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Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
Unfortunately, I have to agree with this. Graphics are great and all, but it's not like Subnautica had any trouble in this department. In fact, graphics were always one of its strongest points.
Hopefully this was more a case of "hey, our graphics guys don't have much to do, here's a few relatively easy to implement things they can work on while the rest of our team finishes up the game" than actually diverting development resources away from more critical areas like game balance and bugfixing/polish.
Hopefully this was more a case of "hey, our graphics guys don't have much to do, here's a few relatively easy to implement things they can work on while the rest of our team finishes up the game" than actually diverting development resources away from more critical areas like game balance and bugfixing/polish.
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
I just love how the naysayers claim to have full insight into UWE's workshedule, while glancing over the bug fixes in this patch 

Re: Funny Subnautica pictures and memes
Some virgin/chad meme I found


Re: weapon pickup questions
Why was this change pushed to the extension so suddenly? It seems like it was implemented only a few hours after it was suggested. While I appreciate UWE's receptivity to suggestions from two time back-to-back world champs, I hope this was enough time to consider it, discuss its intended and unintended effects, and playtest it. Since the process is apparently so smooth now, can we get the percentage nameplates fixed soon?
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
Even on the clearest of waters visibility range is greatly impaired compared with regular vision on air. I don't think DoF might be the best choice to implement this, and I don't understand the reason behind the other effects except for aesthetics, I do enjoy them nevertheless.Yes, I wondered if that was the devs' intent and I played for several hours keeping that in mind. Thing is, they were already able to design a biome to give that impression.
And yes, your choice of the word "waste" was too heavy-handed. Never, ever, tell anyone that their work is a waste of time, no matter how much you disagree with it. Many things are easy to critique in hindsight, but we should never be rude or disdain someone else's work.
It might look simple or nearly useless to us, but it is hard to appraise how much work it actually demanded from others.
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
I'm sorry but I think this complaint was rather unnecessary and unwarranted.
The eyecandy options are entirely optional, they aren't forced at anyone, and you can't generalize saying that they are a waste of time and effort just because you personally don't like/won't use them. There are people out there who bought the game just like you and who will enjoy these features.
To use myself as an example, I am very grateful for the option to turn off bloom via game interface rather than console. I am happy to have DOF because - for me - it enhances the underwater atmosphere. I can set the intensity of AO as well, or completely turn it off, which makes a world of difference visually and I enjoy the possibility of choice there. I also do like CA in games and usually add it through ReShade if it isn't a built-in feature.
So please, don't assume that everyone out there is exactly like you and try not to criticize other people's preferences if they happen to not allign with yours. For you it may be a waste of development time, and that's unfortunate, but for others all of the new features may just as well be something they've been waiting for a long time.
The eyecandy options are entirely optional, they aren't forced at anyone, and you can't generalize saying that they are a waste of time and effort just because you personally don't like/won't use them. There are people out there who bought the game just like you and who will enjoy these features.
To use myself as an example, I am very grateful for the option to turn off bloom via game interface rather than console. I am happy to have DOF because - for me - it enhances the underwater atmosphere. I can set the intensity of AO as well, or completely turn it off, which makes a world of difference visually and I enjoy the possibility of choice there. I also do like CA in games and usually add it through ReShade if it isn't a built-in feature.
So please, don't assume that everyone out there is exactly like you and try not to criticize other people's preferences if they happen to not allign with yours. For you it may be a waste of development time, and that's unfortunate, but for others all of the new features may just as well be something they've been waiting for a long time.
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
The thing about this graphics update is that I'm willing to bet it took a relatively low amount of time and effort to implement compared to, say, carefully cutting out mountains of old, unused code, and stitching everything back up just so that the game runs a bit better.
I personally don't love every graphics option available, but that doesn't mean that they're all terrible. I like bloom, color grading, and lens artifacts a lot, and I think that they add to the game's aesthetic by just making things look a bit nicer.
And of course, all of these settings are completely optional, so what's there to complain about?
I personally don't love every graphics option available, but that doesn't mean that they're all terrible. I like bloom, color grading, and lens artifacts a lot, and I think that they add to the game's aesthetic by just making things look a bit nicer.
And of course, all of these settings are completely optional, so what's there to complain about?
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
Do people not understand the fact it takes like 5 seconds to turn of the new features?
Re: Devs: A Video Game Is Not A Movie (Eye Candy Update)
They are trying to replicate the feel of being underwater. Most of these effects don't kick in while on the surface.
DoF can greatly increase immersion, if applied properly (they are still tuning it up).
But hey, thanks for sharing.

DoF can greatly increase immersion, if applied properly (they are still tuning it up).
No it isn't. This is just the game PoV, has nothing to do (at first) with realism.A first-person game such as Subnautica is supposed to replicate our experience in a real world
Underwater your vision starts blurring way earlier than on air due to increased light scattering.When we're in a real world and our gaze shifts from something close by to something in the distance, our eyes automatically change focus so what we're viewing is always sharp
But hey, thanks for sharing.
