Monday, May 1st 2023
Star Wars Jedi: Survivor Receives First Patch on PC Today, Respawn Entertainment Issues Apology Message
Respawn Entertainment, the Star Wars division at Electronic Arts and Lucasfilm Games have today released their first patch for the PC version of Star Wars Jedi: Survivor - some folks must have been working like mad over the weekend in order to address some of the problems encountered shortly after the game's launch last Friday (April 28). The EA Star Wars Twitter account issued a statement regarding the initial batch of patches for all platforms affected: "Today a patch has become available for the PC version of Star Wars Jedi: Survivor, and tomorrow (5/2) we'll also be issuing a patch for PlayStation 5 and Xbox Series X|S. We are hard at work on patches that will further improve performance and fix bugs across all platforms. There are more updates to come across all platforms, and we will share that timing when it is available."
The patch notes for today's PC update only mention "performance improvements for non-raytraced rendering" so it seems the developers have a lot more work to do over the coming weeks. The situation on current generation PlayStation and Xbox consoles looks to largely the same, and tomorrow's fix list is extensive (the same problems have already been addressed on PC with today's patch). TPU's own resident reviewer extraordinaire went in-depth and explored Star Wars Jedi: Survivor's technical issues this weekend - part of W1zzard's conclusion was very unkind: "We're now paying $70 to beta-test an unpolished turd that they call an AAA game—not the first time this year. I'm starting to wonder if these companies aren't slowly eroding their customer base by delivering broken products over and over again."The official patch notes:
Star Wars Jedi: Survivor Patch Notes PC - May 1st
The patch notes for today's PC update only mention "performance improvements for non-raytraced rendering" so it seems the developers have a lot more work to do over the coming weeks. The situation on current generation PlayStation and Xbox consoles looks to largely the same, and tomorrow's fix list is extensive (the same problems have already been addressed on PC with today's patch). TPU's own resident reviewer extraordinaire went in-depth and explored Star Wars Jedi: Survivor's technical issues this weekend - part of W1zzard's conclusion was very unkind: "We're now paying $70 to beta-test an unpolished turd that they call an AAA game—not the first time this year. I'm starting to wonder if these companies aren't slowly eroding their customer base by delivering broken products over and over again."The official patch notes:
Star Wars Jedi: Survivor Patch Notes PC - May 1st
- Performance improvements for non-raytraced rendering
- Multiple crashes fixed across PlayStation and Xbox Series X|S and various areas of the game
- Fixes crashes that were tied to skipping cinematics
- Performance improvements across PlayStation 5 and Xbox Series X|S
- Fixed an issue with dynamic cloth inside the Mantis
- Fixed various rendering issues
- Fixes an issue with registered Nekko colors not saving
- Fixes an issue with registered Nekko disappearing from the stable
- Fixed issues with cinematic dialogue overlapping
- Fixes various collision issues
- Fixed an issue with enemy AI remaining in T Pose during photo mode
- Fixes a freeze that occasionally occurred while talking to Doma
- Fixed a bug where the BD-oil VFX did not properly render
- Fixed an issue where players were getting stuck inside the Chamber of Duality if you didn't save after leaving the chamber and die
Respawn's statement"We are aware that Star Wars Jedi: Survivor isn't performing to our standards for a percentage of our PC players, in particular those with high-end machines or certain specific configurations. For example, players using cutting-edge, multi-threaded chipsets designed for Windows 11 were encountering problems on Windows 10 or high-end GPUs coupled with lower-performing CPUs also saw unexpected frame loss. Rest assured, we are working to address these cases quickly.
While there is no single, comprehensive solution for PC performance, the team has been working hard on fixes we believe will improve performance across a spectrum of configurations. We are committed to fixing these issues as soon as possible, but each patch requires significant testing to ensure we don't also introduce new problems. Thanks for understanding and apologies to any of our players experiencing these issues. We will continue to monitor performance across all platforms and share update timing as soon as it is available."
44 Comments on Star Wars Jedi: Survivor Receives First Patch on PC Today, Respawn Entertainment Issues Apology Message
I'm so glad that I don't pick up these games when they launch so I avoid the headaches. I've no interest in supporting Valve or buying anything from EA or trying to justify the roughly 150GB data to download the game (that's almost 15% of my monthly data cap - I hate you Xfinity) so I'll clearly pass on this game, but the unfinished game they released is a just another big F-U to gamers. Those of you dumb enough to pre-order the game, I hope you like that you continue to drive it home to these developers that it's okay to release unfinished work for us to beta test for them.
This game doesn't even look that good yet runs like crap everywhere.
This I feel fits
Blame the publisher. They put the conditions that made this release, I promise you. I can virtually guarantee you not a single dev thought it was ready.
I love when people with next to no knowledge of development, decide things like this must be universal truths.
While I have some knowledge of game development from exploring it as a hobby, I'm no expert, yet certain things are obvious.
The desert scene in Jedi Survivor is supposed to be one of these worst performing sections of the game, but it is not early in the story's progression so people who just started the game won't see it.
Same with the Chamber of Duality save bug (a hard lock where you are stuck and cannot progress out, no side quests available). You need about 5-6 hours of steady gameplay to reach this point in the main storyline.
So now EA and Respawn have a $70 AAA title that has a poor user rating on Steam.
By most accounts, players and critics alike enjoy the storyline, gameplay, combat mechanics, visuals, etc. It's just the piss poor software QA that's the main objection.
My guess is it will get a temporary price reduction to $50 within a couple of months. That's much closer to the game's true value.
So yeah, I do. I've been a programmer for over 20 years, and worked with modern ones as well. There is no modern change in work ethic, but there is a very high uptake in more work expected in less time. The results of that should be obvious.
Hopefully it doesn't take too long to get the second game running properly because what I did play I really really really did like haha. :D That's awesome news, what kind of frame rate are you seeing? I'm assuming you're playing on epic with ray tracing disabled? (unless you have ray tracing enabled and it's still awesome...that would be great!)
How? All they had to do from a technical standpoint was make some new maps and add some higher rez textures. How do you screw that up? If it's not laziness, is it incompetence? On performance mode, they are up-scaling the game from 896p. Sub 1080p. In 2023. There is no reason this game should run like absolute garbage. Fallen order doesnt look noticeably better or worse, yet only uses 4.2GB of VRAM and runs at 4k on a 2080ti. On the same game engine.
These devs are either re creating their code from scratch for every release or are just unwilling to optimize their code in ANY way. Which is laziness. You claim its the publisher, people claimed the same thing when bioware kept screwing up, only it came out that EA was hands off with them and they royally screwed themselves.
Somehow, using the same PS4 compatible engine, using the xbox series S as a new baseline, the devs managed to make this game run significantly worse then its predecessor, with no immediately noticeable graphical benefit. How did they manage this, in your opinion, when they had already made a game on said engine?
www.ubisoft.com/en-us/company/about-us/diversity-inclusion
I do some things. Most are private, but some aren't. You can sort of guess my work portfolio from it, I suppose
but wheres your citations, son? I actually have but you are avoiding the answers. Chief bet is dx12, followed by a badly implemented "make this happen" raytracing checklist from the publisher.
I'd put laziness behind "overworked devs" 9 times out of 10 though, having actually worked this market in the past.
KSP2 is suffering similarly, witn similar accusations of "dev laziness" when in actuality, it's industry wide feature creep to unattainable levels. The devs go home crying, and everyone hates them.
I feel the workflow is backwards, so first they concentrate on making the skeleton of the game, and adding things so it looks visually nice, then its only at end of workflow they start to try and make it run viable on consumer hardware, this end part is usually that bit at the very end when they have very little time left, but perhaps even more important, by the time you at the end you are committed to the engine and code. There is only limited things they can do, and this last reason is why optimisation should be a as you go sort of thing so if you recognise performance issues early, then they easier to fix.
Your point on using same engine is very valid, agree on that for sure.
I remember FF13 got made, and its sequel FF13-2, they were apparently on the same engine, and both games shared textures and stuff, yet FF13-2 runs way worse. This makes no sense as FF13 e.g. had enemies spawned on the field (making it more demanding), yet runs much better. A big difference between the two games is that FF13 had a long development time multiple years, whilst I think FF13-2 was made in a year or so.