Introducing X TECH 5 and kicking off 6.00 Public Beta

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by RaifalM3n »

fantastic! hope for more FPS improvements till next official patch !!!
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Skeeter »

any fsr 2? Any better aa methods like taa? Coming in 6?

Did they fix the poor performance on stations with alot of cap ships queued up to dock at it?
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Falcrack »

I just did a test comparing performance between 5.1 and 6.0. It was done on a busy station of mine in Faulty Logic I. All vanilla, all DLC enabled. I have an 15-12600K with RTX3060Ti and 32 GB RAM (3600 MhZ)

5.1
FPS = 48
Save time = 10.3 seconds
Load time = 83 seconds

6.0 beta
FPS = 71 (47.9% improvement)
Save time = 7.7 seconds (33.8% improvement)
Load time = 40 seconds (107.5% improvement)

These results are MASSIVE! Big thanks Egosoft!

Also Boso looks kinda weird now. He commed me during my test. It will take some getting used to! Mostly his eyes look a bit too small. I feel like they should be bigger.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Axeface »

First impressions my end after playing a few hours.
Position defence is nice - definitely means I may actually use a carrier now, very convenient.
Performance improvements, I'm not seeing a huge improvement like others are expressing, it feels like there is some improvement but im still seeing the same fps dips and drops.
Lighting improvements are obvious but seem to not be fully exploited yet - shadow improvements are big.
New collision engine - seems like ships getting stuck in things (player ship included) is going to be much much less common now - great change.
Cinematic camera is cool, will give us all something to do while waiting for things to happen - this is restricted to areas we have satellite coverage right?
Load times vastly improved.

Also, I spoke to Boso. New Boron model is really nice, very alien and awesome but as a consequence less relatable (thats fine in itself, but a little bit of damage control would be nice) - the vastly more 'realistic' look makes boso's voice suddenly seem off when talking to him though, especially face to face. This is a problem that was going to arise with the (great) push towards further realism and the more mature design - it reminds me of the disney-star-wars aliens speaking english vs original star wars aliens speaking their own language. The other races like paranid or split 'get away with it' because they have vaguely human-like mouth parts - you can imagine that its somewhat possible that they can make those voices, but not so much with boso, he feels very 'disconnected' from his voice. This isnt a complaint but a raising of a concern and hope for the future. The move towards more realistic aliens is great but it might be time to finally add some lore and events in-game to explain why we hear the aliens as we do. We need a 'bablefish' moment and lore in x5? (perhaps would be cool in the future if each race could get their own language-like sounds like in no mans sky superimposed under the voicing too). I do question why the decision was made to totally move away from eyes-on-stalks for them though. The lore of them moving their eye-stalks to convey emotion was very endearing, I miss that one feature. It always reminded me of dogs and their lowering and raising of their ears.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by jovaras154 »

I am having a couple of issues with the physics engine. I did a fresh install and brand new save. Twice I have clipped through the elevators to the lower level when they go up. Also the Rapier that you're given at the start of the Segaris Pioneers can't dock with anything. The legs will deploy but the hit box must be messed up since you can't get close enough to the docking pad to dock. It's no problem if you have a captain as they can dock fine and you can dock fine if you have a docking computer.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Azzotic »

Amazing job Egosoft! I am loving the 6.00 Beta and it’s improvements.
A good start makes for an easy finish
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by linolafett »

jovaras154 wrote: Fri, 20. Jan 23, 06:09 I am having a couple of issues with the physics engine. I did a fresh install and brand new save. Twice I have clipped through the elevators to the lower level when they go up. Also the Rapier that you're given at the start of the Segaris Pioneers can't dock with anything. The legs will deploy but the hit box must be messed up since you can't get close enough to the docking pad to dock. It's no problem if you have a captain as they can dock fine and you can dock fine if you have a docking computer.
The rapier issue was fixed today, will be in the next build of the beta.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Ketraar »

Axeface wrote: Fri, 20. Jan 23, 05:32We need a 'bablefish' moment
This had happened in XBTF at the very start where the Teladi does a try&error adjustment to establish communication compatibility. If we start thinking more deeply about it then talking to someone immersed in water expecting them to emit sound waves is already a big problem and the rabbit hole just goes deeper. But you are correct cant hurt to have a deeper look at it. #Lorenerdsunite :)

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Alan Phipps »

@ jovaras154 and all: As a general request though, please report new-to-beta problem issues in the public beta forum, and note the request there for useful information in support of your reports.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by ZaphodBeeblebrox »

I can't see a 6.00 beta in steam, do I just have to wait?
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by CBJ »

Read the information linked in the very first post in this thread. The first one explains the rules of the public beta; the second one explains how to access it.
Gregory wrote: Thu, 19. Jan 23, 18:04 How do I take part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 6.00 beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum (no registration required) to find the relevant information.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Rei Ayanami »

I'm not at home to test myself, but what exactly does the "bombardment" assignment do?
Does it affect target selection (e.g. "only attack stations and capital ships")?
Does it affect range to target (e.g. "only stay at maximum weapon range and retreat if target gets too close")?
Does it affect weapon selection (e.g. "only use weapons with longest range" or "only use strongest weapon" or "only use torpedoes")?
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Skeeter »

The gfx look nicer, the lighting and reflections look good, shadows much improved tho on stations i wish the distance the hq shadows would be longer but its got longer since last version so its a improvment. Fps not as good tho imo with my 3570k. Must just be those that afford more expensive cpus.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by adeine »

This is an amazing list of changes for the game, huge kudos to Egosoft. If the 'transform gizmo' mentioned for the station editor is what I think it is, I'm very excited to try out the new version.

I didn't see it on the changelist so I'm hoping during the beta you could look at the bug where station module position/orientation isn't properly converted for savegames in some cases. The original report seems to have been deleted or made private (at least I can't access it) but it was assigned a ticket number back then.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by mr.WHO »

Question - will NPC faction use "position defence" logic for their carrier fleets?

Like that one poor carrier in Argon Prime or some of Terran dozen carrier fleets :)
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by surferx »

There are so many changes I can't even choose a favorite one. Thanks for the hard work that went into this upgrade and massive game changer.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by mr.WHO »

Most nice feeling is that just beta 1, so we will still possibly get more goodies with later betas :)
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Skeeter »

The new teleporter room sections is nice, im glad about that change. :)
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Axeface »

Ketraar wrote: Fri, 20. Jan 23, 11:00
Axeface wrote: Fri, 20. Jan 23, 05:32We need a 'bablefish' moment
This had happened in XBTF at the very start where the Teladi does a try&error adjustment to establish communication compatibility. If we start thinking more deeply about it then talking to someone immersed in water expecting them to emit sound waves is already a big problem and the rabbit hole just goes deeper. But you are correct cant hurt to have a deeper look at it. #Lorenerdsunite :)

MFG

Ketraar
Now that you mention it I remember seeing this on a stream of xbtf, but I never played it. Interesting! And yes indeed, a can of worms would be opened but I think soon might be the time to dig deep. I think it would lead to much more fleshed out aliens and a more immersive universe as a whole to do so.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by CBJ »

adeine wrote: Fri, 20. Jan 23, 15:13 I didn't see it on the changelist so I'm hoping during the beta you could look at the bug where station module position/orientation isn't properly converted for savegames in some cases. The original report seems to have been deleted or made private (at least I can't access it) but it was assigned a ticket number back then.
I can still see this report, and as far as I can tell nothing has changed. The report remains open, however, which means it is still on someone's radar.

One comment about your report, regarding the yaw value being dropped: that is actually perfectly normal. It can happen for any of the attributes whenever they match their specific default value, and it just means that the missing value will be assumed to take that same default value when it's read back in. The absence of a yaw attribute isn't, therefore, a sign of a problem in and of itself.

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