Subnautica Floating Island area performance
Someonestolema02
BC canada Join Date: 2016-08-03 Member: 220950Members
To preface, I was playing on the Rift. Not sure how it is outside VR but the island ( on foot) is a low frame rate stuttering mess. The graphics are kind of poopy so it's not due to that. My system consists of Ryzen 1600 @ 3.8ghz, a gtx 1080 and 16gb 3200mhz Flare X Bdie... not uber high end but very good. Definitely cant brute /w hardware this terribly optimized area.
I'm very noob as to how to progress after building your base. I was interested in the floating island as there's supposedly habitat blue prints to be found but I ran into some dangerous blinking octopus-ee things. I digress, the performance over there is beyond bad. What is the deal?
I'm very noob as to how to progress after building your base. I was interested in the floating island as there's supposedly habitat blue prints to be found but I ran into some dangerous blinking octopus-ee things. I digress, the performance over there is beyond bad. What is the deal?
Comments
I guess if my opinion of the graphics there falls on deaf ears, please at least consider this a bug or a issue to address. It is borderline unplayable with severe hitching, stutter and low frame rate in VR. Hardware doesn't matter as mine is fine, and lowering ( the limited variety) of settings doesn't help.
Leave this area, and performance is perfectly fine.
I hope these areas get attention. The graphics don't warrant the terrible performance, so something is up, some kind of optimization issue. To be clear, the game in general runs fine ( and looks great) in and out of VR, but then you got these areas which are pretty bad.
I didn't mean most of the time though. The stutter and hitching sucks part is a given though I hope they mitigate it or fix it in the future. The Floating Island is literally a low frame rate mess in VR. Everywhere else is "fine" aside from the hitching.
Edit: Just to be clear, just in case, I'm referring to the hitch stutter than happens during LOD switching and terrain pop-in.