Wednesday, November 20th 2024

Microsoft Flight Simulator 2024 Dives into Long Loading Times and Negative Reviews

Microsoft's latest Flight Simulator 2024 just launched, and it already appears to be riddled with problems. When internally testing, we ran into some issues regarding long loading times and eventual errors without getting to the game. Additionally, many others confirmed that they were experiencing problems. Launched on 08:00 am PT on November 19, the simulator has faced widespread server infrastructure issues affecting player access. CEO of Asobo, maker of this Flight Simulator franchise, Sebastian Wloch, has released a public statement via video addressing the widespread technical issues that plagued their latest game release. According to Wloch, while pre-launch testing had successfully simulated concurrent player counts of 200,000 users, the actual launch revealed critical weaknesses in the database cache system that weren't apparent during testing.

Additionally, the negative reviews stemming from these issues have piled up. On Steam, the game currently has 2,865 reviews, only 500 of which are positive. The remaining 2,000+ are overwhelmingly negative, with many users not being satisfied with the gameplay and quality of the release. The game's infrastructure is powered by Microsoft's Azure cloud, which is also not good marketing for Microsoft as the Azure platforms should signal better infrastructure scaling and stability. While these issues should be cleared in the long run, the short-term consequences are turning the launch into a colossal failure, as gamers expected more from this release. Lastly, the alpha version of the game was notorious for the massive internet bandwidth hog, causing up to 180 Mbit/s load.
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30 Comments on Microsoft Flight Simulator 2024 Dives into Long Loading Times and Negative Reviews

#26
Vayra86
Darmok N JaladI thought that was the XboxOne. The 360 introduced the online experience, but the first few models didn’t even have WiFi, just Ethernet.
Shit you're right, that's one :D
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#27
TheinsanegamerN
Darmok N JaladI thought that was the XboxOne. The 360 introduced the online experience, but the first few models didn’t even have WiFi, just Ethernet.
Yeah that was the xbone. they backed off on that when Sony came out with their "how to share games" add and sony was outselling xbox 20-1 in pre orders.

Talk about a monmental screw up.
bubbleawsomeUnless you want to download over a petabyte of photogrammetry data you don’t have another option. Many people with high end flight sims will have a hardwired Ethernet connection, and the server issues will be worked out. It serves its purpose.
There is another option, compressing the data and making a local install,t he same way it worked before. Or not using a petabyte of photography data when anyone who understand elementary math knows streaming that kind of data is going to be totally impossible, even for fiber customers.
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#28
bubbleawsome
TheinsanegamerNYeah that was the xbone. they backed off on that when Sony came out with their "how to share games" add and sony was outselling xbox 20-1 in pre orders.

Talk about a monmental screw up.

There is another option, compressing the data and making a local install,t he same way it worked before. Or not using a petabyte of photography data when anyone who understand elementary math knows streaming that kind of data is going to be totally impossible, even for fiber customers.
How are you saying it'll be impossible when it's already worked for the past 5 years? I seriously don't get what everyone is all hung up on. You're given the option to locally cache areas you might fly over a lot if you'd like to, or you can lower the streaming detail if you need to use less data. But if you want full fidelity and the ability to fly over Tokyo for 20 minutes and then hop straight to Melbourne or NYC it has to be streamed. The quality hit you'd take for making it 100% storable locally would remove quite a bit of the selling features for MSFS2024.

Everyone seems to be conflating the server issues of launch day with an entirely broken model, like CoD6 and other large launches of the past haven't had day one server issues too.
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#29
chrcoluk
Chaitanya24hr log-in time is a bit of joke.


And to top it off M$ is making Windows terminal which needs internet connection to work.
Curious on that TAA slider he never touched lol.
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#30
mxthunder
Ive been temped to pull the trigger on this game. one of a few on my short list. I have over 400 hours in 2020. I do long haul commercial flights. From what i understand, my PMDG aircraft will work in this game? ($70+ each)
I like the new features like being able to walk around outside the plane, and having in-cockpit characters.
That being said, I am disappointed that they continued the 'thin client'/streaming model. I get it, the world is a big place and we cant store it all locally on our PCs but I still dont like to see it.
I have played quite a bit with manually caching areas of the map in 2020. Seems to work OK, but you do have to manually clear the rolling cache file every so often. Even with 100+ GB allocated, once it fills up, its like it cant delete/re-write fast enough and the game becomes a stutter fest.

Its between:
Flight Sim 2024
Indiana Jones Great circle
Black ops 6
Stalker 2
for my next game purchase.
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