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
WITH FSR enabled on balanced I was seeing around 115.
Atleast now my GPU is hitting 100%, before the patch it was maybe mid 70% utilization.
It's more down to the code quality than the engine. As such, dx11 vs dx12 is much more likely to make an impact because the devs then need to have a very high skill level to optimize assets. Guess what this game renders exclusively in? This is not really as bad as it sounds. Most of the outreach programs still prioritize skill. An example would be the autism outreach programs nearly all devs have, because they know autistic people tend to make crazy good coders. This doesn't mean they are going to "just hire you" for being autistic. You still need to know how to code, and do it well. If you just jump at the sight of people, that's not enough buddy.
Nearly any social group of any size above .1% of the population is going to have some excellent coders. You just need to find them. If your hiring biases don't show an even spread proportionate to expected skill levels in those groups, that's hurting you not helping you.
10 FART
20 go to 10
I'm quite proud of it. DX12 I could buy, but then that would imply that there is something seriously wrong with the DX12 tools for UE4. And their GNMX/PSSL implementation, given the playstation version also runs like arse.
As for RT, if you have to implement it, again you dont crank it to 11 when your target is the series S. Why not implement a more limited version of it, one that runs right, therefore not tanking your project?
This just seems like common sense to me. "people of given profession insist its not the people in their profession that are the problem".
Everyone that is part of a profession insists on this. Most of them are wrong. Management likely views it as "We asked them to use this new RT feature that the consoles can do and now everyone says our game runs like garbage. What are we paying them for?"
Every lazy person I have worked with over the years will insist they are not the problem, its always some outside force. Its management, its the consumers, its the client, ece. EA has had two recent incidences of developemnt studios that were given all the leash in the world and burning it, the first being bioware, and more recently DICE. People will still insist it was EAs fault, even when these studios ramrod a brick wall of their own accord. Everyone thinks their lazy because there are indie devs out there putting out better stuff then these multi billion dollar AAA companies can slap together.
When more people start writing titles for UE5, I'd expect the same. Some UE5 games will run poorly and others will run pretty well. For what it's worth, Fortnite is now based on UE5 and is running well. There are new gamers every day. P. T. Barnum still applies.
Some people don't learn from previous mistakes. Some think that Game X will be the exception. Some want the extra goodies with the pre-release. Some just want to be the cool kid on the block playing the new title on release day. Some people probably aren't terribly bothered by the warts.
A large portion of the video game audience has extremely low standards. My guess is that it will continue to get worse over time.
Sadly, all of this encourages video game developers to release crap. Why should they make an effort to release quality software when there are legions of gamers who are willing to pay full retail for garbage?
De gustibus non est disputandum
Once again - poor performance while looking like a PS4 game.
Yeah, they do. Besides that though, the requirments for an indie game are a lot lower, as are the pressures when you are your own publisher. This only supports my argument. It's part of why I no longer work in this industry, as a matter of fact. I quit to go into security consulting after the DART project for KSP, and only do modding as a hobby now. There is some serious coder burn out in that industry because it's not an easy job, nor is it worth what they pay you. You really have to love it. I see you got apprenticeship with Elon (this is a joke, I actually appreciated your code jest). The biggest issue today is the lack of precompilation of shaders due to publishers insisting almost manically they rapidly switch to DX12. The switch is not as trivial as the publisher wants to believe. I personally would never attempt it without a massive crew and a lot of time. But hey, what do I know? I'm a code monkey.
And they worked with the same publisher as well. This isn't the first rodeo for either of these clowns.
It really does appear to be a general disinterest in caring about putting out a quality product. A lack of self respect more than anything else.
I'm sure the game will eventually get patched to the point it isn't yet another embarrassing headline on gaming news sites. Seems like an odd way to go about it though. Acquire a pile of mediocre reviews for an unimpressive aggregate score then dig yourself out of the hole you made to scrounge around for more customers, the ones who patiently wait for price cuts.
It too easy for game devs to cash in and release a rubbish game ... just a pity most of them don't even bother to fix them.
Hence I have huge respect for CD project red and the devs behind No man sky!
[SIZE=5]Star Wars Jedi: Survivor Patch 4 Release Notes[/SIZE]