Seamoth+Cyclops= 1FPS

SpacediverSpacediver Belgium Join Date: 2016-05-11 Member: 216633Members

Been lurking a bit but I can't see anyone else report the exact same bug so here goes;
When I dock the Seamoth into the Cyclops, the Cyclops becomes unusable making the game run at a whopping 1 or 2 FPS. Both subs on their own do not show any problems tho.

My wide guess would be that the 2 subs' code are having a conflict of some kind.

I wanted to report this with the F8 report option but elas, that also broke in this update :s

Comments

  • ShiruxriuShiruxriu Seattle Join Date: 2016-04-27 Member: 216065Members
    Are you on Experimental or Stable?
  • SpacediverSpacediver Belgium Join Date: 2016-05-11 Member: 216633Members
    Stable version, sorry forgot to mention ^^;
  • majestycalebmajestycaleb indiana Join Date: 2015-12-25 Member: 210314Members
    I had one instance where report didn't work. But few minutes later it resolved. I'm having tons of fps issues with cyclops. Think part of it is it's loading items in any sea base across the world. You can see them thru walls too.
  • SpacediverSpacediver Belgium Join Date: 2016-05-11 Member: 216633Members
    I had one instance where report didn't work. But few minutes later it resolved. I'm having tons of fps issues with cyclops. Think part of it is it's loading items in any sea base across the world. You can see them thru walls too.

    Report has not been working since the update, I check it daily. And yes I'm always online on said desktop.

    The 'see your stuff tru walls' is a different thing altogether. Since the FPS starts dropping the moment Seamoth docks inside the Cyclops, and plummets down when I activate the steeringwheel aka I don't even have to be driving thus it has noting to load, this is why I'm pretty convinced there is Seamoth code is conflicting with that of the Cyclops.
  • ifferiffer Join Date: 2005-03-12 Member: 45041Members, Constellation
    I'm getting really low fps since the machinery update with just a seamoth and two bases (not in line of sight of each other). Maybe because I used the terrain tool to shape one of the hills? No cyclops in my save (yet) but very hard to enjoy subnautica at 2-3fps. But I love the game!
  • ShiruxriuShiruxriu Seattle Join Date: 2016-04-27 Member: 216065Members
    For those having an FPS issue I would like to recommend that you inform of your computers build (CPU, GPU, RAM) and whether your computer's drivers are up to date (Even the monitor drivers can make a difference). Second for those with the following bug that believe it is scripting related, I do not believe it to be the case for two reasons. 1. since the machinery update and even before then I have not encountered this bug. 2. I have only encountered one fps related bug in my game and this was due entirely to the hardware of my computer (As well as world rendering but more to do with my computer). If you can tell me what kind of build your computer is running, maybe the community can help source the FPS problem. Thank you, and I am sorry if this sounded really harsh.
  • ifferiffer Join Date: 2005-03-12 Member: 45041Members, Constellation
    Shiruxriu - All that and more goes in with the f8 reports. (Shouldn't be doing real bug reporting via forum - as you say, too hard to get enough info). But good to share notes so we know where there may be issues and workaround/put up with them. Until the last patch I had pretty good framerates but a bit of surface popping. Obviously something changed, but hey - it's beta... no one should expect each patch to be optimised. Far better they get the patches/content out there and let us thrash it for a while first :smiley:
  • MrRoarkeMrRoarke Join Date: 2016-05-16 Member: 216830Members
    edited May 2016
    I have a Seamoth-related FPS issue. When I build a new Seamoth, it works fine for that play session. After saving/closing/reloading the game, the Seamoth induces an FPS drop.

    What I mean is this: Whenever the Seamoth moves, the frame rate drops to single digits. As soon as it stops moving, FPS returns to normal. This is whether I'm driving it or pushing it around from outside. Same thing if it's docked to the Cyclops: As soon as I try to drive the Cyclops, FPS drops. Without a Seamoth docked, Cyclops operates just fine. It is related solely to the Seamoth.

    If I build a new Seamoth, it works fine for that play session. The old ones never recover from this, so I just destroy them.

    This is in the stable build.

    My setup: AMD FX processor, R9 graphics (2GB onboard), 8GB system memory. Graphics card and monitor drivers are up to date.

    This bug has been going on for the last several major updates.

    It's getting old. It's a little cumbersome having to drive the Cyclops everywhere. Especially until they add in the powercell rechargers, or a docking/recharging option for the big sub.

    Cheers,

    J
  • ifferiffer Join Date: 2005-03-12 Member: 45041Members, Constellation
    MrRoarke - you're a lifesaver! I just tried swapping my seamoth for a new one and fixed my FPS problem!! Thank you! I think I'll use the old ones as mood lighting around the base rather than destroy them though.
  • MrRoarkeMrRoarke Join Date: 2016-05-16 Member: 216830Members
    @ iffer: Glad to help. Back before Seamoths exploded but just became unusable at 0% health, I had lost 6 or so to the Reaper. I pushed them all back to a hollow mountain I'd built with the terraformer to park my Cyclops under, and used them exactly for that purpose. The entire inside of the dome was lit by Seamoth headlights. I was pretty pleased with myself.

    Cheers,

    J
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