Clean reinstalled, this time with steam version, killed steam with task manager and loaded through directory, and got the same performance as the Humble version. The issue is clearly caused by Steam itself.
Are you using the Steam Beta by the way? If so, be aware that there are issues tied to that, since the new interface uses Hardware Acceleration. https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/1591383946853725148
So I kinda found a temporary fix for the gpu crashing bug. If you press LShift + R instead of just pressing R to respawn, you can respawn back to the last spot you loaded your vehicle without the game crashing. Yes, there will be some issues with body panels having "broken" clear tears but, if you then press CTRL + R to reload the vehicle in it's current spot, those "broken" clear tears will be fixed. However, if you smash into a wall at a weird enough angle or high speed, and the game detects an instability, the game will crash. With all that being said, THIS IS NOT A COMPLETE FIX, SORRY. Also, I have found a smaller issue that has arrived with the Grand Marshal revamp hotfix (I think its hotfix #3). It seems that now most cars have ultra sensitive steering. It's so sensitive that when in the interior view of the bluebuck, if you turn the wheels from side to side very fast, the steering wheel doesn't even move because of the rapidness. It's not a major issue, but rather a minor inconvenience for anyone who doesn't want to be more prone to understeer.
I've done similar tests and have gotten better frame rates too. I don't use the steam beta at all and it still seems to lower the stability of the frame rates when I launch from steam as opposed to when I launch directly from the game files on my hard disk
There is noticeable difference in CPU usage on main menu if using Borderless or Fullscreen mode: Borderless Windowed Vsync on: FullScreen Vsync on: It was much worse with older GPU driver version, so idk what that is about, Nvidia and Win8 issue or something else, I have no idea. Testing Vsync on only from Nvidia control panel or only from game seem to result same increase in CPU load, so I have no idea where that comes from, maybe it is a thing with exclusive fullscreen these days, but it is worth knowing there is little extra load if running exclusive fullscreen. Many games use Borderless when selecting Fullscreen option these days. Then running with Steam vs non Steam, this has been issue when running with Steam as it is already known, but issue is somewhat odd as after clean reinstall of OS and different drivers etc. issue keeps happening and probably it is something only Steam could solve, which they do not want to apparently. Yeah, using Windows 8.1 that has whopping 2.6% share of OS distribution according to Steam HW survey page. Considering I have disabled Steam service completely, there are none any kind of overlays appearing to any games, all overlays are disabled etc. Yet that Steam client is doing something to cause issue to happen, that is just bad software engineering from Steam's part. Game works fine if Steam is running and launched from folder directly, so that Steam launch button does not hook steamoverlay dll files to executable, but as is known, there is no way to prevent hooking from happening at least in my system, for who knows what reason. Steam is nothing but trouble and their plans to make Librarys some kind of public showcase is just disgusting, I would rather have my Library private and get rid of all social part of the Steam client, but they are moving to other direction. Anyway Steam causes lot of trouble constantly and performance losses when games are launched trough Steam are pretty much guaranteed from my experience.
In GamerGull's traffic mod, he was working on (I'm pretty sure) a way for vehicles to react to lights and sirens. Was that unneeded? Because it was nice, and would honestly help with police cars not getting so stuck in police chases.
I had a feeling I'd get a bit of flak for not continuing this feature, heh. While reworking a lot of the old code from the mod, I simply forgot to focus on reimplementing this. Welp… I suppose I'll guarantee it makes it into the next update!
Whooo, I did an important. Awesome to hear it'll be making a return. Are we getting any other older features back?
Hmm... is there anything unique that you really liked in the Traffic Tool? I already have some things on my todo list, but input is nice.
I don't really know anything else as big as that, but it is annoying to see some police car mods and skins not appearing as police cars. They aren't activated when speeding past, and sometimes spawn in with normal vehicles. I think in the mod, you mentioned it depended on "Police" being somewhere in the coding, it doesn't seem to work the best? But might have changed that. Maybe have it depend on the lights and sirens that's on the configs, since sirens are now kinda mandatory I believe?
About the AI, is it possible to get the cars to not over do it when overtaking other cars, many times they turn so suddenly they loose control and spin out. This is when I use a speed limit and use "set" so the cars dont brake, they just try to overtake slower cars. I love the way they act, trying to find an opening to overtake by driving slalom, but if possible make the turning a bit softer, at least if they are 20-30 meters from the car they want to overtake
This might have been asked, but there are too much posts to be read above. What to do when there is no audio in-game? Fresh install, no caches.
Is the weight for the T75 Destroyer correct? Is it really lighter than the dump-bed-less, and extra set of wheel-less T65 ram plow?
It looks like some textures are broken in this part of Firwood, the sidewalk there is collidable tho.
I have this extremely weird bug that affects 1.8 Pessima. When you put a 2 Stage Turbocharger, it easily breaks due to "Overtorque", even though I keep it at low RPMs. With standard intake it works like normal, even when kept at high RPMs. This doesn't affect the 2.0 engine. I have tried safe mode (the clip in the video) and the issue still persists. EDIT: Not a bug. My mistake, as I somehow forgot about changing the long block for a stage 2 one.