Subnautica

Subnautica

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Obraxis  [developer] 18 jun. 2020 às 7:14
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Steam Beta [experimental] thread (to discuss improvement, bugs & issues)
Hey Subnauts!

I'm updating & pinning this thread (13th Jan 2021) for the [experimental] beta version of Subnautica.

This version is constantly being updated with new optimizations and bug fixes. However, it's stability can vary on a day-to-day basis, as we work on it and update it daily. It's our live development build which you can participate in. You have the same version as we do internally as we make it.

You can learn to switch over here: https://subnautica-belowzero.fandom.com/wiki/Experimental_Mode
Just know that saved games once upgraded, cannot be downgraded.

You can see all our public check-ins here: https://subnautica.unknownworlds.com/changes-and-checkins to keep an eye on what we're doing.

We would love for people to check it out and give feedback to see if you get an improved experience. Please also note any bugs & issues you find (especially sudden new ones, or game-breaking bugs).

Thanks everyone! :D:
Última alteração por Obraxis; 13 jan. 2021 às 4:29
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A mostrar 46-60 de 1,762 comentários
miklkit (Banido(a)) 1 jul. 2020 às 12:37 
Missing lifepod? They are all missing when you first come up to them. I learned to not get close enough for its beacon to go out, but instead leave and go out of rendering distance, then come back and they are there. It is like this for many items like ion cubes.

That is the door in the prawn room. None of those panels are repairable except the one in your lifepod. I have sent some F8 tickets about that.
Obraxis  [developer] 1 jul. 2020 às 13:04 
Thanks everyone for your reports, we're getting them fixed as fast as we can.
miklkit (Banido(a)) 7 jul. 2020 às 14:13 
Keep up the good work. It is a three steps forward and two steps backwards process.

An ongoing problem for me is that when I slash a fish with the knife for food it turns into a cube and in the menu the only option is to drop it. It gets hungry out there like that.
miklkit (Banido(a)) 10 jul. 2020 às 9:52 
A 2.6 gb update!

After years of under 30 second loading times 4 minute loading times are quite a shock. Yes plural.

The blue circles are back in the menus. I was getting used to the clear boxes and was about to suggest just hiliting the borders of the boxes.

I need to make computer chips and advanced wiring kits so took off to get a bunch of table coral. Table coral is now badly broken. When slashed they break normally but fall very fast and drop through the ground. Even when caught they do not appear in the inventory. This makes it hard to advance in the game.

Back to watching the loading screen!
miklkit (Banido(a)) 10 jul. 2020 às 11:07 
The game is badly broken as most things can not be picked up. Using the prawn breaks the game completely.
Obraxis  [developer] 11 jul. 2020 às 1:20 
Originalmente postado por miklkit:
A 2.6 gb update!

After years of under 30 second loading times 4 minute loading times are quite a shock. Yes plural.

The blue circles are back in the menus. I was getting used to the clear boxes and was about to suggest just hiliting the borders of the boxes.

I need to make computer chips and advanced wiring kits so took off to get a bunch of table coral. Table coral is now badly broken. When slashed they break normally but fall very fast and drop through the ground. Even when caught they do not appear in the inventory. This makes it hard to advance in the game.

Back to watching the loading screen!

After you load a new game that's taking a long time, can you immediately quit and send us your player.log file? I'm not seeing the long load times on my machine so it would be good to see if it's spamming something on yours.

We'll look into the other issues too - we're still breaking things to optimize and put back together. It's painful while we do it on experimental branch, but it's good for the long run (and keep posting bugs! :peeperfish: It really helps.
Looniper 11 jul. 2020 às 8:10 
Originalmente postado por miklkit:
The game is badly broken as most things can not be picked up. Using the prawn breaks the game completely.
Judging by your comments about Load Times, you've overloaded the caching.

The game only sets aside so much memory to store what is where and what's going on.

Every fish you catch and let go eats a bit of that, every quartz you pick up and drop, every little thing on the sea floor you hit with a rep/propulsion cannon.

It all gets staffed in there, reducing the available space and making it take longer for a thread to process things in and out of it.

You could theoretically load it to the point you Can't pick anything up, or alter anything in the game, because there's nowhere to put that new state of the thing.
Of course, I would expect the game to simply not work before it got to that point, but they may have made it so that its able to.


Load times are increased by the same thing, more info saved = more time to load that info back in.
And if your system doesn't have enough actual RAM, it is swapping memory to drives constantly while it tries to load all of it into "memory" - much of which is logical memory on a hard drive rather than actual RAM.

...
TL:DR - Use everything you pick up, or destroy it in a trash bin.
Don't release fish once you catch them.
Don't build bases all over the place.
Ignis 11 jul. 2020 às 9:14 
looniper, you're off topic.

Experimental currently has some big changes and those issues are directly related to those changes.

I suggest you to start a game yourself with the experimental build, even a new game and you'll see what it is about.

And then open your save game and compare with the time you have with the stable build.
Última alteração por Ignis; 11 jul. 2020 às 9:34
miklkit (Banido(a)) 11 jul. 2020 às 9:36 
Uh ohh. The player.log is too big to post here. It took 177 seconds to load the world with line 35 being the most mentioned. Here is an edited version.

Cyclops::Awake frame 3805

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

L0: LoadGlobalRoot total ms: 161082.5 self ms: 161082.5

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Tried to stop event without a valid instance: {0bc72015-377f-4734-8100-776ade651ba4} (event:/sub/base/base_background)

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Tried to stop event without a valid instance: {cdb87689-5582-499e-8539-8ec54dd577c0} (event:/sub/cyclops/siren)

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

loading palette for LargeWorld at 'BlockPrefabs'.

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

L0: Loading palette total ms: 310.8397 self ms: 310.8398

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '2c98d1a4eb460944bb87549f2203330c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '2c98d1a4eb460944bb87549f2203330c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '2c98d1a4eb460944bb87549f2203330c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load 'c879ff081a06b864da23fd63a70c3c23'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load 'c879ff081a06b864da23fd63a70c3c23'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '2c98d1a4eb460944bb87549f2203330c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '1e32255a711cc3949925ee0b1a2c547c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load 'c879ff081a06b864da23fd63a70c3c23'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '19f627a4fceaca042a8d41f48ade882f'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '2c98d1a4eb460944bb87549f2203330c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

biome map downsample factor: 4

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

L0: Loading biome map total ms: 196.8188 self ms: 196.8189

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LargeWorld: calling land.Rebuild frame 3808

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

L0: Rebuilding land total ms: 12.1839 self ms: 12.1839

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

OK world mounted: D:/steam/steamapps/common/Subnautica/Subnautica_Data/StreamingAssets\SNUnmanagedData\Build18

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading world' took 177.75 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Loading world tiles

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

cam batch 11,18,14, loading bounds 10,17,13 -> 12,19,15, total 27

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

surface bounds 0,16,0 -> 26,20,26

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

awaiters 2677

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading low detail terrain' took 0.10 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

loading 27 batches

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

error sending request to sentry: HTTP/1.1 502 Bad Gateway

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading world tiles' took 28.51 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Loading cells

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading low detail terrain' took 0.00 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading terrain' took 0.00 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading clipmap' took 0.00 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Updating cell visibility' took 0.00 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading entity cells' took 28.83 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LoadAsync Done

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LOADING FINISHED

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

PerformGarbageAndAssetCollection, Time.time=19.70666, Time.frameCount=4429, DateTime.Now=7/11/2020 9:18:46 AM

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

L0: PerformGarbageCollection -> GC.Collect total ms: 89.6155 self ms: 89.6156

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

'Loading...' took 241.10 seconds

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unloading 8 Unused Serialized files (Serialized files now loaded: 1390)

Unloading 5223 unused Assets to reduce memory usage. Loaded Objects now: 159448.
Total: 283.256000 ms (FindLiveObjects: 8.357200 ms CreateObjectMapping: 4.005600 ms MarkObjects: 267.309900 ms DeleteObjects: 3.582900 ms)

--- PerformGarbageAndAssetCollectionAsync: GC Time 89.757 Asset GC Time 289.5392

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

LightmappedPrefabs all loaded, maybe starting intro vignette frame 4431

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 740)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 1715)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 740)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 1715)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 740)

Kinematic body only supports Speculative Continuous collision detection

(Filename: C:\plastic_workspace_unity\Modules/Physics/Rigidbody.cpp Line: 1715)

Couldn't load '1e32255a711cc3949925ee0b1a2c547c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Couldn't load '1e32255a711cc3949925ee0b1a2c547c'

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

error sending request to sentry: HTTP/1.1 502 Bad Gateway

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Unloading 2 Unused Serialized files (Serialized files now loaded: 1390)
Time played: 253s

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Max depth: 48m

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Distance traveled: 370m

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

NullReferenceException: Object reference not set to an instance of an object
at CullingCamera.OnDestroy () [0x00000] in <de1965daa94e4810aca267d8ab95e6e5>:0

(Filename: <de1965daa94e4810aca267d8ab95e6e5> Line: 0)

Cannot set the parent of the GameObject 'Battery(Clone)' while it is being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime\Transform\Transform.cpp Line: 601)

Cannot set the parent of the GameObject 'Battery(Clone)' while it is being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime\Transform\Transform.cpp Line: 601)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

GameObjects can not be made active when they are being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime/BaseClasses/GameObject.cpp Line: 455)

LargeWorldStreamer::Deinitialize called, frame 5262

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

MainLoop aborted

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Resetting cell with 1 waiters Cell 4,7,8 (level 0, batch 11,18,14, state IsAsleep)

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Resetting cell with 1 waiters Cell 2,7,1 (level 0, batch 12,18,15, state IsAsleep)

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Resetting cell with 1 waiters Cell 3,4,2 (level 1, batch 12,18,15, state IsAsleep)

(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Cannot set the parent of the GameObject 'PowerCell(Clone)' while it is being destroyed.

(Filename: C:\plastic_workspace_unity\Runtime\Transform\Transform.cpp Line: 601)

UnloadTime: 229.904900 ms

Unloading 11314 unused Assets to reduce memory usage. Loaded Objects now: 33341.
Total: 250.903100 ms (FindLiveObjects: 2.712100 ms CreateObjectMapping: 1.622100 ms MarkObjects: 230.814600 ms DeleteObjects: 15.753700 ms)
miklkit (Banido(a)) 11 jul. 2020 às 9:42 
About the prawn, what happened is when I tried to harvest quartz it got stuck in a loop loading quartz that was very hard to get out of so I could exit the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2162626698
Labradog 11 jul. 2020 às 11:25 
I just started a new game with the latest experimental build this morning. The previous few versions played great other than most of the resources not existing. In those earlier builds I swam out to the islands to see what appeared to be a much nicer fog and noticed the fade-in of island chunks as I got closer (nothing popped in suddenly like before). So definitely a thumbs-up there.

But this latest build I can't really test as it's kind of unplayable albeit in a very amusing way. :D The starting area is filled with a bajillion fish and crabsnakes! Right near my lifepod! Sea floor wreckage, limestone, quartz and other bottom-dwelling items were all floating in the water all over the place. It was wonderfully entertaining but unplayable so too difficult to test further. :)

Can't wait to see how the game plays once the garage floor is no longer covered in engine parts, so to speak. :D
Última alteração por Labradog; 11 jul. 2020 às 11:25
Looniper 11 jul. 2020 às 18:23 
Originalmente postado por Ignis:
looniper, you're off topic.

Experimental currently has some big changes and those issues are directly related to those changes.

I suggest you to start a game yourself with the experimental build, even a new game and you'll see what it is about.

And then open your save game and compare with the time you have with the stable build.
Not off topic, he's saying this new branch CAUSED the load delays he's having.

I'm just telling him the best things he can actually Do to reduce those delays - since I don't see you guys making changes to something that fundamental at this point.

-
He posted more than once, one including that he now (with this branch) has 4+ minute load times.
And the one I responded to.

-
Personally I never had any load issues in the first game.
I Did have the bug in BZ that forced me to toggle out of Fullscreen once (and back) before it would allow me to actually start a game.
But that's another game.
Última alteração por Looniper; 11 jul. 2020 às 18:28
Labradog 11 jul. 2020 às 18:51 
Originalmente postado por looniper:
Originalmente postado por Ignis:
looniper, you're off topic.

Experimental currently has some big changes and those issues are directly related to those changes.

I suggest you to start a game yourself with the experimental build, even a new game and you'll see what it is about.

And then open your save game and compare with the time you have with the stable build.
Not off topic, he's saying this new branch CAUSED the load delays he's having.

I'm just telling him the best things he can actually Do to reduce those delays - since I don't see you guys making changes to something that fundamental at this point.

-
He posted more than once, one including that he now (with this branch) has 4+ minute load times.
And the one I responded to.

-
Personally I never had any load issues in the first game.
I Did have the bug in BZ that forced me to toggle out of Fullscreen once (and back) before it would allow me to actually start a game.
But that's another game.

I also noticed longer than usual load times but this was when I started a new game (as opposed to loading a save game). I'm running some pretty decent horsepower and an SSD so I wasn't getting four minute times but it was easily three or four times longer than it's usually been up 'til now.

Edit: Never mind. Seems to have just been the case for the first time running the build. Subsequent load times were more or less normal.
Última alteração por Labradog; 12 jul. 2020 às 8:10
miklkit (Banido(a)) 11 jul. 2020 às 21:05 
Originalmente postado por dschebek:
I just started a new game with the latest experimental build this morning. The previous few versions played great other than most of the resources not existing. In those earlier builds I swam out to the islands to see what appeared to be a much nicer fog and noticed the fade-in of island chunks as I got closer (nothing popped in suddenly like before). So definitely a thumbs-up there.

But this latest build I can't really test as it's kind of unplayable albeit in a very amusing way. :D The starting area is filled with a bajillion fish and crabsnakes! Right near my lifepod! Sea floor wreckage, limestone, quartz and other bottom-dwelling items were all floating in the water all over the place. It was wonderfully entertaining but unplayable so too difficult to test further. :)

Can't wait to see how the game plays once the garage floor is no longer covered in engine parts, so to speak. :D

No you were and are off topic. Your "suggestions" would only be relevant for someone trying to play this game with a notebook.
Look at the lower left hand corner of the screenie I posted above. 57 fps while the game was stuck in a feedback loop and barely working.
Here is another one showing 104 fps @ 1440P in the Western mushroom forest.
https://steamcommunity.com/sharedfiles/filedetails/?id=2148587829

I have over 2000 hours in this game so I have a vague idea of what it takes to make it run well. The current version is very broken and I am providing feedback so the devs can fix it.

@dschebek I am continuing a game I started when recently switching to experimental. It has 2 bases, one small one and one medium one. I have 1 seamoth, 2 prawns, one unequipped, and a cyclops that is just about done being outfitted but has not gone anywhere.

My system is a high average one with win10 on one ssd and Steam on another ssd for less lag.
Labradog 11 jul. 2020 às 22:37 
Originalmente postado por miklkit:
Originalmente postado por dschebek:
I just started a new game with the latest experimental build this morning. The previous few versions played great other than most of the resources not existing. In those earlier builds I swam out to the islands to see what appeared to be a much nicer fog and noticed the fade-in of island chunks as I got closer (nothing popped in suddenly like before). So definitely a thumbs-up there.

But this latest build I can't really test as it's kind of unplayable albeit in a very amusing way. :D The starting area is filled with a bajillion fish and crabsnakes! Right near my lifepod! Sea floor wreckage, limestone, quartz and other bottom-dwelling items were all floating in the water all over the place. It was wonderfully entertaining but unplayable so too difficult to test further. :)

Can't wait to see how the game plays once the garage floor is no longer covered in engine parts, so to speak. :D

No you were and are off topic. Your "suggestions" would only be relevant for someone trying to play this game with a notebook.
Look at the lower left hand corner of the screenie I posted above. 57 fps while the game was stuck in a feedback loop and barely working.
Here is another one showing 104 fps @ 1440P in the Western mushroom forest.
https://steamcommunity.com/sharedfiles/filedetails/?id=2148587829

I have over 2000 hours in this game so I have a vague idea of what it takes to make it run well. The current version is very broken and I am providing feedback so the devs can fix it.

@dschebek I am continuing a game I started when recently switching to experimental. It has 2 bases, one small one and one medium one. I have 1 seamoth, 2 prawns, one unequipped, and a cyclops that is just about done being outfitted but has not gone anywhere.

My system is a high average one with win10 on one ssd and Steam on another ssd for less lag.

Miklkit, are you sure you quoted the correct post there? I think the topic of being off-topic was related to some other chap. My post that you quoted above was merely pointing out what I saw in the latest experimental build. Performance was great. Just... waaay too many fishies. :)
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