Subnautica

Subnautica

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SHARKLASER Dec 12, 2018 @ 7:06pm
Subnautica VR is GARBAGE
How can you possibly sell this game with VR support when the VR support is the absolute most attrocious POS I have tried yet. First of all, the second you open the damn game you are greeted to a TINY 1 pixel thing that is the main menu screen. You have to move your head around to try and see the menu and then you realize that moving your head slightly makes it go directly into your skull it's so close and you have to close one eye to see it. Then you realize that you can't click anything with the controllers. You have to go to your mouse to click on the main menu. Then when you get in-game you can't even move normally with the oculus touch controllers. My steam controller also does not work. I can move with the mouse and keyboard, but it is absolutely nauseatingly bad. It's like the mouse and keyboard input is sampled 10 times per second instead of 90 Hz. It's like the frame rate is 10 fps when using mouse and keyboard, yet head movement is smooth. Then comes the menus. My god the menus. It is SO ♥♥♥♥♥♥♥♥♥♥ CLOSE TO MY ♥♥♥♥ING EYES that i have to CROSS EYE to even see ANYTHING.I have to close an eye to even use it, and then half of the screen is cut off BECAUSE IT'S SO CLOSE! There is NO way to change this, not even moving backwards in my chair does anything. IT's permanently strapped to your eyeballs. Then you get even more nauseous becuase you have to turn your head to select anything. No, the mouse and keyboard doesn't work, again. What kind of joke are you running here? Just remove the VR support if you don't care about actually making it work. I even tried the so called experimental version that is supposed to have better VR support and a distance slider. But again, this didn't improve ANYTHING. And there is NO distance slider to be found. Unbelievable. If I bought this game strictly for the VR i would have refunded it in the first 5 seconds. I had the same horrible experience 4 months ago and I thought these bugs would be fixed by now, but it's even worse. 4 months ago I could at least use the main menu screen normally.
Last edited by SHARKLASER; Dec 12, 2018 @ 7:08pm
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Showing 1-15 of 76 comments
JahJedi Dec 13, 2018 @ 1:25pm 
I completed the game on VR with minimum problems and it was awsome, yeah its not for the weak.
I remember the first dive to 500m in seamonth...
Mr. Stagger Lee Dec 13, 2018 @ 3:37pm 
You pretty much have to be a computer genius and/or read every thread on this VR support forum but you’ll get there in the end. It is worth the effort. Times 1000. No thanks to the devs but to their awesome fans.
SHARKLASER Dec 15, 2018 @ 7:13pm 
I'm sorry but I'm not going to waste my time on it any more, I already get motion sickness enough from every other VR game and I don't need a hud in my eye balls making me cross eyed.. I have glasses and just getting the headset on is a problem in its own, and having to put it on and off 500 times while trying to debug this game is more hassle than it's worth. Not to mention half the time I try to start this it starts oculus home instead of the game, and the game itself is running in the background but the headset is stuck in oculus home. I then have to take the headset off, close the game and then try it again and hope it works.. it's just too much of a pain in the ass and then I will need to take off the headset after 20 minutes to nausea
Last edited by SHARKLASER; Dec 15, 2018 @ 7:14pm
HollenHund Dec 16, 2018 @ 12:41pm 
Did you enable gaze control? F2 also resets the camera, may help with the hud being to close.
Last edited by HollenHund; Dec 16, 2018 @ 12:42pm
Beetroot Dec 16, 2018 @ 6:03pm 
I finally got an Oculus and came straight to Subnautica (one of my favorite games) to try VR.
The overlay, PDA, everything is so horrible on the eye!!

I have to cross my eyes to play in VR. Also, the seaglide is like right in front of my face. I tried it for a while, but as soon as I got the seaglide I turned it off. How hard would it be to fix this UI ♥♥♥♥♥♥♥♥?
wizoz1984 Dec 20, 2018 @ 10:57am 
Get a VIVE
4HolesLessPedo's Dec 20, 2018 @ 5:18pm 
They still havent fixed the close up menus in VR? Glad I refunded
LeakyAbstraction Dec 23, 2018 @ 2:27pm 
I just came here to post about the exact same thing. I started a new game, and since I have a VR headset I decided to try it with it... despite having bad memories when I tried it a year ago. But it's still the same utter egregious crap.

They put those crap HUD elements in your view (who EVES does that in VR... nobody; it's the first thing they tell VR devs not to ever do), the subtitles appear halfway out of your peripheral vision, the inventory appear overlaying the HUD and being extremely close and making you feel crosseyed... not to mention that the loading screen pins a static image at your bloody field of view so you can't look around at all. OMG, are they serious?

They are using Unity3D. It's really not a rocket science to add proper VR support in Unity. It seems basically almost all they did to "support" VR is to tick that bloody "Virtual Reality Supported" checkbox in the player settings. And this is not even an overstatement. Literally, if you check that checkbox, then you get the stereoscopic image and the headset tracking through OpenVR. All else I see added is the gaze support, which is like 20 minutes of work maybe, because you can simply use camera.WorldToScreenPoint() for raycasting to the UI.

I can't see any sign of effort from the developer to properly support VR in non-atrocious way. When you start the game in VR and try to play it, it literally makes you wonder if the devs ever tried it themselves.

(I actually ended up having to restart my system, because at one point my mouse simply stopped reacting. I had to close the game without being able to save, because nothing else besides the mouse click activates anything (I tried all buttons on my motion controllers). :( Even after closing the game, closing SteamVR, and closing Mixed Reality Portal, the mouse still didn't work at all. But to be honest I can't be sure that this was the game's fault; might be a bug in one of the many software layers.)
Last edited by LeakyAbstraction; Dec 23, 2018 @ 2:45pm
Mr. Stagger Lee Dec 24, 2018 @ 3:37pm 
The devs have admitted to having VR headsets of their own and are excited about the future of their game in VR. They just haven’t had time to revisit due to the sudden (self imposed) pressure of handling the console release and now their expansion/sequel. So yeah it’s still in beta.
RolanDecoy Dec 25, 2018 @ 3:58pm 
Very least they could do is add a slider to the options to manually set the Z-depth of the menu, hud, mission & subtitles (have the same problem for both) and the tablet thingamagig (still feel as though my right eye is 90 degrees offset)...

Still love the game, but the VR is terrible and the game doesn't justify the HD space it occupies right now. I'll revisit.
Last edited by RolanDecoy; Dec 25, 2018 @ 4:02pm
LeakyAbstraction Dec 26, 2018 @ 6:30am 
Yeah, I also don't expect fully integrated 6dof motion controller support. :D I just want not to go blind when trying to play it in VR. Converting the canvas of the HUD elements to be world space instead of screen space, and parenting it to the character so that you'd see them if you e.g. look down would already go a long way. Plus yeah, the inventory being farther away and bigger, in an always-on-top rendering fashion (like the gaze cursor). If it would look bad in the game world, they could just fade the game view while the inventory is open. I don't think these should be rocket science to implement in Unity.
Prof. Awesome Dec 28, 2018 @ 12:18am 
The game is freaking amazing and i love it but the VR part is really bad, like reaaally bad! I hope they work on it a bit more.
deemon Dec 28, 2018 @ 4:39am 
Originally posted by Prof. Awesome:
The game is freaking amazing and i love it but the VR part is really bad, like reaaally bad! I hope they work on it a bit more.

and the parts in VR that are bad, doesn't seem even to be such a big things, almost like just changing few variables (#1: PDA Z-depth away from nose (and/or glue PDA to your body location (instead of face), so you still can move your head a bit away and look past your PDA like you can in real life to extend your arm and look your phone from further away); #2: subtitles Y-height) big things that would dramatically make it better for VR and they haven't had will to do this in almost a year period? What do you call this? Product abandonment? Neglection? Stupidity?

Ou... and show loading screen with loading % in VR. I was watching black screen 3 minutes, then removed headset to see the loading screen on monitor and see that the game has not crashed. (don't remind me not to install the VR games to NAS, but in local SSD :D )

And the Fabricator tooltips/info menus for each item - do not show up in VR always. sometimes first one does, you go one down, no info, 2nd down, no info, go back to first, into there.



On a sidenote, also bad is controller support. Just too many damn buttons and you many are not bound by default - like quickslots. Naturally in non-VR mode you would bind keyboard 1-5 maybe? But in VR it's not nearly "quick slot" in this scenario where you have to blindly move your hand around to try to find the keyboard.


Last edited by deemon; Dec 28, 2018 @ 5:09am
Mr. Stagger Lee Dec 28, 2018 @ 5:53am 
It is obvious to anyone in game development that the VR they’ve partially implemented was done by a single coder in a few hours. It’s really a tragedy that they won’t commit just another couple of hours or days for proper support. Just hire someone else who knows what they are doing already..I’m sure they can afford to by now.
fish Dec 28, 2018 @ 8:13pm 
The VR implementation may be bad, but that doesn't stop Subnautica being probably the best VR game around and absolutely not to be missed. The issues it has can all be worked around to some extent.
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