Release notes for FSD Beta 10.5 (I saw this on reddit)
- Improved VRU (pedestrians, bicyclists, motorcycles) crossing velocity error by 20% from improved quality in our auto-labeling.
- Improved static world predictions (road lines, edges, and lane connectivity) by up to 13% using a new static world auto-labeler and adding 165K auto-labeled videos.
- Improved cone and sign detections by upreving the generalized static object network with 15K more video clips and adjusting oversampling and overweighting strategies (+4.5% precision, +10.4% recall).
- Improved cut-in detection network by 5.5% to help reduce false slowdowns.
- Enabled “emergency collision avoidance maneuvering” in shadow mode.
- Enabled behavior to lane change away from merges when safe to do so.
- Improved merge object detection recall by using multi-modal object prediction at intersections.
- Improved control for merges by increasing smoothness of arrival time constraints and considering possible merging objects beyond visibility.
- Improved lane changes by allowing larger deceleration limit in short-deadline situations.
- Improved lateral control for creeping forward to get more visibility.
- Improved modeling of road boundaries on high curvature roads for finer maneuvers.
- Improved logic to stay on-route and avoid unnecessary detours/rerouting.
Separately, WholeMarsCatalog (@WholeMarsBlog) tweeted that it wouldn't be released until tomorrow, for what it's worth.
These look like great improvements.
My experience with 10.4 has had these needed areas of improvement.
The false slowdown is jarring and improved lateral control should reduce jerkiness during turns.
Most of my unprotected left turns are with traffic from the sides as opposed to incoming from the front. These are still the biggest challenge for V10.4
I live off a dirt road and it likes to sometimes drive on the wrong side of the road. It did this with V10.3 as well.
I have 4 new roundabouts on my regular routes which do NOT seem to be known by FSD as they are not on the map. There are three new roundabouts that the nav does not have (these used to be traffic lights) and one more that used to be a 2 way stop. All are non-driveable as the approach is too fast and the jerky behavior through the turn is wild and unnerving.
Does one have to learn yet more coding terminology to understand the above, or is that third bullet point’s “upreving” a typo?
Asking for a fiend.
Happy to go over the details
1. VRU (Vulnerable Road User) detection is better. I haven't seen any issues here yet, so YMMV
2. Static world predictions improvements. I hope this means that it knows more about each upcoming road segment based on past learning before the current drive sees it dynamically.
3. Same static world improvements but for cones and signs. These have all been working well for me.
4. Cut-in detection improvements. I think this will be great as my route has lots of twists and turns, going up and down hills, with many cars turning onto the road. FSD has false positives where it thinks that the car turning onto the road in front of me, and heading towards me in the opposite lane, is going to enter my lane. This is a false positive as the car is not coming into my lane, I can clearly understand/percieve/infer this, but V10.4 does NOT. Let's hope this is better.
5. Yeah Shadow Mode! This is new code which won't act yet, as it is shadow mode code, but will in later releases. Emergency collision avoidance is hard as the car will do extreme maneuvering when it has very high confidence an accident is about to occur. Can't have false positives.
6. Should hopefully allow for less time in slow lanes to lane change away from slower, merging vehicles
7. Should be able to navigate intersections quicker, by using mult-modal (many concurrent) tracking of vehicles in its decision making. V10.4 takes quite awhile sometimes to navigate an intersection with traffic. Let's hope V10.5 is quicker
8. There's a lot here. The arrival time constraints I believe are predictions the merging vehicles to reach a certain place at certain time. And this improvement is to the control of the vehicle so that it will hopefully be less jerky and more confident when it takes action for these vehicles. And then also takes into account other vehicles which it might not have seen yet for some reason (aka 'beyond visibility'). I'm hoping this improves this intersection where it stops on the red line (which is way to far back to see anything from either the left or right. Cars going 55MPH) and starts to creep forward, but the cross traffic is occluded and can't be seen while creeping. Needless to say, it hasn't navigated this intersection at all.
9. Should get out of the lane with more confidence and quicker with slow cars in your current lane
10. Hopefully makes creeping behavior faster and more confident
11. I have a lot of tight turns (20MPH to 30MPH turns) on a 45MPH road. I'm hoping it takes these more confidently with this improvement.
12. Haven't seen this behavior yet as it always stays on the route. But I'm guessing others may have better feedback for this one.