I'm sorry but...
jaraden
UK Join Date: 2016-08-09 Member: 221123Members
I want to enjoy this game, i really want to leave positive feedback, i really do! But in this form, since the past TWO updates this game is infuriatingly UNPLAYABLE!
I'm pleased you've added loads of content, fantastic, but when items, materials, creatures and even terrain doesn't load in WHAT'S THE POINT?
sure the lading screen is long, that's understandable if it's generating a massive world but what's the point when the frame rate plummets to 5 or lower???
honestly, i'm sorry, but fix your game guys please!!! i expected better then this.
i don't want to be harsh but i literally can not play this game!
I'm pleased you've added loads of content, fantastic, but when items, materials, creatures and even terrain doesn't load in WHAT'S THE POINT?
sure the lading screen is long, that's understandable if it's generating a massive world but what's the point when the frame rate plummets to 5 or lower???
honestly, i'm sorry, but fix your game guys please!!! i expected better then this.
i don't want to be harsh but i literally can not play this game!
Comments
Again, sorry for the stupid question, but i don't know anything about making games
Well there are stupid questions and yes the update should help to fix it.
FTFY (I'm assuming it's a typo)
We're working very hard. A couple big issues happened specifically on the Xbox version of the Bones update (which didnt show up on the PC version) which we're fixing. The fixes are not simple, any fix which makes performance worse is obviously unacceptable and we're working very hard on making sure there is no loss of performance with the fixes on Xbox.
We're also working very hard on future performance improvements that will come in future patches. This not only helps Xbox, but low-end PC/Mac players as well.
Have you guys figured out exactly what makes the Unity engine only use the single processor core or thread or whatever? I'm not nagging you, I am just really curious. I just always thought it was the operating system that tells the processors what to do, not the softare being run
The application itself has to be multi-threaded to receive any performance benefit from multiple CPUs and/or Hyperthreading (multiple threads on one CPU core). In other words, it has to be able to multitask, not just the hardware and OS. Not sure if Unity is multithreaded if it's not utilizing multiple cores.
So glad to see you here. I think many of us are very concerned that we have higher end machines and have been getting terrible performance since Dangerous Creatures. Since I've been the frame rate flag-bearer (only in a good informative way right? hehe) that your comment about testers needed was semi-directed at me a little bit. I hope I get selected to help ironically beyond being just a whiner I do have tools and talents I can bring to the project to help you out.
There are specific variant so Unity that do all full multi-threading via 64-bit codebase. When we were at KSP is was a huge deal when we finally got to move off the 32-bot compile to the 64-but just for unlimited memory for our mods sake.
Antiquated engine?
Is Subnautica not using the current engine builds of Unity which has more developer support than any other engine in the market?
There are several newer, better engines out there. I don't care, but there are. *shrug*