# 0.4.3.0 Feedback

**URL:** <https://community.revolutionarygamesstudio.com/t/0-4-3-0-feedback/2371>\
**Category:** Current Game\
**Created:** [December 21, 2019, 4:21pm UTC](https://community.revolutionarygamesstudio.com/t/0-4-3-0-feedback/2371 "2019-12-21T16:21:57Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![hhyyrylainen](https://thrivecommunity-cdn.b-cdn.net/user_avatar/community.revolutionarygamesstudio.com/hhyyrylainen/32/32_2.png) [@hhyyrylainen](https://community.revolutionarygamesstudio.com/u/hhyyrylainen)\
**Post date:** [December 21, 2019, 7:25pm UTC](https://community.revolutionarygamesstudio.com/t/0-4-3-0-feedback/2371/3 "2019-12-21T19:25:07Z")

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> [@Deathpacitoast](#):
>
> The gui tends to lag behind by 1-2 seconds. leading to some confusing moments as your gui claims you have glucose yet your cell is slowly dying. this also makes it hard to navigate the buttons on the bottom corner as sometimes they’re unresponsive. The gui is just generally kinda glitchy.

Does it help if you select the now working, no GPU rendering on the GUI, in the launcher?  
We are still using CEF as the GUI solution which runs a full chromium browser in the background acting as the UI, and that takes a lot of power as well as there’s communication overhead from getting the pixels to draw from it.

I’ve talked about changing the GUI library for a long time:

> **[The GUI library situation](https://forum.revolutionarygamesstudio.com/t/the-gui-library-situation/553?u=hhyyrylainen)**
>
> So I have been talking about the possibility of switching GUI libraries, again (sorry). Mainly because of a few really hard to fix issues (that no one has offered to solve, so I would have to spend a lot more time on them): This is the same...

But I haven’t found anything suitable, and I haven’t had the time to write my own. To finally fix the low performance and not working on intel we might be looking at another graphics engine change, so there’s a ton of stuff for me to do…

> [@Deathpacitoast](#):
>
> you’re unable to harm another cell of the same species with the pilus, yet you are still able to engulf them.

Being able to engulf your own species is an unintended effect of how engulfing is checked (note that shooting toxins at your own species has been blocked forever). I created an issue to track solving it:

> <https://github.com/Revolutionary-Games/Thrive/issues/919>
>
> Due to engulfing only checking size difference, you can sometimes engulf your ow…n species. It should be made so that you can't engulf your own species.

> [@Solitarian](#):
>
> The cytoplasm continues to wobble when the game is paused.

How is this an issue? The wobble is made in a shader based on the total elapsed time from the point of view from the graphics engine. There’s no easy way to “pause” that.

> [@Solitarian](#):
>
> The editor tooltips don’t clarify enough that the values are only valid in the current patch. I think that information should be made much more obvious so that a new player would not assume that the values in the tooltip are the same for all patches.

Do you have a suggestion for how to do that? It currently has the `@` and after that it shows the conditions affecting the process.

> [@Solitarian](#):
>
> In the upper left I see numbers in the thousands, yet when I collect those resources they contribute to a far smaller number in the lower left. Why would collecting thousands of glucose increase my amount of glucose by 2 or 3? The correlation between the small and large numbers is not obvious to me.

The compound concentrations in the environment move very fast due to the way the fluid simulation is. The cursor samples a single point beneath it, from that it is not possible to tell how much the player would get from absorbing the cloud, as the compound distributions vary in it, and the clouds dissipate over time. There’s also the fact that absorbing things only a part of the compounds is absorbed based on a constant ratio, this last part could be tweaked, as well as a multiplier could be applied to the shown amount.

> [@Solitarian](#):
>
> The ATP balance bar is good, but I think it could be more informative. What does that green bar represent, exactly? What does that number mean?

Green is ATP production, red is ATP consumption. I was basically the only one trying to get the features complete before release. I did not have time to separate the bars per organelle type or add tooltips.

> [@Solitarian](#):
>
> The worst news is that the game always crashes for me when I exit the editor, without fail and no matter what I do. As such, I have yet to reproduce in this version. Here is a snippet of the crash log:
> 
> BSF][Uncategorized][Fatal] A fatal error occurred and the program has to terminate!
> 
> - Error: RenderingAPIException
> - Description: Cannot create RenderTargetView:

That’s interesting. First time I see that. Usually the bsf errors of the form: `Cannot create ...` mean that graphics drivers are not behaving as they should.  
However I do also get occasional crashes when exiting the editor which seems to be related to memory corruption somewhere in the graphics engine:

> <https://github.com/Revolutionary-Games/Thrive/issues/860>
>
> With 0.4.2 released we are starting to get reports from people who have crashes …during gameplay (or while switching to or from the editor), inside bsf (only logged in thrive developers can see the log files, and one of the reports is marked as non-public):
> https://dev.revolutionarygamesstudio.com/report/38
> https://dev.revolutionarygamesstudio.com/report/39
> https://dev.revolutionarygamesstudio.com/report/45
> 
> 
> From a quick comment from bsf discord this seems like something else causes memory corruption. Hopefully it is not our fault and rather some really rare asset loading race condition corrupting bsf memory.
> 
> Would be really nice to get this fixed in order to improve the stability of the game.

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