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. 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. 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.
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