DLSS for several days though (I like testing out new features), and I must say, from my viewpoint ~3m from my 77" OLED, I can't see any discernible difference between TAA and DLSS. 

Hm, quoting myself. Well, I just tried TAA and render scaling 120% (3820x2160) and honestly I really can't tell if it's much better than DLSS. I probably should have my eyes checked. 


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9 minutes ago, March Hare said:

It's no bug when the aeroplane pulls to the side (always left?) on the runway. I've seen numerous pilots (in forums and video interview) explain that it's realistic behaviour. If it goes perfectly straight, then there's something wrong with the handling/physics model.

In a GA I believe it and normal even by torque, but in heavy ones, I do not remember now that behaviour in other Sims, I can be wrong of course.

 

Talking about this regarding low winds behaviour, not high, and maybe without wind?

Edited by peloto

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