What’s up with loading times in this game?
How come the lobby (Morningstar) takes ages to load? Even the Meat Grinder which is one small room takes way too long, imo.
Or is this just a Xbox thing?
No, it happens on PC too. I’ve got a relatively mid-end computer and it takes upwards of a full minute to load the hub world - it’s to the point where I just use the Psych Ward mod to do everything from the main menu, it saves so much time.
It seriously baffles me just how terribly this game is optimized. Even on the lowest settings I get constant frame drops and DLSS makes the game look like an oil painting.
Hardware isn’t the issue, it’s the server DNS error. I’m not even sure they fixed it. If you can load the game and operative selection fine but not their dumb backend in the hub area it’s the hub area communications. And yes it’s so obnoxious. Sometimes psyk ward mod will be bypassed by the terrible design of the game and force me back to the Morningstar after a game reminding me why this entire station should be burned down.
I have a sneaky suspicion this has something to do with resource allocation, hidden from view queuing times for existing Morningstar instances.
Do a forum search for AWS. In fact: pro tip to most new entrants. Do a search. I’m not having a go at all - why not ask a question? But many topics get recycled in times of FatShark inactivity.
There’s a post about … maybe 9 months ago? They use AWS instance servers to spin-up and spin-down instances to host each level. The Mourningstar is a ‘level’ - albeit obviously one with no end point. It takes so long because it’s either creating that, or connecting you to that instance.
Each of the functions on the Mourningstar links out to a separate function that you can actually access independently of the Mourningstar instance. Go get the “Psych Ward” mod on Nexus Mods to see this in action. I think it might be one of the best mods out there, certainly for single player PUG play. If you’ve a team-mate buddy (or more - lucky you!) then at least one should log it to save oddities with the mod.
Anyway - it’s actually a pretty cost effective way of managing this centrally. I do suspect that in the coming 6 months they’ll push this back out to P2P like Vermintide 2: so that the players “foot the bill”. It’ll degrade some games with people with ‘lesser’ internet, might improve it for those with high end (likely Scandinavian broadband - boo hiss), but inevitably will take the cost burden off the FatShark purse.
(*edit re-found the insight by @ggg Scam with spot instances)
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