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

When the scanner is active, the location icons produce "visor flare" effects similar to sunlight or other external light sources do. It's the most noticeable at night while a white location icon is currently in the field of view and the field of view is being moved around.


It isn't necessarily a bug, more like an implementation issue: since these icons are projected onto the inside of the helmet visor, they shouldn't create these flare effects as those are the results of external light being scattered on scratches/dust/etc present on the outer surface of the visor.

0
Under review
Mr. Fusion 2 months ago in Graphics/Visual Performance • updated 2 months ago 2

I'm consistently getting noticeably degraded performance while being in the North-Eastern quadrant of the map, in the general area of the (possible) Hab location there. The most noticeable symptoms:

  • Transition time from hab interior to outdoors is about 50% longer than elsewhere, accompanied by constant drive activity for the whole duration insted of a "burst loading" behaviour observed at other locations.
  • Outdoors movement is sluggish/choppy.
  • Game frequently freezes for 5-20 seconds with constant drive activity for the whole duration. These freezes don't decrease in frequency / severity over time as they would in the case of OS level memory management / paging or background process management.

On one occasion the game also crashed the video driver during a transition attempt from hab interior to exterior at this location, then locked up and had to be terminated manually. I don't recall of having ever had a crash/lock up of any kind before this occurrence.


While my system is just around the minimum requirements of the game, I have no performance issues whatsoever elsewhere in the game world, save for a bit of transient stuttering upon "sector load" (when you get the "loadng" text while moving around outdoors). This is the only area where the game goes from "hey, it runs fine even on this toaster" to "ok, this is nearly unplayable" even though the terrain doesn't seem to be any more complex here than elsewhere, nor can I spot anything else that would warrant this level of performance drop.


I wonder if there's some world building issue involved; such things typically occur when there's something wrong with the map geometry, like clipping/culling panes are missing/incorrect, parts of the terrain is duplicated with a small offset one instance being on top of another, excess objects have been left under terrain level (thus loaded but not visibly rendered), LOD is not being applied correctly etc.

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

Just a pic of a floating rock I've found in my game. Doesn't affect my game, just reporting it.

@ LAT 283.0644   LON -6.4612

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Started
AlpineHiker03 3 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 week ago 9

On an Mac. Looking thru HUD, I have these ring of shadows. Some are rectangular, some are elliptical. It's as if some debris is circling above my head and the sun is casting the shadows about 6 feet in a ring. Doesn't affect performance. 

Also, at night, I see tiny white specular dots, like fireflies.


BTW, awesome concept and really enjoy what you have done so far. Looking forward to more updates!!



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

When repairing something the wait screen has the word "repairing" misspelled.

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

The exterior version of the habitat doors and the surrounding wall panels around them have a "glossy" surface on both sides, which reflects a fake terrain. While on the outside surface of the external door it may even be acceptable (tho it's very apparent that it's a static fake reflection, not looking anyhing like the actual terrain around the Hab), the inner surface (inside the airlock room) of the outer door / surrounding panels and the outer surface of the inner door / surrounding panels also reflects this fake terrain.


Another inconsistency here is that these surfaces are not glossy/reflective on the indoors version of the airlock room.

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Fixed
Emil Armulescu 4 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 4 months ago 2

Hi guys,

I found a spelling mistake in the hab zone at consumables ( it is write consumeables )


photo


Thank you,

0
Not a bug
Mr. Fusion 4 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 4 months ago 1

The stairs leading up to the habitat door cast no shadow from the spotlight above the door during the night, while they do cast a shadow from sunlight during the day. (Can't quite remember if they cast a shadow from the EVA suit headlamp, but I'd say they do?)

0
Under review
Mr. Fusion 4 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 4 months ago 2

The windows of the habitats (and the airlock door portholes) are dark from the outside regardless if the habitat is powered on. While I understand the interior is not modeled in external view, at least a combination of emissive textures and local lights could be used to emulate light coming through the windows when the habitat is powered.

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

From an engineering standpoint, the Hab doors are wrong. They seal against the door frame from the outside (moving outwards then sliding aside), which means that the higher internal pressure of the Hab would push them away from the door frame thus weakening the seal. They should seal from the inner side (moving inwards then sliding aside), so that the internal pressure would press them against the door frame, tightening the seal.