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submitted 1 month ago by simple@lemm.ee to c/games@lemmy.world
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[-] ocassionallyaduck@lemmy.world 6 points 1 month ago

God I love having a future where my ability to play a fucking flight simulator depends on both internet access and server reliability.

Completely unnecessary to boot. Store a low res copy locally, offer the high res as regional packs. 0 reason to stream this data in.

[-] echodot@feddit.uk 0 points 1 month ago

Wouldn't that end up being hundreds of gigabytes per region file?

[-] ocassionallyaduck@lemmy.world 1 points 1 month ago

For low res, no.

Hi res, sure. Make it optional, or let players download the region they like. Or just the airports with much lower res landscapes, etc etc.

Or just, let them have it all and make these choices. Memory is CHEAP nowadays. If you're a flight sim enthusiast, a few terabytes for the map data is the least expensive part of your setup by far.

[-] bjoern_tantau@swg-empire.de 3 points 1 month ago

If anything this reflects badly upon Microsoft's cloud business. Dynamically spinning up enough servers shouldn't be an issue nowadays.

[-] Voytrekk@lemmy.world 3 points 1 month ago

It's a consistent issue for Microsoft releases. You would think a company that sells cloud services would be capable of having a smooth launch.

[-] halcyoncmdr@lemmy.world 0 points 1 month ago

There is a nearly zero percent chance that the game developers are also cloud experts. Having the same parent company means almost nothing, especially when you get to the size of places like Microsoft. The internal bureaucracy can actually make getting things accomplished properly worse. External contracts are usually pretty clear on what's provided for the payment. Internal processes are often much more blurry, if not completely muddy.

[-] Ghoelian@lemmy.dbzer0.com 3 points 1 month ago

There is a nearly zero percent chance that the game developers are also cloud experts

Well yeah, that's why you would put some cloud experts on the project besides the game devs if you're doing things like this. It's not just game developers working on the game.

Doesn't even have to be people feom the Azure team. Microsoft has plenty of resources to teach someone to be a cloud expert in other branches, they even offer certifications for outside people, surely they can manage a few of their own.

[-] ampersandrew@lemmy.world -1 points 1 month ago

One might argue this kind of thing is inevitable when your solution to everything is "the cloud".

[-] deranger@sh.itjust.works 1 points 1 month ago

According to Asobo, this issue was caused by a cache that was overloaded and constantly restarting. This was used in part of the authentication process, I believe when they check what content you have. This explains why people had missing content if they were lucky enough to get in. This was my experience - got in after a very long load time and then couldn’t really do anything due to missing content.

This doesn’t seem like it’s a Microsoft cloud issue per se, it seems like Asobo had a single point of failure in the design that didn’t scale well. Today seems like the CDN limits are finally being reached, as it took a while to load up new areas. Getting into the game was no issue, though.

[-] scrubbles@poptalk.scrubbles.tech -1 points 1 month ago

Hey you! You with your logic and reasoning and reading the issue notes from developers. You aren't a real gamer, get out of here with that! We're here to dogpile on a new game here!

[-] superkret@feddit.org 1 points 1 month ago

From the point of view of a customer, the exact failure method is irrelevant.
Microsoft took a lot of money and wasn't able to deliver what was promised in exchange.

[-] acosmichippo@lemmy.world -1 points 1 month ago

the cloud services are probably fine, their willingness to actually use the resources for a game may not be.

[-] empireOfLove2@lemmy.dbzer0.com 1 points 1 month ago* (last edited 1 month ago)

The asset streaming requirements are insane- they recommend having a 150mbps connection for a smooth experience with 50mbps as a minimum. Microsoft says they only planned for 250k players at launch, which is stupid considering FS 2020 had over a million sales at launch...

[-] andyburke@fedia.io 2 points 1 month ago

✋ Hi, person here who bought 2020 but refuses to buy 2024 because they didn't deliver on half their promises for 2020, including that it would be the last sim they sold.

Maybe they were suprised this many people actually signed up for their next level bullshit. 🤷‍♂️

[-] JusticeForPorygon@lemmy.world 2 points 1 month ago
[-] tourist@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

game was too hard for my smoothie brain

also the AI voice actors are kinda rude and sound very bad by today's standards

the engine is off
you left the brakes on
stop fucking with the egg yoke I swear to god I will BSOD;you

anyone have recommendations for flying games that were made for dipshits like me?

[-] sailingbythelee@lemmy.world 0 points 1 month ago
[-] Wooki@lemmy.world 0 points 1 month ago

DCS is amazing much higher fidelity sim but its at the complete opposite end of easy.

[-] sailingbythelee@lemmy.world -1 points 1 month ago

Haha, yes, I was being cheeky. :)

[-] TheFeatureCreature@lemmy.world 1 points 1 month ago* (last edited 1 month ago)

Turns out that a massive Earth-scale game that requires streaming of gigabytes worth of data every play session for each user and has next to no local storage is a really awful idea.

X-plane 12 is looking better and better.

[-] Artyom@lemm.ee 1 points 1 month ago

Kinda wild that their previous flight simulator was met with near flawless reviews across the board, then the complete opposite for the immediate successor that probably shares 90% of the same code.

[-] VindictiveJudge@lemmy.world 1 points 1 month ago

Just like Windows versions.

[-] DuckWrangler9000@lemmy.world -1 points 1 month ago

This is what happens when you have monopoly status. They're too big to fail.

this post was submitted on 20 Nov 2024
8 points (100.0% liked)

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