We are also a fan base to beat this game until it’s beyond dead I think we have picked out every little bit of code out of this game even a creature that was supposed to be out in the void it was an unused asset and somebody brought it to life with a mod
Would be super cool if you heard a horrifying creature noise the second you reach there, a type of noise so scary it makes you know it’s somewhere that’s not supposed to be accessed
@@TheLastBacon they should make a glitched or error leviathan that looks like a error colour that spawns at only places that should not be accessed. Gives u a error badge
Farlands aren’t intentionally made, they are created because floating point integers become imprecise when they get really large and glitch out the world generation.
When you travel out further the numbers for the coordinates get bigger and causes a loss of precision to how objects change location, hence the shakiness of your mask and GUI. This can be observes with a lot of games that are open world games like Minecraft. The farther you are from the world origin, the more shakier the objects are
@@seontonppa whit the way the word border is setup it isn't a problem, but if you for e the game to generate terrain further out then the shakiness starts to appear.
The devs have done well with java edition to fix this float precision issue with minecraft in the later versions. Though bedrock edition has it's issues. I think with BE you can still fall through a block space due to the blocks losing presicion with their collition boxes at far distances. I would check out Ant Venom's channel to find more details.
The scariest part about the farlands were the deep horns that would sometimes play. I believe these horns still play in the latest build but I don't know where, somewhere in the void maybe or on the other side of the aurora, not sure.
I have thalassaphobia. But not just with water or ocean. I have a great fear of enormous, open, empty voids whether it be in the ocean or space. Just the thought of a great "abyss" is what deters me from either of the two irl. But it makes games like this fascinating to watch.
I believe there actually _is_ a maximum depth - there's a point at which the water stops. You come from the bottom of the no longer visible water above you and just... fall. Forever. That's _why_ there's a teleport border. The mask shaking is a common bug - getting too far from the center of the game's world has always caused that. It does that in a lot of games, actually. The source of it is that, essentially, the game's having a little bit of trouble with how far you've gone, because the coordinates of the models in the game are getting exceptionally high, so while it tries to figure stuff out, they sort of bounce between a few possible points they should be at. Because of that, you get the shaking. I'm not sure what the thresholds are; I imagine they're different for every item and every game.
Actually, I believe the shakiness comes from floating point precision. Because say you’re only allowed to have positions with 8 digits. When your coordinates are small, you can be more precise with decimals, but as you get out way farther, you can’t use as many digits for decimals. Basically the same concept, but for a different reason
I'm really afraid of out of bounds stuff in games and I can't tell exactly why. It's a chill going down my spine everytime I see gigantic empty spaces. I was on edge when you were traveling beneath the void and in one constant direction. Keep up the good ideas, I always wondered if there's really something after the farlands. I really liked the sound that played in the void. Looking forward to more easter eggs in Subnautica 3.
I legit just found you thanks to the hell hole video and I'm happy I did. Also at 4:53 you holding the cross made me laugh, you're so far down in the dark unknown and your only hope is God decides to be nice.
This is some real backrooms level shit. The sound track, weird noises along with the fact that you know nothing's there but staring into the voice is just terrifying. It might be more terrifying than if you did know something was there, like ghost leviathans, because you look out for the ghosts
the breaking ui / shaking is caused by float point accuracy, basically the further you get from the world origin, the less precision you have, causing accuracy issues with positions etc
If there's nothing out there, I'll stick with the idea that the mask is not shaking for performance or rendering problems, it's your sanity slowly drifting away while you're realizing that you're in the middle of pure nothing if not only water. Something like cosmic horror...That's my own Easter Egg ☺️
I wonder why older versions of this game always look somehow scary. Maybe it's because it looks like something familiar for us, but yet different. In that case, water looks different, the game is more empty, UI looks older... and Aurora looks totally different and strange. I swear that someone could build good game based on those feelings. But still, I wanna more videos about very old versions of Subnautica. Also: Big respect for actually reading and responding to all the comments you get, even under older videos.
bro was manly enough to go into the deep down dark deep down when i heard a few of the noises while i was descending i immediately panicked in fear and closed the game ( also the reason you can go down as far as you like at least i assume is because its an early build and the giant wall is there so there would be no point in adding a depth limit of 8192 m deep to teleport you and the reason you can go down in the void in the new version is because there is a danger that can kill the player easily ( fun fact: Ghost Leviathans do not actually eat the player but instead knock him out they have no teeth and instead of trying to eat you they ram you to only make you go night night )
very interesting! honestly its wierd not seeing anything out that far, no ghost leviathans, its kinda peaceful if you think about it, unless you see the mask lmao overall, good video!
4:45 fun fact: this place is called “ the floating zone/point” where if you go high (or low) enough in a game, then the character starts shaking more and more violently.
yee when a number reaches a size to where you start losing decimal points, because something like this: say we can only have 9 digits 0.00000001 1020.00001 2394102.01 999999999
The reason the UI is breaking and the mask is shaking is due to floating precision errors. Basically in every single game when you go way far out than the intended limits, at some point the number for the position gets so big that the computer starts having trouble processing such high values which leads to weird graphical errors.
Okay I’m a fan of your channel and I love the lore videos especially but this is trippy to me. I had a dream like months ago where I was in the ocean and there were landmasses like that all random and blocky like and it felt like subnautica and not just the ocean on earth and now I’m seeing this rn and I’m just like woahhhh-
what if an absolutely gigantic creature like way bigger than the garg the inhabits the farlands over 50,000 meters deep past the walls, would be terrifying but also so cool, we definitely need to find a way to mod the old versions of these games so we can do this. like even just the sound of a giant creature, still terrifying. or maybe even in the newer versions 8,000 - 8,192 meters deep
I wonder Bacon, do you stil have at least some fun playing this game? What do you have to find to be surprised by Subnautica? What can be new there for you? Oh and thank you for entertaining us!!! ❤
I think they could have done a lot more with this game like it was amazing and easily one of the best exploration games ever but I feel like they could have done more
The Far Lands are called the crater edge. From the wiki: The original version of the Crater Edge in the early access versions of Subnautica was very different from the final game. It was a mix of strange geometry to prevent the player from going further. However, it was replaced by the Crater Edge in later updates of the game. From the Earliest Access Phase of development, all the way up to either the December 2014 update or the January 2015 Update (Currently being fact checked), these anomalous walls were present around 2000 meters away from the center of the map, reaching up far too high to climb over, and upon teleporting past these walls there was nothing but empty ocean. Upon reaching the walls, a unique, trumpet/horn-like ambiance will begin to play. This possibly might have been related to something Charlie Cleveland said during during GDC, that when coming up with ideas on how to prevent the player from escaping the boundaries of the world, one of the ideas was creating a giant wall of terrain to create a basin around the map. This might have been a prototype of that. Either during the December 2014 Update or the January 2015 Update (Being fact checked) these were later replaced by completely empty ocean.
The same shaking happens in Minecraft when you go far out enough, beyond the border. I think it has something to do with the integer limit and what precision it can achieve at high numbers. Recommendation? Go further until things break.
It’s the same thing. The digit of the coordinates has gotten so large that it starts rounding to whole numbers. The limits of floating point intergers. Fitting term given the game.
@@naisagathefirstdestronmand8559 Amazing, my useless knowledge has helped me once again to explain a problem that only applies to one in a billion players.
The game relies on floating point arithmetic. This is fine at first, but the longer you go the more precision you lose, since floating points cant represent all real numbers. So sooner or later, anything relying on it starts to go wrong. In a normal game this is never a problem, You always have to go way, way farther than a player reasonably would before the issues start.
For the questions regarding why things seemed to break when going far away or deep down, those are caused by floating point errors. Numbers can only contain so many characters, including what's in decimal points, so when you start to deal with big numbers there's less and less precision since less decimals end up being used. Most devs fix this by moving the player back to the center of the world after a while and moving the world instead, so areas around the player are never messed up by these errors.
the shaky ui, if i am correct, is due to Floating point errors. I remember messing around with console commands i think a few months before the game's full release and would go REALLY far out. It doesn't just stop at ui, Riley's model (and every other model you spawn) ill also "bug out" like this Im not all that much of an expert on this but im pretty sure floating point errors occur when the game has a hard time figuring out where you are. So basically, going so far out, the game has a hard time determining where you, your hud, and whatever else you spawn out there are, causing that effect. The farther away from coordinate 0 0 0 you go, the more the game has trouble determining your location, and the more intense the game bugs out like that.
If I was you Bacon, I would have commissioned a mod that adds a massive creature model that would have spawned through secret commands and attacked me as soon as I was finishing the video (and leave the explanation for another video on another day) but you are the better man hahaha
6:12 the mask is shaking due to you being at such a length that the calculations lose precision since the mask is slightly wiggling normally so the mask jiggles more because the calculations lose their precision, and instead of the wiggle being 0.0001 it becomees 0.0100
The shaking when getting far away from the main map is something that happeneds in multiple game,s For example: Super Mario Odessey. If you somehow don,t die by death barriers you can fall endlesly where at some point mario start getting more and more shakey and the pause menu also breaks. So that what,s also happening in subnautica when you go too far away from the main map.
Perhaps for a series you could make a mythbusting series, or documenting glitches and stuff you find (If you already have a series like that I apologize)
check out the 'configurable drill amount' mod. it allows you to determine how much, or little, resources you get from outcrops. you can also customize how much damage the drill does, and how fast an outcrop can be collected.
The mask shaking could be floating point imprecision, there's only so much space to store a number, so for instance close to the centre, your position is like x = 0000.0523, as you get really far away there's no space to store the decimal points (x = 11111111.0 only 1 decimal point of precision) so your position is snapped to the nearest x decimals, the ui could be allocating less space, and therefore glitch out earlier.
When he mentioned the 8000 meters depth limit it made me remember a fun story when i was playing in the void on survival and then didn't manage to grab my cyclops with the grapple arm using the prawn suit, i fell for a good amount of time while repairing the prawn and managed to get teleported back. (Yes it's possible to repair the prawn when it's falling in the void because it randomly stops falling for a small amount of time.)
The shaking is normal, if you tested doing something similar on other open world games, this will happen if you go too far from the spawn point or basically the map. Like in minecraft, if you go beyond the invisible wall, at some point, your hand will shake or in No man's sky, if you go far enough from the planets it will happen but it will be very settle. And also for roblox, I have a perfect example: Space Sailors. Because it is really realistic and the rocket actually goes as high as a real one, well, the game doesn't like that and your character will shake violently if you zoom inside the rocket and the rocket also shakes at this height.
i have a therie about the creature you were talking about at 1:56 the story is the digassi survivors saw a creture in the void and then they built a teraformer and built the farlands to stop the monster from reaching the crater but as time passed it rotted away and then normal subnautica came the farlands were gone leading to the thing from the void being found
They should’ve had a cutscene where if you swam too far, Riley would hear those horns- look around, then look down at the water below him and see- well, the Garg or something else eating them.
Half of bacon videos: we are gonna be exploring the history of [creature name] The other half: we are gonna be going to the farthester lands and spawning 12 gargantuan leviathans on top of the atlas submarine
Now if only the gargantuan leviathan appeared in a cutscene once you hit the edge of the void. "Warning, ecological deadzone approaching." And then, out from the darkness, comes one, LARGE, glowing tentacle. Which just passes right by your vehicle, sea moth or otherwise. The tentacle will disappear into the darkness, just off screen. Then it'll take you out of the cutscene. That'll be your warning. If you continue, you'll get the biggest jump scare of your life, as the gargantuan comes face to face with you, annnnnnd swallows you whole. Lol
In Unity engine games, if you go too far out, the polygons of all rendered 3D assets themselves get wobbly, I wonder if going insanely far out in Subnautica's engine would do something similar on top of the shaky UI. I don't remember if Subnautica is based on UE, Unity, or is on its own engine entirely.
@@TheLastBacon Got any links? Or at least leads? I haven’t been able to find any. Though interestingly people have been able to extract the map models the scanner room uses for below zero so I remain hopeful.
In the current build of subnautica if you go down -8192 meters or if you do that on the x and y axis, you get teleported back to the safe shallows. But it is possible to break that limit sometimes, I once had a glitch where there was no water and then I jumped off the crater edge and when I passed 8192 meters I didn’t get teleported so I just put something on my controller so I could just have it going deeper into the void. I bet I could replicate it again if I figured out how to glitch the game like that again.
I asked this before, but maybe consider checking out the old version of the grand reef? I can't be bothered to look up the date it was removed, but I did mention that info in the heck hole video. It would be pretty nice to see this mysterious and forgotten land I've heard a small bit about. The wiki doesnt have many screenshots at all and in general barely does anything in the form a preserving the game's history (The removed features page barely scratches the peak of the tip of the iceberg when it comes to the history of stuff In the game)
One time I took my prawn suit into the bottomless void, it fell very fast and I AFKed there for a few hours. When I got back my screen was shaking very very much.
I've got mild claustrophobia, no real phobia of open spaces or anything though, but something about those broken geometry "far lands" structures freak me right tf out.
I noticed that you make a lot videos about subnautica, but I wonder why you don't even touch the subnautica bellow zero. I feel like there is a lot of unexplored lore too!
Void is probable goes "infinitely" , until something causes a fatal error and a game crash (or it starts to be unplayable because of the UI glitch or some other strange glitch)