![high resolution subnautica below zero map high resolution subnautica below zero map](https://steamlists.com/wp-content/uploads/2021/05/subnautica-below-zero-below-zero-challenge-runs-0-steamlists-com-45445.jpg)
This post is very much a window onto a work-in-progress. If you find things in game that cause performance problems, you can report them to the feedback system by pressing F8 and selecting the ‘framerate’ option. You can watch us run our weekly performance tests by checking in our Trello board. Now, we are simply targeting 28.6ms on both recommended and minimum specifications.įortunately, these targets compare very favorably with other indie games pushing higher visual fidelity, experimental technology, and computationally demanding gameplay elements (like a massive open world). We’ve come to that realisation recently, and stopped including 16.7ms targets in our performance evaluations. The inclusion of cool stuff like our voxel sea floor means we will never hit consistent 16.7ms frame times on minimum specification while watching the fish swim by. For example, Subnautica’s enormous deformable high-fidelity voxel seafloor requires lots of computing power, and would be very difficult to do on very low-end hardware.Ĭutting all our unique features to ensure we run blazing fast on low end hardware doesn’t make sense.
#High resolution subnautica below zero map Pc
The vastly greater computing power available to PC developers means we can do unique, wonderful things. Where to make the tradeoff between ‘stuff’ and performance? One of the great things about PC games is they aren’t bound to the lowest-common-denominator hardware, like consoles are. November 12th recommended spec test, with 16.7ms target removed Those two thresholds are the orange and green lines you see overlayed on the graph. In frame times, 35FPS is equivalent to 28.6ms, and 60fps is equivalent to 16.7ms. Instead, think about ‘frame time’ – The time it takes to render a complete frame, in milliseconds (ms).Įach blue dot in the graph is a single rendered frame – The y-axis showing the length of time it took to render and the x-axis the time at which it was rendered in the benchmark. I won’t go into it here, but suffice to say if you measure a game’s performance with FPS, you could be missing huge issues, and analysing data is made needlessly harder. FPS is nice to talk about but useless for analytical purposes. To read this graph, you need to stop thinking in terms of ‘Frames Per Second’ (FPS). Our minimum graphics level is 1280 x 720 resolution with all eye candy off. The graph above is one of the earlier performance tests we ran at our draft minimum specification: An Intel HD 4600 GPU, two Haswell CPU cores 2.5Ghz with four total logical processors, 8Gb RAM. To complete the cake, we need to hit them. Setting scientific targets is the first part of the recipe. One of the earlier Subnautica dev performance tests, from June So instead, we started to think about what a realistic level of required computing power would be. Like complete cheapskates, and despite the awesome cross-promotion potential, they refused. Adding all this stuff means we needed more computing power than an iPad could provide. At first, we asked PC Gamer if they would be willing to provide an LPC to every Subnautica customer. It’s not just the detail of the individual screen: We’re dealing with the large groups of fish, dynamic lighting, multiple large creatures, and deformable, voxel based terrain. As the project grew and matured, it evolved into a high visual fidelity game. At the time, we figured that blazing frame-rates would come naturally from lower visual quality. Originally, Charlie envisioned Subnautica as a low visual fidelity, aesthetically simple game that would run on everything from the Large Pixel Collider (LPC), to an iPad.
![high resolution subnautica below zero map high resolution subnautica below zero map](https://qnnit.com/wp-content/uploads/2020/07/Subnautica-below-zero-map-1.jpg)
Performance, or the measure of how fast a game runs, has been top of the Subnautica agenda since the game’s inception. This is a way of saying ‘make your game perform better, idiot.’ This blog post is a run down on our current Subnautica performance thinking. A player’s experience is substantially influenced by the technical effectiveness with which a game presents its endless permutations. Stick with me though, there’s a point coming. Obviously I’m talking garbage, but reading garbage is the risk you run when you click on a blog post with ‘hugh’ at the top.
![high resolution subnautica below zero map high resolution subnautica below zero map](https://vignette.wikia.nocookie.net/subnautica/images/d/d4/FragmentMap.jpg)
#High resolution subnautica below zero map movie
Logically, that makes games infinitely harder to make, and Unknown Worlds could probably create a movie like Interstellar in about three days. Compare a movie, which has linear progression, to a game, which has practically infinite experience permutations. Moviemakers go on and on about how hard their jobs are, don’t they? Call me insane, but I figure that if your entertainment media can be re-shot over and over again, it’s got to be easy-pesy.