I just tested it and unfortunately it is exactly the same as before when I combined both together .. In Fastello at the spawn point I had always stable 60 FPS before the update. I just do not have a plan for what to do anymore, the game just runs like a sack of nuts. I'll let it be now because I'm pretty frustrated, I'm going for a walk now. From Beamng I have enough for the next few days. Thank you anyway for your answers.
This mod breaks the Sunburst in 0.16 https://www.beamng.com/resources/hirochi-sunflare.2868/ it automatically spawns the sunflare parts.
i have cleared cache, and still gpu not responding.. so this is how i produce the issue.. Italy, crossroads, turn left from spawn place, drive down until you get that 3 way road, at exactly the same spot the game freezes, gpu not responding comes up, and then that is it... Here is a .zip of the dump.. not too sure if it's useful or not.. will try rolling driver back
I guess crash reports are always useful I get 3.97GB of vram usage with high graphics setting there and about 4GB when I hit R to return to cross roads and open options menu. (Then again, vram reporting is bit odd at times, because while with 1050Ti I get that numbers, with 1080 I get something like 6GB claimed usage by Afterburner and HWinfo). For example with Blender I get crash when it uses 16GB of physical ram + bit over 16GB of virtual ram, not sure if works that way with GPUs though, but for a test I guess you could try what happens with low graphics, does it do the same. Anyway testing lower textures is just a test and if it works it is very temporary solution to be able to play the game, probably something needs to be done to prevent the crash from happening.
i think its just cause they want to leave it up to the player to equip it, rather than immediately putting it on it, as most people dont have wheels
More trial and error did not bring the GPU not responding events to an end. It seems to me something funny is going on with the cached content and the latest nVidia drivers. I cannot revert to previous drivers because other installed software requires the latest. Other things I tried after my first post on this issue: - Turning off any apps and processes that might have an overlay (Asus Sound Radar, MSI afterburner, Corsair iCue, Dell Display Manager, f.lux, Samsung Magician, Logitech Options, Spyder3Utility) - Rebooting the PC, disabling all of the above and launching BeamNG without any other app in the background - Turning off the PC, removing power to all its equipment including monitor and audio set for 2 hours, turning it back on and running BeamNG alone Other findings: - Grid Map is not immune, if I introduce instability in a vehicle (eg removing the driven axle from the DT45L from the mod) - Looking around/viewing some part of the maps seems to trigger the error. Somebody mentioned driving to the left from the spawn point in Italy. I have all graphics to max and the CTD happens almost immediately by panning the orbit camera left. I'll lower the settings to minimum and see if I can mitigate the issue.
Hello,I have a problem with the Pessima and covet sounds after the update. So, i was driving the Pessima around. It had the new sound like normal, but then i reset the car and it had the pre-update sound. Then i restarted my pc and beamng + cleared cache, and it still didn't work. I tried the covet and it too had the pre-update sound. The only car that had the new sound was the 200bx. I am confused, can someone help me please?
don't know my full specs or graphical settings. I will check those, but it happens on the Burnside, Autobello, Miramar, and LeGran. Edit: My full specs are Intel(R) Core(TM), and Intel(R) HD Graphics. Edit 2: My graphical settings are full screen off, not borderless, and not FPS Limited (Unlimited FPS).
I noticed a small issue with the Moonhawk that I think could be remedied. When the side window glass shatters, some pieces of glass still outline the original A-pillar and roof area shape when in reality they should either break off or stay stuck in the A-pillar and window sills. This issue might plague other frameless doors in the game.
That's caused by very low texture quality and anisotropic filtering settings. When the game is forced to downsample textures to extremely low resolutions, some pixels will bleed over into areas where they're not supposed to be. Best not to reduce texture quality or turn off anisotropic filtering if you want to avoid this.