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Subnautica game performance options
Subnautica game performance options












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. 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.

subnautica game performance options

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. 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.

subnautica game performance options

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.














Subnautica game performance options