this post was submitted on 20 Nov 2024
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[–] [email protected] 105 points 1 week ago (5 children)

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

[–] [email protected] 75 points 1 week ago (3 children)

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.

[–] [email protected] 26 points 1 week ago (3 children)

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.

[–] [email protected] 27 points 1 week 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.

[–] [email protected] 3 points 1 week ago

When your game is a streaming service, you better put some cloud experts on the dev team.

[–] [email protected] 3 points 1 week ago

That's the problem then, they should have hired some cloud experts if they're selling a cloud-first service as a "game".

[–] [email protected] 19 points 1 week ago

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

[–] [email protected] 7 points 1 week ago

Reminds me of Amazon Games' disastrous MMO launches in Europe because they refused to add more server capacity for European players until they left in droves. For comparison the US servers had more than three times as much capacity at launch.

[–] [email protected] 25 points 1 week ago (1 children)

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.

[–] [email protected] 9 points 1 week ago (1 children)

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!

[–] [email protected] 5 points 1 week ago (1 children)

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.

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[–] [email protected] 17 points 1 week ago (1 children)

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

[–] [email protected] 19 points 1 week ago* (last edited 1 week ago) (1 children)

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...

[–] [email protected] 17 points 1 week ago (2 children)

✋ 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. 🤷‍♂️

[–] [email protected] 13 points 1 week ago (2 children)

Yeah, well, they promised Windows 10 would be the "last Windows," too. We know how their track record goes on that.

I've had a very successful lifelong policy of never giving Microsoft any money for anything ever since I was knee high to a grasshopper gnawing on the keyboard of my first 286, and it's served me pretty damn well so far.

[–] [email protected] 3 points 1 week ago (1 children)

they promised Windows 10 would be the "last Windows," too.

Iirc, they didn't. There was one person who didn't really have the authority to make such claims say something that could have been understood as win 10 is the last windows.

I hate to defend Microsoft, they're an awful company, but this just was never really true.

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[–] [email protected] 4 points 1 week ago (1 children)

Same. I'm still pissed that 2020 was left in the state it is in with tons of its own bugs and missing features that were promised. I remember talking to a friend and saying that MSFS2020 was a cool flight sim but still had the vibe of an early-access game at times... and then they drop an announcement for 2024.

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[–] [email protected] 13 points 1 week ago (1 children)

I bet the beancounters don't like keeping excess capacity ready to go

[–] [email protected] 3 points 1 week ago

Scaling capacity up and down in real time should be Microsoft's core business now.

[–] [email protected] 6 points 1 week ago

I'd say it's more on how the developers setup their system to utilize (or not utilize) those dynamic capabilities.

The game devs not taking advantage of that properly should be on them. Put the blame where it belongs.Don't let the devs off the hook just because you want to at least partially blame the MS cloud. Microsoft's systems CAN handle dynamic loads when setup properly, we see it all the time.

[–] [email protected] 64 points 1 week ago (12 children)

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.

[–] [email protected] 6 points 1 week ago

If you want a functional flight simulator that doesn’t require you constantly online , try out XPlane or Aerofly FS4. These games will work even if Microsoft puts out another steaming pile of shit in the next 4 years.

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[–] [email protected] 25 points 1 week ago (2 children)

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.

[–] [email protected] 15 points 1 week ago (1 children)

I think the issue was precisely that. They didn't plan for the surge of users coming in on day one and whatever cloud hybrid system they have for this game got overwhelmed. We'll get to know about the game's actual quality a week from now I guess.

[–] [email protected] 3 points 1 week ago (2 children)

They shouldn‘t have added it to GamePass on launch day but wait a few weeks or even months to stretch out the server load.

I bet there are tons of causal and first time players that are already subscribed to gamepass that wanted to try out MSFS24 just because they have access to it. Now those people are pissed off even though they would have waited longer to get a better experience.

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[–] [email protected] 9 points 1 week ago

Just like Windows versions.

[–] [email protected] 21 points 1 week ago* (last edited 1 week ago) (1 children)

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.

[–] [email protected] 4 points 1 week ago

This is one of the most dumbest Parts of this game, everyone's complaint of the last iteration was the massive download times, and the inefficiencies in the game causing it to lag even on high end systems. And their solution to that was to increase the specs that it's required to run the game and require a high speed internet on top of that? They more or less made it so anyone running satellite internet can't buy their game and anyone that lives in like 70% of the US that still has absolute dog shit internet speeds couldn't even imagine playing it. My mom still has a 5/5 mbit/s, that's the fastest anyone offers in her area, even downloading the previous game took ages there's no way in hell I'm going to recommend her buying this game

[–] [email protected] 13 points 1 week ago
[–] [email protected] 12 points 1 week ago* (last edited 1 week ago) (7 children)

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?

[–] [email protected] 15 points 1 week ago (1 children)
[–] [email protected] 8 points 1 week ago (1 children)

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

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[–] [email protected] 5 points 1 week ago (1 children)

anyone have recommendations for flying games that were mae for dip shit likee lik m

Ace Combat?

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[–] [email protected] 5 points 1 week ago (1 children)
[–] [email protected] 11 points 1 week ago

Most renown as a cloud storage provider for classified military documents

[–] [email protected] 4 points 1 week ago

XPlane 12 and Aerofly FS4. They don’t need always on internet and the loading times are measured in seconds, not tens of minutes+

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[–] [email protected] 5 points 1 week ago

I was surprised at the long load time initially and had a quick fly of an A10 warthog from a local small airfield.

This was on my Xbox Series S and it was a bit stuttery in places. It's clearly not meant for this console. This is for the pcs with big GPUs.

[–] [email protected] 5 points 1 week ago (1 children)

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

[–] [email protected] 8 points 1 week ago* (last edited 1 week ago) (1 children)

Sims are a captive market: all enthusiasts just buy it once, and there's limited number of enthusiasts. Companies either have finite money and resell the same sim again and again with a different coat of paint, or over promise and under deliver. Long gone are the days of a company that doesn't need to be profitable (like Microsoft with the early flight sims, made at a loss to showcase and sell their OS), and games are more expensive to make nowadays, not less.

To break a captive market you either increase customers (not gonna happen, in fact simmers and interest in aviation is trending down compared with the 80s and 90s), or remove the market part altogether.

Removing the market is the solution: be need an open source sim for the community by the community. Sims and libraries that can aglutinate all work done in academia, gaming, and different styles of sims under one umbrella, bringing a symbiotic work that is way better than the separate parts. We need to pull a Blender.

We are in 2024. Sims suck. They are barely multi threaded. They reimplement all planes again and again, losing all info in what they falsely call themselves "a sim museum".

We can do better.

[–] [email protected] 5 points 1 week ago* (last edited 1 week ago) (1 children)

be need an open source sim for the community by the community.

You mean something like FlightGear ?

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[–] [email protected] 3 points 1 week ago

Works fine now that they fixed the problem, but that was an oops for sure.

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