Best Of
Re: Experimental 51864+ will have...experimental...i/O optimizations. Please test.
SO! BIG NEWS! *Windows Fanfare.wav*
I had to go to work today, but upon returning I decided to investigate my issues. Based on what @Obraxis said, I decided to try rolling back my drivers from the most current ones, to a set that had previously worked in the past. My current system has an nVidia GeFore 650ti, and was running ver. 384.94 (Jul 24 2017). I uninstalled it and loaded 382.33 (May 22 2017) and rebooted the system. (I see they have a beta 385.12 (Jul 31 2017) but I'm not keen to try it yet.) When loading Subnautica Experimental again, there was an update: I'm now on Aug-27 51925 version... I don't know if the issue was fixed from the older 51864 build or the 382.33 driver... but CHECK IT OUT NOW!

My game has returned to me!
No more pixellation, no more tearing! No more weird hallucinations, nor broken bits of HUD that flush on the whims of floating point decimals! I, once again, can play - nay, can ENJOY! - the world of 4546B! I can take in all of the wonders of the world and not be subjected to trippy visual artifacts of the screen. My love for this game has once again become mended, and I can enjoy its splendor once more.
I'll likely upgrade the video drivers once the new Stable update has hit, but for now I'll keep things as they are. In the meantime if it was a change to the game's engine instead of the driver, KUDOS to whoever contributed to the 51925 build! I'm sooo happy I can play the game without getting frustrated at my broken HUD. You developers at UWE, keep up the fight! We're all in this together!
I had to go to work today, but upon returning I decided to investigate my issues. Based on what @Obraxis said, I decided to try rolling back my drivers from the most current ones, to a set that had previously worked in the past. My current system has an nVidia GeFore 650ti, and was running ver. 384.94 (Jul 24 2017). I uninstalled it and loaded 382.33 (May 22 2017) and rebooted the system. (I see they have a beta 385.12 (Jul 31 2017) but I'm not keen to try it yet.) When loading Subnautica Experimental again, there was an update: I'm now on Aug-27 51925 version... I don't know if the issue was fixed from the older 51864 build or the 382.33 driver... but CHECK IT OUT NOW!
My game has returned to me!

I'll likely upgrade the video drivers once the new Stable update has hit, but for now I'll keep things as they are. In the meantime if it was a change to the game's engine instead of the driver, KUDOS to whoever contributed to the 51925 build! I'm sooo happy I can play the game without getting frustrated at my broken HUD. You developers at UWE, keep up the fight! We're all in this together!

Re: "Error loading SNUnmanagedData\Build18" after getting stuck on "Preloading Base" for > half an hour
Every single one of you is a god-send; just got the new CPU installed (paste came in 2 days early), and lo and behold, SN loads without a hitch! Thank you all a thousand times!
Re: Feedback on the player model
Might as well throw this one in here as well than, so you can see what's wrong with him. And do keep in mind, this lad allegedly lives in the same universe as the NS2 marines, who look like normal humans... His ears bother me the most, they are too damn low on his head, but hey that elongated head kinda causes that, I guess
You've made him go from looking like Horshack to Cary Grant...
Nice.

Re: Feedback on the player model
Just to drive the point home:


Re: Experimental 51864+ will have...experimental...i/O optimizations. Please test.
I've often had performance issues with certain areas of the game. Will switch to experimental when I am off work and give some feedback as I am not using an SSD so I should be a good candidate.
@Obraxis Do you want system specs included with feedback? Thanks!
-- Feedback --
Experimental V.51910
System Specs: CPU-Z Report
So far, most of the problems I've been having have been addressed. The game is performing better than it has in a long time for me. I was able to go to the mushroom forest, which the flora still pops in, but it's very very quick to load than previously before. I can still see the edges of where the flora on the ground is per each cell, but loads in quickly after reaching the distance threshold. Still getting slight freezes time to time, but rather than freezing for 15 seconds, it's more like 1-2 seconds, and happens much less frequently. There are some graphical issues I've noticed, such as smoke from vents being visible in the Cyclops, as well as overlaying over my UI while piloting the Cyclops, as well as the lights being visible while sleeping (eyes shutting) in bed. The structures from the Aurora still slightly pop in for me, but again, very very quick to load otherwise.
Loading my save does take a long time however. It doesn't immediately go to the load screen, rather, it locks up for a few minutes before the loading screen comes along. This never used to happen.
Also, did you guys intentionally remove the thermometer? I notice the UI for crafting is much better, just curious if it was intentionally removed.
All in all, whatever you guys are doing, it's working very well. I can safely say this is the most stable Subnautica has ever been running on my system. I give my seal of approval.
@Obraxis Do you want system specs included with feedback? Thanks!
-- Feedback --
Experimental V.51910
System Specs: CPU-Z Report
So far, most of the problems I've been having have been addressed. The game is performing better than it has in a long time for me. I was able to go to the mushroom forest, which the flora still pops in, but it's very very quick to load than previously before. I can still see the edges of where the flora on the ground is per each cell, but loads in quickly after reaching the distance threshold. Still getting slight freezes time to time, but rather than freezing for 15 seconds, it's more like 1-2 seconds, and happens much less frequently. There are some graphical issues I've noticed, such as smoke from vents being visible in the Cyclops, as well as overlaying over my UI while piloting the Cyclops, as well as the lights being visible while sleeping (eyes shutting) in bed. The structures from the Aurora still slightly pop in for me, but again, very very quick to load otherwise.
Loading my save does take a long time however. It doesn't immediately go to the load screen, rather, it locks up for a few minutes before the loading screen comes along. This never used to happen.
Also, did you guys intentionally remove the thermometer? I notice the UI for crafting is much better, just curious if it was intentionally removed.
All in all, whatever you guys are doing, it's working very well. I can safely say this is the most stable Subnautica has ever been running on my system. I give my seal of approval.

Re: Should they keep the Dive Reel?
DrownedOut wrote: »1.) I don't get it that the devs don't use gamplay statistics on the use of the players items. I always thought they already had their statistics and could see what item is used and what not. How else could they see if a certain item is never used at all and when to cut it? Or find out that most players like a certain item and then spend more development on creating more things like it.
Couldn't that reasoning go the other way too? Like, if people use it, it's good as it is. If people don't use it, that's what needs more work.
Exactly, let me start about a story that saved the British during World War 2.
They wanted to armor planes based on where the surviving plane had bullets holes, armor where the hole are most numerous, good idea right?
DEADLY WRONG.
Someone stopped them in time, why? The planes which came back were the one where the bullets DIDN'T hit anything critical. Meaning you had to armor the parts with no bullet holes, because if plane were hit there, they never came back.
How this story apply to the Dive Reel, this is just about statistical bias. Knowing the items is not used don't mean that no one want gameplay based on it (the polling itself can suffer from different bias).
It just means that several factors prevent/distract players from using it (beside it being completely buggy of course).
Factor like:
- Is the players fully aware of what it is and what it (could if not buggy) do?
- What others equipments are available when you can build one (a Seaglide easily replace both lamp and air bladder already (to me it should be late game equipment))
- How often are the players' hands busy when exploring (if you need to carry a lamp or a knife it make it problematic)
- What place are the one available when you discover it
- What place are left to explore when you have long forgotten the existence of the thing?
- How far can you go in those area/tunnel, it is enough to get lost?
Encouraging/forcing the use of a Dive Reel isn't impossible or hard, but for that it need to be considered along other features during balance.
ex:
- An large open area full of smog where you can't see more than 2m away
- Tortuous tunnels where you can get lost
- magnetic place where electronics (like the Seaglide or markers) short-circuit
- artificial place that are MEANT to have corridors all alike, game design isn't only about purposefully making place memorable. (btw, you can get lost in a data center or a factory).
- natural place that have fauna and flora constantly changing pattern in a random ways (agreed it's actually hard to purposefully hide)
- Place where the players are encouraged to destroy/mine/scavenge what he used as markers.
- A mirror labyrinth.
- place with no light? (make the dive reel luminous?)
So you see, you could justify the damn things at the surface. In fact it would be easier since you don't have to worry about 30s air tank. But you need to plan for it just as you would plan for other stuffs.
Also, that post was never meant to become that long, dammit!
Re: Feedback on the player model
Might as well throw this one in here as well than, so you can see what's wrong with him. And do keep in mind, this lad allegedly lives in the same universe as the NS2 marines, who look like normal humans... His ears bother me the most, they are too damn low on his head, but hey that elongated head kinda causes that, I guess 



Idea to make the warper and carar linked
So currently the bacterial infection currently just glows, this might be changed in the future with more animations of the survivors gradual sickness. But I though it would be a good idea to have the bioluminescence of the cysts light up when a warper is nearby as both a way to detect danger and as a way to show how the warper can detect the virus. This could be done by the warper releaseing liquids into the ocean when warping in react with the disease and cause it to glow.
Small Cargo Sub
Hey, I'm new to this forum and I have a (mostly) quick suggestion. No it's much larger sike!
Many people have asked for a sub that was in between the size of the 'clops and the seamoth. My (not at all small) suggestion is a sub primarily designed to track down materials and transport them for later storage. It would have 1 deck, with a control room that contains a mini scanner room, basically the original one, that would be able to find local materials and display them on the glass window in the cockpit. Unlike the cyclops, it would not have the small room in between the control room and the docking room, but would instead have two adjacent rooms like this:
One room would have space to build furniture or fabricators, and this is where things get interesting. You may be thinking, "gee golly PowerPistons! This isn't special at all and would add nothing to the game!! Well, on the exterior of the sub, there would be an area that has space to hold ores, outcrops and plants that were acquired using a controllable propulsion cannon! In the control room, on a console next to the mini scanner, there would be a camera interface similar to the camera controller on the actual scanner room. But instead of a camera drone, it will control a robotic arm attached to a prop cannon to pickup items and put them into the exterior storage bay. (Remember the large ores can be picked up using the PRAWN prop cannon) the second room would have a small diving bay, and access to the engine room, which would hold 4 power cells, and have space for multiple upgrades. Upgrades would include better prop cannon range, scanner buffs, engine efficiency, and so on. This sub would NOT have a space for seamoth/prawn, so it wouldn't ruin the cyclops. It could have two speeds, standard and slow, with the silent running mode as an ability.
I would gladly take any suggestions/ constructive criticism because new subs are hard to balance and I probably forgot something!

I really don't know how to conclude this so.... *runs away screaming*


I would gladly take any suggestions/ constructive criticism because new subs are hard to balance and I probably forgot something!


I really don't know how to conclude this so.... *runs away screaming*
Re: Experimental 51864+ will have...experimental...i/O optimizations. Please test.
Okay so! I have more accurate and important news to report this time. Despite my earlier misgivings with the game and the issues with the HUD graphics, I am very pleased to report that there are far fewer hangups happening between moving in the game. A few months before, I had to move Subnautica to a secondary hard drive (which is also mechanical) that was seperate from my OS - apparently the drive accessing both the game and the OS at once caused a lot of lag from just playing the game, and sometimes would hang up when trying to load up areas or assets. And I know, I'm only running 4GB of memory (that alone is pretty taxing of a system) but the game originally ran flawlessly a year ago.
Now as I stroll about leisurely on the surface of the ocean or underwater, there is very few events of these issues happening. Popup occurs less frequently, and transitions between biomes appear to be seamless. So far I've only encountered one issue of popup when a Large Wreck in the Blood Kelp zone suddenly appeared with some minor lag, but even going around the Aurora and the Crash Zone has not yielded any problems. I can tell that the hard drive LED indicator doesn't light up as often as before, and overall the game seems to be running much sweeter!
EDIT: I decided to test the limits and patrol around the Mushroom Forest, which in the past has caused a number of performance issues for majority of players in the past. While I can say the FPS runs slower there than the rest of the game still... there is a signigicant improvement in the gameplay overall! There's fewer hiccups and again the game doesn't bog down like it did in the past. Kudos, dev team! Whatever you guys are doing in the game keep it up! I can already tell a better performance than in the past six months - I know you guys will strive to get things working better and better! And again, sorry for the previous post... I kinda overreacted to the distortion issue. I'll stay on Experimental mode and ignore the other issues, since you guys will be pushing more updates to it over the next few days and such.
Thanks again for all of your work! You guys rock!
Now as I stroll about leisurely on the surface of the ocean or underwater, there is very few events of these issues happening. Popup occurs less frequently, and transitions between biomes appear to be seamless. So far I've only encountered one issue of popup when a Large Wreck in the Blood Kelp zone suddenly appeared with some minor lag, but even going around the Aurora and the Crash Zone has not yielded any problems. I can tell that the hard drive LED indicator doesn't light up as often as before, and overall the game seems to be running much sweeter!

EDIT: I decided to test the limits and patrol around the Mushroom Forest, which in the past has caused a number of performance issues for majority of players in the past. While I can say the FPS runs slower there than the rest of the game still... there is a signigicant improvement in the gameplay overall! There's fewer hiccups and again the game doesn't bog down like it did in the past. Kudos, dev team! Whatever you guys are doing in the game keep it up! I can already tell a better performance than in the past six months - I know you guys will strive to get things working better and better! And again, sorry for the previous post... I kinda overreacted to the distortion issue. I'll stay on Experimental mode and ignore the other issues, since you guys will be pushing more updates to it over the next few days and such.
Thanks again for all of your work! You guys rock!
