• MoonMelon ( MoonMelon@lemmy.ml ) 
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    2 years ago

    I don’t want to dox myself, but I know what happened here. Performance was unacceptable on Series S, and it was unknown how effective optimization would be. BGS management is extremely risk averse, so they decided to add more loading areas. For example, making Neon multiple cells. Later the optimization team came through and it turns out that wasn’t necessary but CK workflow is way too manual and bug prone to undo the changes that close to release. I don’t remember if Purkey left before the buyout but Series S became the performance target and that made everyone freak out.

    • DdCno1 ( DdCno1@beehaw.org ) 
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      2 years ago

      Interesting. This is good news for modders though, because this means that combining cells (similar to mods for previous Bethesda games) should be straightforward, even on current hardware.

  • sevan ( sevan@lemmy.ca ) 
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    2 years ago

    I don’t think the loading screens are the failure, the fast travel system is. Depending on where you are and where you’re going, you have different fast travel options. Sometimes you can pick your end destination directly (sort of). Other times you have to pick your planet (loading screen), land (loading screen), either run to your destination or pick a fast travel location on the local map (loading screen), enter a building (loading screen), take an elevator (loading screen) and now you’ve arrived. This is about the worst case I can think of with 5 loading screens.

    Even in a best case scenario, like having the option to directly travel back to the lodge, you still have travel to the outside of the lodge (loading screen) and enter the lodge (loading screen). So, in most cases you’ll have between 2 and 5 loading screens unless you’re just traveling between outdoor locations on the same planet.

    Which I guess takes us a step further and suggests that the pointless spaceflight feature of the game (or the pointless smuggling) is the real culprit. If you didn’t need to scan ships for contraband, they could have built a more robust map system that allowed better point to point fast travel. You’d still run into issues of indoor/outdoor, or indoors with multiple areas, but it would have been much better.

  • Magiilaro ( DarkMetatron@feddit.org ) 
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    2 years ago

    I don’t care for the loading screens, they are fast enough to not bother me. But I can accept that many people are bothered by them, even if I can’t understand why.

    My guess for why the game has so many loading screens? Resource constraints, maybe to get the game running on the Series S or to lower the specs generally.

    • filcuk ( filcuk@lemmy.zip ) 
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      2 years ago

      These days, there are various techniques to have minimal to no visible loading.
      This is great for general immersion.

      But I think loading screens are only part of the repetitiveness of travelling in general: watching ship depart, selecting destination, watching travel animation, etc.

      The game wore out quickly for me, and I’d not hesitate to start skyrim or fallout run #10(0?) in its place.