+1
Planned
Tyler Owen (Lead Developer) 3 months ago in Graphics/Visual Performance • updated 3 months ago 2

From Steam forums:


Hi, nice game I must say, I really enjoy the survival, but I have problem with datapad using. The cursor is almost invisible for me. Can You Devs please change cursor (active button) to more contrast colour to other buttons?
Thanks in advance :)

+1
Under review
Thrantor 8 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 5 months ago 9

I just got the most recent build off of Humble Bundle after the announcement today and I was excited to play. However, after downloading it, unzipping it and starting it. At beautiful, 1440x900(i think) it was unplayable. maybe 3 frames a second. After turn quality down to simple, it sped up to around 5 frames a second. I've got a somewhat newish macbook pro(Four Core I7) with a built in Nvidia GT 650M. But... it's just chugging away?


Is there a configuration that I'm not doing correctly? I'm hoping to play this game.

0
Planned
Mr. Fusion 3 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 weeks ago 1

The flying dust effect (dark specks moving sideways across the screen at high speed) renders behind world objects like the habitats and habitat systems, creating strange visuals where against the sky they appear to be flying very close to the player, but against any object they completely disappear, and at the otulines of the object they somehow move from "close" to behind the object and get occluded.

0
Under review
Mr. Fusion 3 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 weeks ago 1

Certain storm effects, specifically the "near" fog, the grainyness and the flying particles are either not present at all during the night, or not visible enough in the light of the suit lamp to be noticeable at all. Essentially it feels as though there was no storm at all, except for the storm sounds and the red hue of the "far" fog on the night sky.

0
Planned
Mr. Fusion 4 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 4 weeks ago 1

The faint red light in the main room of an unpowered Hab also illuminates the airlock room as if the wall between the two rooms didn't exist. If the light actually comes from a separate, second light source in the airlock room, then there should be a visible representation of it (maybe one of the light sources in the airlock could glow in red).

0
Under review
darker99 1 month ago in Graphics/Visual Performance • updated 1 month ago 3

Seems to be different from http://lacunapassage.userecho.com/topics/288-058b-dust-storm-effect-randomly-turns-onoff/ as in my case it definitely doesn't turn completely off (not even close). The storm density does change (that's what causes the flicker), but never does it seem unnaturally clear.


Anyhow, the brightness/density of the sandstorm changes with time, like I imagine it would IRL. However, this happens very fast and looks more like a failed lightning effect than a brightness change. I think it would look very natural if scaled to real time, but in game time (1 RL second per game minute or so?) it looks way too fast if compared to YouTube videos of sandstorms on Earth.


By the way, I really like the sandstorms! Just tried the sandstorm start and I actually felt relief when on sol 4 the storm finally cleared after 2.5 days, with power and oxygen running dangerously low!

0
Planned
Mr. Fusion 1 month ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 month ago 4

On Windows, if the game is set to a different resolution/aspect ratio that the OS desktop, Alt-Tabbing from the game then switching back causes the game to change its resolution to match the desktop. The change isn't only to the rendering surface, it actually changes the resolution value set in Options/Display too.


It's also worth noting that it takes several clicks (2-3) to actually change the resolution value in Options/Display, as if each resolution setting would have several entries in the list to click through before you reach the next setting, except for where the list loops over from highest to lowest resolution or the other way around.

0
Fixed
Mr. Fusion 1 month ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 month ago 1

The Water Reclaimer unit of the North Hab is slightly sunk into the ground, to the point where the storage tanks (especially the last one) are hardly visible/interactable. I can't remember if this was the case before (I'd say not), but it is now. While it somewhat looks like as if the unit was partially buried under dust, it probably isn't intentional.

0
Not a bug
Mr. Fusion 2 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 month ago 1

The Sun lens flare is visible (and appears to be at full brightness) even when the Sun itself isn't (unless that small bright spot where the flare originates from is the Sun, but I'm not convinced it should be visible like that at / near the densest part of a storm) due to the density / darkness of a storm.


It's also worth noting that the Sun is still fully reflected on sufficiently reflective surfaces (such as the porthole window and other parts of the airlock door) even when it's not visible at all on the sky due to the dust storm effects fully covering it. It also still casts rather distinct shadows, and the terrain shadow transition (when the Sun goes below a mountain range and the shadow line moves across the terrain) is also much more noticeable than what would feel "right" with the Sun being fully occluded by all the dust.

0
Fixed
Mr. Fusion 3 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 months ago 1

Some of the dust storm effects, especially the "graining" and the variable density fine dust (that brownish haze which has some "density ripples" in it) is visible in the exterior version of the airlock room. The dust blown particles (the darker, fast moving distinct dots/streaks) seem to disappear correctly once in the airlock room.


Partially related, that the sound of dust hitting the EVA suit (helmet?) also doesn't go away when inside the airlock room even though there should be no wind in there.