Some types of windows don't fade when seen from vehicles

AbmongAbmong Members Join Date: 2019-07-21 Member: 253859Posts: 6 Fully active user
Build Oct-2020 65786
Types of Windows affected:
Multipurpose Room Windows
Circular End of Compartment Windows
Moonpool Windows
Cyclopes lower deck doorway

Normally swinning 150m away makes these windows fade to invisible
https://i.imgur.com/ZPfW2dN.jpg

But from inside vehicles they don't fade
https://i.imgur.com/a8HLZvk.jpg

Even at more then 1000m away the windowa are still visible as bright spots
https://i.imgur.com/QCfGVFP.jpg

This affects all vehicles: Seamoth, Cyclopes, PrawnSuit

Comments

  • JeLinJeLin Members Join Date: 2020-11-05 Member: 265224Posts: 12 Fully active user
    I can confirm that. Haven't really thought about it for quite a while now... just appreciated the welcoming sight of home's lights for a bit longer.
  • AbmongAbmong Members Join Date: 2019-07-21 Member: 253859Posts: 6 Fully active user
    I find it more annoying, distracting and immersion breaking. Especially since I like building bases in every bio. End up seeing them windows everywhere I turn. A three storey multipurpose windowed block can be seen from 2000m if there's no terrain in the way...
  • narfblatnarfblat Utah, USAMembers, Forum Moderators, Forum staff Join Date: 2016-05-15 Member: 216799Posts: 795 mod
    There's a mod that claims to fix distant rendering, https://www.nexusmods.com/subnautica/mods/389
    Subnautica stuff:
    Official Subnautica discord chat: https://discord.gg/subnautica
    For updates on Console progress for both Subnautica and Below Zero, check the favro page, here.
    How to clear your Cache, by 0x6A7232.
    How to use console commands.
    Stuck, and just want to most recent base/Cyclops? Use "Warpme" command. Want to get out of the ceiling? Press F1 and note your camera postion. First number is North/South, second number is up/down, and third is East/West. Reduce the 2nd number by 10, then use "warp x y z" (where x, y, and z are the position you want to be).
    Abmong
  • AbmongAbmong Members Join Date: 2019-07-21 Member: 253859Posts: 6 Fully active user
    edited January 9
    narfblat wrote: »
    There's a mod that claims to fix distant rendering, https://www.nexusmods.com/subnautica/mods/389

    Thx, have to test it out

    Just tried it. It's a good mod, does performance boost as advertised, especially with the multi-core usage options. Doesn't fix the window visibility bug though, What I find strange about the bug is the "I" and "L" Glass compartments fades as they should, the square windows you build on the compartments also fade. The bug only happens on the round windows and the windows Multipurpose room and Moon Pool and cyclops lowerdeck doirway... It's as if the devs just forgot to add/set fade filters for them.

    Add the starting lifepod orange floats to the list too...
    Post edited by Abmong on
  • narfblatnarfblat Utah, USAMembers, Forum Moderators, Forum staff Join Date: 2016-05-15 Member: 216799Posts: 795 mod
    Darn, I was hoping. Make sure the mod author knows. :)
    Subnautica stuff:
    Official Subnautica discord chat: https://discord.gg/subnautica
    For updates on Console progress for both Subnautica and Below Zero, check the favro page, here.
    How to clear your Cache, by 0x6A7232.
    How to use console commands.
    Stuck, and just want to most recent base/Cyclops? Use "Warpme" command. Want to get out of the ceiling? Press F1 and note your camera postion. First number is North/South, second number is up/down, and third is East/West. Reduce the 2nd number by 10, then use "warp x y z" (where x, y, and z are the position you want to be).
  • AbmongAbmong Members Join Date: 2019-07-21 Member: 253859Posts: 6 Fully active user
    narfblat wrote: »
    Darn, I was hoping. Make sure the mod author knows. :)

    It works as the modder describes, but it's an imperfect fix/solution.

    For it to work you have to reduce the underwater draw distance from 100 down to 20 (200m). The window lights becomes invisible when you go 200m away as nothing pass the 200m mark gets drawn. It blinks in/out at 200m, not the gradual fade like it should. So the mod masks the bug if you're willing to live with setting the draw distance that low.

    I'm going to try using the base light-switch mod, but I foresee a potential issue with that since you would have to manually turn off the lights each time before you leave the base... And if the lights being OFF resets itself to ON each time you load in, it wouldn't really work as a work around.
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