We’re still evaluating which ones make sense in the near term but expect some of these improvements to trickle back to Subnautica at some point in the future. We alluded to this earlier, but we intend to bring back a number of quality of life/accessibility improvements from Below Zero to Subnautica. We’ve also narrowed down the cause of excessive screen tearing on the PlayStation 5 version of Subnautica (Below Zero is unaffected) and plan on addressing this in an update that is coming soon. Issues that affect save game integrity are a priority for us and we have made some significant progress in our investigation, in large part thanks to the information provided to us in bug reports by you, our community. Some players have reported that individual saves can become inaccessible or have disappeared entirely. Please know that this is firmly on our radar!Īddressing a bug with PS5 saves and Screen Tearing Unfortunately, there’s no fix-all solution so it is taking longer than we would like to dig in. Our intention is to continue chipping away at the worst issues and improve the experience for players. The Switch version of Below Zero is still not as stable as we would like it to be. Our goal is to update Subnautica on as many platforms as we can and include some of these improvements along the way. There are architecture, performance improvements, bug fixes, and quality of life features that Below Zero has benefited from that have not yet made their way back to Subnautica. Everything we already said applies to the original Subnautica, but with the added wrinkle that Subnautica has not been as supported as we would have liked while Below Zero was in development. Our goal is to get Below Zero and Subnautica on unified (no pun intended) versions of Unity, and merge our code base back into a single branch. This makes it difficult to switch contexts and easier to make mistakes, and has created a lot of logistical and production overhead for us. When we shipped Below Zero we had platforms on different versions of Unity and the code base was spread across multiple branches. Eventually, our goal is to refactor and optimize our save system so that it is smaller in size, faster, and, where possible, make the format more uniform between platforms in order to reduce platform-specific bugs.
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