Subnautica

Subnautica

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mythiccryptid Jan 15, 2018 @ 10:10pm
pliz fix SUPER CLOSE PDA MENUS
pliz fix SUPER CLOSE PDA MENUS.

I can live with the other things but if I can not read, I can not play.
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Showing 31-45 of 166 comments
DFB Jan 25, 2018 @ 11:08am 
Well I can tell you on my Samsung Odyssey the PDA is so close to my face that it is completely useless. I can barely differentiate the items in my inventory, much less read text.

But holy cow the game looks amazing when I'm swimming around. Eagerly anticipating further updates.
Last edited by DFB; Jan 25, 2018 @ 11:09am
PuckStar Jan 25, 2018 @ 12:34pm 
didn't play this game for like a year or so (in VR). came back today because of the release but wtf: I can't look at that PDA at all. with 1 eye closed and looking difficult I can see a little bit, but I'm not gonna play this game like this. it's undoable and gives me a headache.

such a shame for such a nice VR game!
Azazyl Jan 25, 2018 @ 12:51pm 
Hopefully enough people comment on it, that they'll reconsider. I now this probably sounds like a jerk thing to say... but whether the devs think it's fine or not, the player base seems to have spoken and their "non-issue" is indeed an actual issue. They put the time in for it to support VR... why not make sure at this point that their efforts were not wasted? Seems foolish to me. But they've already got my money... so... :steamsad:
Sitalk Jan 25, 2018 @ 11:59pm 
Started playing Subnautica for the first time the other day after the 1.0 release.
While the game looks stunning in VR (despite the controller bugs in all the menus) the current state of the PDA is unbearable.

After about 30 minutes in-game I literally get severe BRAIN DAMAGE ( :P ) and must remove the headset.

Yesterday I really wanted to still play the game so I switched to flat screen.
I really can't understand how the devs feel the PDA is ok, the minuscule text is really hard to read and the PDA positioning 1 inch from the face is crazy, my reaction when I opened it for the first time was to pull back with my chair 6 feets away!

Seriously I can feel how the game's PDA is hurting my health.

The PDA not only is like this...
http://steamcommunity.com/sharedfiles/filedetails/?id=145257482 ...it actually FEELS like this!

Don't get me wrong devs, I love the game but this is a very serious issue for me and other people too.

My suggestion is to ditch the PDA idea completely for VR and opt for a more suitable UI that takes advantage of the space around the player.
Just take a look at the Oculus Home 2.0 and Steam VR menus.
Last edited by Sitalk; Jan 26, 2018 @ 2:29am
neofit Jan 26, 2018 @ 2:45am 
Maybe this specific issue depends on the type of headset and/or eyesight, so it can be totally OK for the devs?

I am not on a Rift nor Vive but on a Pimax 4K (better resolution, not sure about the FoV). Also I have med myopia with a bit of astigmatism. While I think that the PDA is quite close and wish it were a bit farther, and I have trouble focusing on it when there is an uneven background that I can see through its transparency, I can read it just fine and it does not give me any physical discomfort. I am much more annoyed by the tooltip that should be out of the PDA window.

On the other hand, when I open the PDA inside the Seamoth, it is way too far for me and I have trouble reading its fonts.
Sitalk Jan 26, 2018 @ 2:54am 
Well of course it's not impossible to read, it's just absurdly uncomfortable.
There's a reason why in the major VR games the menus are further away from the player.

By the way I use a Rift CV1 and I have 20/20 vision.

Just read some text walls on the PAD for some minutes and you can feel how the eyeballs hurt.
Last edited by Sitalk; Jan 26, 2018 @ 3:39am
profanicus Jan 26, 2018 @ 5:15am 
Close one eye. That's the only fix we have for now. ;)
Maybe this has been mentioned but, another workaround is to only open the PDA inside the cyclops. Still, the PDA is too small. GG.

Edit - I meant the Seamoth.
Last edited by Sneaky Cheeki Breeki; Jan 29, 2018 @ 1:32pm
Sitalk Jan 28, 2018 @ 5:02am 
I really hope they do an update focused on polishing out the VR version of this game.
Resorting to workarounds really is sad for one of the most stunning VR experiences out there.
As someone already said it's quite a wasted potential.
netshaman Jan 28, 2018 @ 2:47pm 
+1 i agree totally.
Drowhunter Jan 28, 2018 @ 11:41pm 
yeah ♥♥♥♥♥♥♥♥♥. i bought this game on oculus home when it launched, the PDA menu is waay to close. its like someone ihs holding a tablet 2 inches from your face. How is this not a PRIORITY!!
Last edited by Drowhunter; Jan 30, 2018 @ 8:33pm
jonarin Jan 29, 2018 @ 3:14am 
+ 1
Stave Darksabre Jan 29, 2018 @ 3:24am 
the devs claim they have had people in house test it and they have no problem with the tablet and UI which is why they havn't fixed it in all these years (yes I and a few others have been asking to fix this for years). I'm starting to think they WONT fix the tablet issue cause they don't see it as a problem even though many people have an issue with it.

I still believe they should make a slider so you can decide for yourself where you feel comfortable. I'd think it would be a simple thing for developers to do but since its not happened, I'm wondering if they genuingly can't fix the tablet issue and so there hoping we just go away
Zorlond Jan 29, 2018 @ 4:21am 
Interestingly, pulling up the PDA while in the Seamoth brings it up much further away. And in my opinion, the distance the PDA is held in the Seamoth is far superior to the standard distance.

I used their Feedback system long ago about this issue, this and the text-too-low-to-read issue. The latter is especially annoying because, due to the spherical shape of the eyeball, looking straight ahead I can just glimpse the text when it pops up, but when I turn my eyes to look straight at it, it's completely out of sight. So annoying to only get to see the text out the corner of my eye.

Devs, seriously, if you got these complaints for so long and so often, the logical course of action would be to, way back during Early Access, change the settings a bit for all players and not just yourselves, to see what the reaction was. Why haave a Feedback function in-game and just ignore it?
Sitalk Jan 29, 2018 @ 5:15am 
Interface design in VR is a very delicate matter, everyone has a different tolerance to different matters.

The resolution of the current tech, the limited FOV, the response to motion sickness and the inability to control focus are only some of the factors that make VR a very tiring and stressful activity for the brain and the eyes so it needs to be handled with some extra attention.

Understanding the best practices in the matters of UI, locomotion and comfort is something still very much discussed in the VR field and I think "it's just fine for us" is a strange attitude for a game that is so loved in the VR community. Devs I really hope you're not really like this!

And let me say another thing, usually, even when it sounds like whining, the gamers know what are they talking about, they are your clients after all, and this is way more true with the VR public where a physical discomfort is something very real and different for everyone.

This weekend for example I played several hours and it was fantastic, but only 30 minutes of it were in VR.
I literally had to lay on the sofa 20 minutes with the eyes closed to relieve the strain before returning on the game but in flat mode on a screen.

And I think I have some tolerance in VR, I can play Lone Echo in that zero gravity setting at least for an hour and an half, I literally drew for hours in TiltBrush and let's not talk about RecRoom.
Last edited by Sitalk; Jan 29, 2018 @ 6:57am
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