• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

famousmortimer: Xbox One OS and Xbox Live issues bouncing about as we approach launch

Status
Not open for further replies.

Gnub

Member
I guess it really isn't as easy as flipping a switch.

Also explains embargo dates and journalist hints about Xbone.
 

npa189

Member
They should give up on a 2013 launch, this thing is going to be a fucking disaster, Sony went a year late last time around, they survived.
 

Dead Man

Member
I will be very surprised if it isn't fixed by launch. Not because I doubt the problem, but because MS will throw everything at it until it is fixed if it is as fundamental a problem as described.
 

Foghorn Leghorn

Unconfirmed Member
This is big.

I also find it funny people say cboat is bitter and hates his job and now Famousmortimer is bitter due to cboat being more popular LOL.

Maybe they're both just gamers and feel gamers should know the truth. We don't get much of that in our hobby usually.
 

Rhindle

Member
This kind of stuff isn't going to matter much, so long as it gets sorted out in due course. None of its sounds like its breaking basic functionality, and people will expect some level of glitchiness with a new platform launch.

I don't see this as nearly as much of an issue as game performance, ie. 720p COD etc. That's something concrete and quantifiable that people will easily latch onto to conclude teh hardware is inferior.
 

nib95

Banned
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.



Him: I can explain why this would be a challenge to fix, if you need some clarification.

Me: Yes, please!

Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.

They have bigger fish to fry if they want their next 6-months of titles to launch on time.

Thanks for the update. Sounds like a bit of a mess. Why they would regress when they had such a good system already with the 360 is beyond me.
 
This is a $500+ investment people are putting into. How in hell are you going to release a console with this many issues that most likely wont be resolved until sometime after the launch?!!!

ETmUeUT.gif


Beta tested in the future indeed starting Nov. 22
 
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.



Him: I can explain why this would be a challenge to fix, if you need some clarification.

Me: Yes, please!

Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.

They have bigger fish to fry if they want their next 6-months of titles to launch on time.

I swear to god if you are lying to me, I'll be slightly upset that you did that.

Also,

This is 100% false. Yes our OS had this problem, but months ago. I am talking E3 months ago even before the DRM. You’re right when you say we “changed the way it worked” and that did cause problems. DRM removal (your fault and a late decision upstairs due to the numbers) pushed us back even further. It wasn’t as easy as a patch, flipping a switch. It was built into the system. The online check went through more than the games. There were features that had to be redone including our sharing system and some other features we did not get to announce that we plan on adding on. Everyone is working their ass off 24/7 until launch. Yes it’s buggy but after you install the 2GB day one update, the UI will work just fine and also expect the console (if connected) to auto update when you’re offline, or in the background at night. This will happen throught the life cycle and the cloud enables us to patch In things remotely. If games were pushed back you’d hear about that. Actually XBO games have gone gold and are running fine. COD Ghost is 900p, RYSE. 900p, DR3 720p, FORZA 1080p, BF4 900p, KI 720p, ZOO TYCOON 1080p, TITANFALL running from 900-1080 (not finalized of course), Halo 1080p (they’ve been working on this for 2 years now and can fully take advantage like Turn10. ) To be truthful I can’t wait until the 22nd because when our system runs fine, you won’t be very popular in the industry. You and your friends at NeoGaf have some sort of anti Microsoft agenda that we get tired of reading. Also, Titanfall is a Microsoft exclusive. Not Xbox. Respawn can leave EA at any time and we can publish it after the first year. Enjoy.


This ain't real. But if it was, oh boy! But it's not, so don't get hyped up.
 

Resilient

Member
for someone stating all this, you clearly didn't read the OP. That or like many others don't even understand what they are reading and how it relates to users.



oh look a snarky yet incorrect comment! i haven't seen one of those today!

dude, I'll never understand why you get so defensive about MS issues.
 
wow, imagine if ms hadn't reversed their stance on always online console and actually still have os problem due to rushing the console to release. the shitstorm if that happened is unimaginable.

at least people will still able to play games without any online feature now for a while. unless if the day 1 online activation is fucked as well.
 
So I assume the practical consequence of this is that some TBD combo of features will be disabled on Day 1. Maybe by the Day 1 patch?
 

viveks86

Member
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.



Him: I can explain why this would be a challenge to fix, if you need some clarification.

Me: Yes, please!

Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.

They have bigger fish to fry if they want their next 6-months of titles to launch on time.

Thanks Morty! Not sure if you will see this, but if you can, would you be able to clarify the question I posted a couple of pages ago?

Huh? I'm confused! Didn't the issue CBOAT was talking about have to do with ESRAM and not xbox live issues? Here's the post:

IMsory ndont banplees ;but tha whoel post was nfpixeldust

Iwil PM datils on esram to u or evil or bish nf need be,

The details PMed to Bish was about the ESRAM, right? What Morty is talking about looks like a different problem altogether. What am I missing?

http://www.neogaf.com/forum/showpost.php?p=87769000&postcount=404
 

vpance

Member
Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

So they have no standard API for their online shit? WTF were they thinking? It really is like PS3 launch reborn.
 
This was posted in the comments of the page. I have no clue if any of it's real, so take it with a grain of salt

Thought Dead Rising 3 was a dynamic res? Did this person just confirm it is 720p always, or is it just some info they got wrong because they aren't actually anybody? Or did I forget and it was another game?
 

frizby

Member
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.

Him: I can explain why this would be a challenge to fix, if you need some clarification.

Me: Yes, please!

Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.

They have bigger fish to fry if they want their next 6-months of titles to launch on time.

That is stunningly complex, and it almost sounds like it's being designed by multiple teams who aren't talking to each other.

Side note: there's a "Will" in your blog post that should be a "With". Not being a grammar nazi...just figure you're going to get a few hits. :)
 

Derrick01

Banned
Damn, sorry to hear that.

Ah, I'm sorry for your loss.

I haven't really seen those posts, so maybe.

Thanks, it's been a rough week.

If Mort ends up being right about this I'll be right there admitting it and it'll likely even restore my full trust in him too. I've got nothing against him or anything, it's just those comments created that sort of caution for me. I'm choosing to play it safe with this particular rumor.
 
I haven't read a single post in this thread yet (I will read every single one, eventually... trust me). But I'm getting a ton of tweets and I'm sure you guys have questions and I'm still talking to my contact and I wanted to share this exchange.



Him: I can explain why this would be a challenge to fix, if you need some clarification.

Me: Yes, please!

Him: Alright, the problem stems from the fact that it's both launching on the 22nd, and each team has had to write their system to write their party system to handle party hand-offs from the OS side. So if you change the way the way the system handles matchmaking or parties or voice chat in parties or voice chat in games, you run the risk of breaking every released game's individual API, because you have to account for how each individual game's XBL functionality is written. However, the way it is now is a huge cluster mess of probs.

So, in a weird way, they can't fix it on the OS side. What you could do is you could write an all encompassing XBL-API and hand it to each dev. But then you'd have to make that the standard, the OS side would have to be patched to recognize only api handshakes from the game to the OS with that particular code. Meaning some games would still end up breaking, but it'd be fewer. And it'd be more future proof.

No word on what MS is going to do about it though, and with the trouble they are having pushing online clients to Thunderhead to begin with.

They have bigger fish to fry if they want their next 6-months of titles to launch on time.

How did MS fuck up something that they had on lock so badly?
 

RedAssedApe

Banned
if true free xbox live gold for you guys this holiday i guess? haha

i think some of the hate towards mort might extend pack to that one post he made about wanting validation (yeah im paraphasing but i'm not going to search for it).

Btw...is Kevin Dent's MO that of being an asshole? He is downplaying Mort's post because of his profession despite him breaking news in the past?
 

Fallom

Banned
Blogs posting information about console launches close to the console launch? You're right to tell me to be suspicious, Kuchera. From now on I'm only going to trust only your statements about things like "The DS4 feels like a woman's breasts" and "Stop shaming bigots".
 
D

Deleted member 80556

Unconfirmed Member
Thanks, it's been a rough week.

If Mort ends up being right about this I'll be right there admitting it and it'll likely even restore my full trust in him too. I've got nothing against him or anything, it's just those comments created that sort of caution for me. I'm choosing to play it safe with this particular rumor.

I understand that, and I'm sorry about your loss if it helps in any way.
 
Status
Not open for further replies.
Top Bottom