I think this was before PBR textures were added. The RGB rings, for example, are displayed normally because they were inserted in the old texture format.
yep --- Post updated --- But no idea what is this grid at the bottom left. Did you use Gridmap for this map?
I started with the grid map, yes! But I removed the grid and replaced it with my terrain. Small performance improvement (at least with night lights enabled). I removed the "point lights" in the tunnels and replaced them with zones, portals and ambient light.
I hope that one day in your free time you will be able to release two versions of the map: the normal paid version as we currently have, and a light paid version: An optimized one if our computer has trouble running the map at 75 FPS in Ultra or even smoothly for low-end computers. Less vegetation (such as places where we have large areas of fir trees, maybe put only 5 layers on the edges and not in the middle for the light version to relieve the graphics card), and a lower LOD Bias (distant objects certainly have an optimized LOD on your map but it seems that we always see the majority of the details from another end of the map even in Low graphics). I know that CK Graphics already allows me to optimize the game with the same options that I mentioned, but... On my BeamNG the mod doesn't work :/
In theory, I'm always working on improving the map's performance. Almost every mesh has different LOD levels and a collision mesh. Many objects even have "nulldetail"... meaning these objects only show up when you're close to them (for example benches, trashcans, traffic cones, toilets...). For the vegetation, I use very simple 4-polygon models for the trees in the distance. The "highly detailed" trees are taken directly from the game. My biggest requirement for the map is that I want to maintain a certain level of quality. Most of the textures are in PBR format. Many of them have a resolution of 2K or 4K. If I reduce that, it no longer meets my requirements and I'm not happy with it. I designed the free version of the map to run reasonably well on as many computers as possible. So I halved the texture sizes and left out some of the vegetation. I actually wanted to remove the night lights as well, but then decided to leave them in. That's why I've mentioned several times that you should try the free version first before buying the PAID version. But what I've noticed: If you start the game with the "Vulkan" renderer you'll get more FPS. I play with 4K resolution and all details on Ultra. With DirectX I have a minimum FPS of 62 while jumping off the ramp. With the "Vulkan" renderer I have a minimum FPS of 90! (With night lights activated: DX = 35FPS / Vulkan = 46 FPS)
With textures set to Low, they don't seem to be in 4K or 2K, personally I see textures that are blurry when you get close. Well maybe it's just my settings and if I put it at High my computer falls to its knees. When the map first released, there was no free version. So I got no choice to buy the map (in November 2023), and it allowed me to receive all the updates for free afterwards. I was lagging so much when I first started playing it, so I bought an 8GB memory stick to relieve my computer. I find the solution to get more FPS on the map and so on BeamNG in global, I reduced the screen resolution from 1080p to 720p. When I say that my PC has trouble running this map, I don't have big freezes, but I do not go above 30 fps while on West Coast I can have 50 fps. Actually, Vulkan works for only a few people. Many people complain about having bad performances with Vulkan since it's still unfinished and unstable for many GPUs/CPUs. For me, I lose like 20 FPS and the game takes more time to load maps. Anyway, it's still a good point that you're trying to optimize by making a portal that doesn't turn on the tunnel lights if you don't enter it.
Car Drift Arena I remember practicing drifting around garages because there was nothing else to drift on.
There is no malware in the map. At least not if you have the official version from my Download-Site. So if you got the map illegally from a dubious site...go back to this reddit-sub and keep on crying if you don't want to support me. And now leave my thread...Cheers, Bro!
Now it's finally time to reveal the secret... Welcome to the "Beamhausen Drift Club"! You can show off your skills on this 1.8km long drift track! The layout is based on the drift tracks from "Need For Speed Underground 2". 8K screenshot quality. Work in Progress!
The space on the map is slowly running out. I am still looking for suggestions for the following two areas (whether car games, sights, buildings or anything else)... Area 1: Area 2: But that doesn't mean that the map is finished after that. There are still some improvements to be made. For example, ambient sounds on the entire map. Complete AI traffic support. Revision of the overview map and various places. Performance enhancements. Implementation of more puzzles and collectibles, and so on... What else do you want on this map?