Underwater — Pre-Alpha Test Report cover

Underwater — Pre-Alpha Test Report

Group Test: 22 May 2026 • Unreal Engine 5.7 Development Build • Windows Client
5
Testers Invited
4
Survey Responses
4
Successfully Joined
1
Blocked (Login)

Participant Overview

Tester Machine GPU Performance Attended Status
S.M. AMD Ryzen 7 9700X / Win 11 RTX 4060 (8 GB) Friday 22nd Joined
D.S. Intel i9-11900H / Win 11 RTX 3080 (10 GB) Friday 22nd Joined
R.M. AMD Ryzen 7 7435HS / Win 11 RTX 4050 Laptop (6 GB) Both (22nd + earlier) Joined + GPU crash in 2nd session
M.S. Both Joined (in person with another tester)
R. Core Ultra 9 275HX → i5-13420H / Win 11 RTX 4050 Laptop (6 GB) Blocked (EOS login)

Tester Feedback

Survey responses collected via Google Form after the playtest. Four testers submitted feedback.

Ratings at a Glance

Question S.M. D.S. R.M. M.S.
Discord effectiveness Very Good Very Good Good * Good
Avatar (fish) control Difficult Neither Neither ** Difficult
Navigation Neither Neither Easy Neither ***
Could hear music Yes Yes Yes Yes
Audio levels Just right Too low Too low Too low / no volume control
Saw performer in submarine Not sure Not sure (saw hand wave) Yes No
3D performer images stable No Couldn't see clearly Stable, could be clearer Not aware of them

* R.M.: "Discord is great for this, though it works best with people who already use Discord."
** R.M. suggested a toggle for mouse up/down configuration.
*** M.S.: coral sections were easier to navigate; disorienting when losing sight of the performer.

Individual Responses

S.M. 22 May 2026, 19:48 • Friday 22nd performance
D.S. 22 May 2026, 20:56 • Friday 22nd performance
R.M. 22 May 2026, 21:15 • Both performances • Digital Coordinator
M.S. 23 May 2026, 10:15 • Both performances • Attended with another tester in the room

Recurring Themes

Screenshots from Testing

S.M.

Underwater scene - S.M. 1
Underwater view — S.M.
Underwater scene - S.M. 2
Environment — S.M.
Underwater scene - S.M. 5
Close-up view — S.M.
Underwater scene - S.M. 10
Wide shot — S.M.

D.S.

Underwater scene - D.S. 1
Underwater environment — D.S.
Underwater scene - D.S. 2
Coral reef environment — D.S.

R.M.

Underwater scene - R.M. 1
Underwater scene — R.M.
Underwater scene - R.M. 2
Environment detail — R.M.
Underwater scene - R.M. 3
Wide shot — R.M.

M.S.

Underwater scene - M.S. 1
Environment view — M.S.
Underwater scene - M.S. 2
Scene detail — M.S.

Recommendations

P0 — Blocking

Fix EOS Login Flow

The browser-based OAuth flow blocked R. entirely. Implement a fallback login method (device-auth, exchange code) or add in-app account linking UI. Pre-authorise testers' Epic accounts in the EOS dev sandbox before future test sessions.

P0 — Blocking

Improve Fish Controls

3 of 4 testers found controls difficult or unintuitive. Add a mouse Y-axis inversion toggle, clearer on-screen key prompts, and better feedback when using the speed boost. Consider a brief tutorial or control-calibration segment at the start.

P1 — High

Add In-App Volume Control

3 of 4 testers reported audio levels too low. There is no in-app volume adjustment. Add a settings menu with master volume, or at minimum expose the system mixer.

P1 — High

Stabilise 3D Performer Images

Only 1 tester clearly saw the performer; others were unsure or couldn't see them. 3D images were reported as unstable or invisible. Investigate the volumetric capture rendering and its visibility across different view distances and angles.

P1 — High

Increase Performer & Inter-Fish Visibility

Testers lost sight of both the performer and other fish. Add subtle UI indicators (e.g. a glow, particle trail, or compass marker) to help players locate each other and the submarine.

P1 — High

Add Narrative & Interactivity

Testers wanted more narrative context and more interaction between fish and with the performer. M.S. noted the experience felt disconnected when alone. Consider adding emotes, sonar pings, or shared interactions between fish.

P2 — Medium

GPU Stability on RTX 4050

R.M. experienced a GPU crash with the full pipeline on an RTX 4050 (6 GB). Add a VRAM check with automatic quality scaling. Ship the existing performance preset flags as a "Low Spec" mode.

P2 — Medium

Fix Environment Collision

S.M. noted simple collision meshes allow the fish to pass under geometry. Switch to complex collisions or adjust collision bounds on coral assets.

P2 — Medium

Fish Light Beam Toggle

The fish light beam needs an on/off toggle rather than repeated activation, or its intensity needs tuning.

P2 — Medium

Package Missing Assets

NotoSans font and UltraWideConfig.uwcfg referenced but not included in the build. Add to packaging rules. Replace hard-coded D:/Pirates/ path.


Technical Report

R. — Failure Diagnosis

Root Cause: Epic Online Services (EOS) Authentication Loop

R. attempted to join across two different laptops over two days (May 18–19) with a total of 11 sessions. The application launched and rendered correctly on both machines, but she could never complete the login flow required to join a multiplayer session.

Machine Timeline

Machine A: Core Ultra 9 275HX (loginid: 130c28d4...)
May 18, 23:29 — Session 1: 21 seconds, clean exit
May 18, 23:29 — Session 2: 24 seconds, clean exit
May 18, 23:31 — Session 3: 38 seconds, clean exit
May 18, 23:31 — Session 4: 65 seconds, clean exit
May 18, 23:33 — Session 5: 17 seconds, clean exit
May 18, 23:41 — Session 6: Got past login! EOS presence set to Online, Stomp messaging connected. Still ended after ~32 seconds.
May 18, 23:43 — Session 7: ~2 minutes, clean exit
May 19, 00:19 — Session 8: Got past login again! EOS presence Online. Ended after ~32 seconds.
May 19, 00:25 — Session 9: 23 seconds, clean exit
May 19, 02:47 — Session 10: 78 seconds, clean exit
Machine B: i5-13420H + RTX 4050 Laptop GPU (loginid: 3d604a60...)
May 19, 17:37 — Session 11: 90 seconds, stuck at EOS login, never authenticated

What the Logs Show

On every session, the same pattern repeats:

EOS Authentication Pending — Repeated Every 10 Seconds
LogEIKSDK: Warning: LogEOS: Error response received from backend.
  ServiceName=[OAuth], OperationName=[TokenGrantv2]
  HttpStatus=[400]
  ErrorCode=[errors.com.epicgames.account.oauth.authorization_pending]
  NumericErrorCode=[1012]
  ErrorMessage=[The authorization server request is still pending as the end
  user has yet to visit and enter the verification code.]

This error means the app attempted a browser-based OAuth flow (likely opening a system browser window for Epic Games account login), but the verification was never completed. Possible reasons:

Key Observation: No Application Crash

All 11 of R.'s sessions ended with a clean shutdown (LogExit: Preparing to exit.). The Unreal Engine 5.7 renderer initialised correctly on both laptops, D3D12 selected the RTX 4050 as the primary adapter, and the window rendered at 1280x720. This confirms the build itself was stable — the blocker was entirely in the online services authentication layer.

Engine & Build Issues from Log Analysis

GPU Crash — R.M. (RTX 4050 Laptop GPU)

After the main session, R.M. experienced a GPU crash 27 seconds into a follow-up session. Crash type: GPUCrash with error "GPU Crash dump Triggered". The crash occurred during a Nanite visibility buffer rendering pass (Nanite::VisBuffer → Nanite::DrawGeometry) on Frame 1189.

CrashGUID: UECC-Windows-CECEC39245621B2362C53595BBEB9674_0001
CrashType: GPUCrash
SecondsSinceStart: 27
PrimaryGPU: NVIDIA GeForce RTX 4050 Laptop GPU

Note: R.M.'s main session was run with aggressive performance flags (-windowed -ResX=1280 -ResY=720 -slnodlssg -slnoreflex t.MaxFPS 30, Lumen/Nanite/VSM disabled). The crash session may have been launched without these flags, exposing the RTX 4050 to the full rendering pipeline which it could not sustain.

Missing Font Asset: NotoSans
LogStreaming: Warning: LoadPackage: SkipPackage: /Game/UI/Foundation/Fonts/NotoSans
The package to load does not exist on disk or in the loader

UI text elements referencing the NotoSans font will render with a fallback font. Affects all users.

Missing Ultra-Wide Configuration File
LogTemp: Warning: [CompositeCamera] Failed to load ultra-wide config
'D:/Pirates/WindowsClient/Underwater/UltraWideConfig.uwcfg'

The ultra-wide camera configuration file was not included in the build package. The app references a hard-coded path from the development machine.

CommonUI Game Viewport Client Warning
LogUIActionRouter: Error: Using CommonUI without a CommonGameViewportClient
derived game viewport client. CommonUI Input routing will not function correctly.

Input routing through CommonUI may not work correctly. This affects all users and could cause UI navigation issues with gamepad/keyboard.

Render Target Pool Exceeding Budget
LogRenderTargetPool: Warning: r.RenderTargetPoolMin exceeded 1389/400 MB
(ok in editor, bad on fixed memory platform)

Render target memory usage was 3.5x the configured minimum pool size. On GPUs with limited VRAM (like the RTX 4050's 6 GB), this contributed to instability.

DLSS/Streamline Model Cache Misses
LogStreamlineAPI: Feature dlss failed to load from cache
LogStreamlineAPI: Feature dlssg failed to load from cache
LogStreamlineAPI: error: no matching adapter found

NVIDIA DLSS/Streamline models were not pre-cached on R.'s machine. The app falls back gracefully, but these users will not benefit from DLSS upscaling or frame generation.

Epic Online Services — Minor Warnings (All Users)
LogEIK: FOnlineSubsystemEOS: failed to init EOS platform, couldn't get
anti cheat client handle. (Expected if not using Easy Anti Cheat)
LogOnline: Warning: EOS: Login(0) failed with EOS result code (EOS_InvalidAuth)

These are expected for first-time launches without cached credentials. All joining testers eventually authenticated successfully after the browser-based flow.

Technical Appendix

Build Information

EngineUnreal Engine 5.7.0 (UE5-CL-0)
ConfigurationDevelopment
PlatformWindowsClient (x64)
RHIDirectX 12 (SM6, Feature Level 12_2)
MultiplayerEpic Online Services (EOS) + EIK
UpscalingNVIDIA DLSS / Streamline 8.3.0 (SL 2.9.0)
RenderingLumen, Nanite, Virtual Shadow Maps, Volumetric Fog, Niagara

Test Environment

ComponentMinimum ObservedRecommended for Pre-Alpha
OSWindows 11 25H2 (10.0.26200)Windows 10/11 22H2+
CPUIntel i5-13420HIntel i7-10700 / AMD Ryzen 5 3600
GPURTX 4050 Laptop (6 GB VRAM)RTX 3060 / RX 6600 (8 GB VRAM)
RAM16 GB16 GB