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The list in the scanner room is directly connected to the loading of those resources locations.
Also, scanner targets need to disappear when the item has been looted.
These bugs have been in the game for ages.
The rest is not bug, as i said before, the scanner room only verify loaded chunks.
The data for the resources is tied directly to terrain chunks, once you've loaded that data the position of the resources becomes known and adds it to the Scan list database. That database is temporary and only per session.
When you start a scan for a specific resource, it's just looking up those resources in the database that was just populated and revealing those locations slowly.
Edit: I should add that the Scan list database is temporary because of performance reasons. If it was fully populated it would take forever to load a saved game.
So what if game chunks were not loaded upon game state load, that is not an excuse to erase a players progress in the game. Update these chunks slowly as the radar is given a task up to its range, radar is slow anyway, would not make much difference. The bug thus here is not the current implementation, it is how this breaks the immersion and forces one to think about data structures not about how to survive on aquatic planet.
I still dont buy the chunk loading excuse. If i step outside briefly and get updated list for radar, how come this suddenly is not an issue for the radar station to find that particular resource in chunks i have not yet been to in this game state. Chunk loading point is moot.
Your really don't want the game to load all terrain and assets in the radius of the scanner rooms range. It'll destroy performance. In fact I think scanner rooms destroy performance the way it is already depending on what and where you scan.
The right way to use it is turn it on, then go exploring and it will find resources wherever you are as long as it's in range.
So in code perspective they created a 50m long radious around the user where the game loads the session list of chunks, then as the player moves the list is updated with new chunks.
The full data of the chunk is a sexond list where there is all game chunks, and in this list there is every single information of user interaction with that chunk.
That the reason why the game file gets bigger and bigger and the far you are in the game, worst become the chunk load time is bacause of this massive list of data that the game needs to load.
So, continuing from the load time perspective, the bigger the game time on a save the bigger the loading time to load all chunks of the world.
I think i expressed ok, any doubts feel free to ask.
Subnautica is a persistent world with a large number of persistent entities and objects. It remembers EVERYTHING you've done to change it. And everytime you enter a brand new chunk for the first time it has to generate hundreds of items, actors, objects, etc.
All this eats memory. The longer you play the more memory it has to use to store relevant info for the current session. No, it's not optimized, but it's what we have till the sequel.
This is not comparable to other open world games like GTA or the Witcher. Those games spontaneously generate events, npcs, etc - everything is transient for optimization.
Subnautica does not do that because it's all about the world. Large Wildlife stays dead. Resources remain depleted. Wrecks remain explored and doors remain cut. Stuff you dumped stays where you left it.
Of COURSE it tries to cut down on system strain where it can. Is it immersion breaking? Mildly. Could it be better? Probably. Is it worth trying to sound like you know the limitations and problems and dismissing the devs 'because you know better'? I doubt it.
tl;dr - scanning has flaws but literally nothing that ruins the game.