Shutoko progress update: Texture wise I've worked Once again on converting more textures to PBR and fixing more issues Light wise we're at a stand still at the moment There's just the highlighted blue part left but performance isn't satisfying enough so it might get left out but it hasn't been decided as of yet Beamng really dislikes having over 2000 point lights in a map but for this map 2000 aren't nearly enough as showcased by the image above Wich is The amount right now This is the performance I'm getting at night on a Ryzen 5 3600 an rtx 2070 and 32gb of ram... As you can see it's very poor What would you prefer: For it to be fully complete but lesser performance or to leave the 2/3 of the C1 without lights Wich would help with performance?
I would much rather prefer having less point lights than horrible performance. Do that unless there’s a way to write up some lua or something that only activates them within a certain distance. That way the game doesn’t have to simulate 7000 pointlights at a time but more like only 500 or maybe less, depending on how far they are spread out.
Could you maybe place them in specific folders which users could make visible/invisible in World Editor themselves? For example 1 main folder for all lights ON/OFF and then subfolders for lights on each road. So the person willing to drive on K1 would do this in World Editor: >Lights [ON] >>C1 [OFF] >>K1 [ON] >>K3 [OFF] >>K5 [OFF] Some maps use higher fog values and lower draw distance to increase FPS however I haven't tested it with lights.
Started messing around with Blender after years of not using it. I'm working on a small parts pack for the Gavril Barstow, parts suggestions are welcome. Yes, I know this is just a cut cowl induction hood, and yes, this is all I've modified so far. Please don't be too harsh.
YES DE MAN LUCASBE IS HERE AND HE IS KICKIN' --- Post updated --- the fact that this whole project was started by the brainfart of putting a covet front end on a pessima is golden