Latest Developer Posts
Coranth wrote: » https://trello.com/c/EgmDp8iY/6491-clean-up-craft-tree Devs: "Hey, I know, let's turn the Beacon - you know, that super-important tool that lets players mark and find things - into fragments so players can't craft it right away!" #stillcan'tfindthebaseibuilt The thing is, players DON'T craft beacons right away, nor do they need to. They have many bigger concerns to be thinking about then spending resources on Beacons. So, the beacon sits in their crafting menu, among all the other much more important things they need to be crafting first, and can be forgotten about at the point where they are wandering far enough away from their lifepod to need to rely more on beacons. Having it as a blueprint that gets unlocked actually calls more attention to it. You get the nice blueprint unlock notification, and the player thinks, cool, I got some new tech, and they check it out, and ideally it would be at a point in the game where they are more likely to be able to craft and use one. We'll make sure there are enough fragments in shallow enough areas that they won't be too hard for players to find early on.
Rainstorm wrote: » The devs said very clearly in the Multiplayer thread that doing something like this (adding multiplayer) was so much work that it would be basically like rebuilding the game from scratch. How is it that you're able to achieve all this then? ...... correct me if im wrong but you're alone, right? You dont even have a dev group working on this yet you're doing amazingly well. Huge kudos to you sir Getting basic 'multiplayer' working is pretty easy. It's when it comes down to checking on each machine where a fish is, how fast it's going. Which player's machine is in charge. Base bits, contents, serialization. Animation states & syncing across multiple machines or players, fish, enemies, projectiles, objects. Quite a big list. In other words, the basics of moving something around is easy. The last hard parts are very hard. And it's that which will take a long time (but also make the game worthwhile). If all you want is a seamoth racing mod, that should be do-able. If you actually want the full Subnautica experience in co-op, that's going to be very hard.
vrbas wrote: » Everything is set to high. My card is a GTX 760 and I get smooth 40-60fps with a SSD. The only drops are when loading new areas and generating distant LOD. This might be the problem. High settings requires a 4GB+ GPU, yours is 2GB. You likely need to run the game at low or recommended settings to reduce the texture memory load on your system.
Hugh Cameraman San Francisco, CA
Full original post text: Subnautica on Xbox One has not been updated in an unacceptably long time. We’re painfully aware of this fact, and working hard to resume updates as soon as possible. Previously, we discussed the reason for the delays, and made reference to “The Bug”. This bug was a major hurdle stopping us from updating Subnautica on Xbox One. We can now say, with great relief that The Bug is dead. We have Subnautica’s latest updates, Silent Running and Voice of the Deep, running on our Xbox One development machines. It will still be some time before we can resume updates. Even after squashing the The Bug, we are dealing with the following issues: Xbox Specific Update Issues Each Subnautica update needs to be tuned specifically for the Xbox One. Silent Running and Voice of the Deep each introduced some issues that appear only on Xbox One. Now that we have the game running again, we need to address those issues. This is a normal process and nothing to worry about too much. Performance Regression Squashing The Bug required deep and invasive surgery in Subnautica’s rendering system (the bits of the game that produce graphics). This surgery has resulted in a regression (a step backwards) in performance on Xbox One. Performance on Xbox One is already well below par, and we would consider it utterly unacceptable to release an update that reduces it further. We are doing a great deal of work on performance more broadly, the benefits of which we hope will start to show up in the Steam version of Subnautica over the coming months. Those benefits will also flow through to the Xbox One version of the game once we get updates back in sync between Xbox and Steam. Update Timeframe We can’t accurately predict a timeframe. In game development, some things that you think will be quick take weeks, and some things you think will be slow take hours. There is too much uncertainty to be able to predict a timeframe. What is for sure is that we are working hard, and will release an update ASAP. Update Content The next update for Xbox One will contain both the Silent Running and Voice of the Deep update. Like the Precursor + Castles & Coffee update, this will be a “2 in 1” update. Thanks for sticking with us. We know you’ve been waiting too long and we can’t wait to get past these issues and resume delivering Subnautica updates. – Hugh