1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.35 Bug Reporting thread
    Solutions and more information may already be available.

Question about maximum entities - someone said "There WAS a max"

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by krallopian, Dec 31, 2018.

  1. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    I've been writing all over the forums for the past week or so, sorry to be a bother but I'm trying to soak it all up.

    Long story short: I asked why the devs put railings, posts, etc.. as a FOREST instead of individual items and someone mentioned, "there used to be a maximum of 4500" or something. I'm curious if that's a fact and if it's now 3000 or 9000 or what. Basically I'm looking at building a hell of a lot of guard rails and signs and such, and don't want to find out at item 4500 that I should have saved my three days worth of work and done it differently.

    Thanks in advance guys! =)
     
  2. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,421
    From what I know, the 4096 max object limit was knocked out in 0.14.x or somewhere around there. I believe more objects are now possible.

    I'd do a test and make a large group of objects on grid map, and keep shift-dragging them and see if some fail to appear when the number goes past 4096. Keep in mind, the player vehicle and camera is each one object also. The 4096 object was what limited Generic City and Roane County for the longest of days. I believe it's gone though. Please test that. I think @fufsgfen knows for sure.

    Your RAM and GPU are what will limit you the most.
    I believe the vehicle limit is also gone, that's limited by CPU (and to a lesser extent, GPU).
     
    • Informative Informative x 1
  3. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    Thanks for the fast reply, and excellent idea! I'll do that for sure.

    I crashed while saving a few days back and lost 80-100 hours of work as a result, and I can't handle that happening again!! Mind you I was able to get it all back to where it was within 12-15 hours. Experience is wonderful huh? =D

    If someone doesn't beat me to it, I'll report back here with what I can find out about 4096 objects!
     
  4. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,781
    Things get slow and buggy after 6000 or so copied objects, you can start finding out bugs when you try to remove them. I have gone over 8000 objects, but it is not much fun at that point anymore as it takes really many seconds of waiting to copy even few and removing is annoying as what you select is not what gets selected, wrong things get removed etc.
     
  5. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    Thanks for the headsup!

    Turns out working with an 8k terrain at .5 is also a significant pain to PAINT. Super laggy. I figured since modifying the terrain was smooth and silky that painting it would be too - nopers!

    I've just spent the past 4 and a half hours painting gravel. Fun stuff
     
  6. Dr. Death

    Dr. Death
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    2,093
    Really? DAMN IT. Where is the creator of generic city then? That was the main and only reason why he couldn't keep up the map.
     
  7. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    I was wondering about that, all the people who've suffered with various stages throughout development.

    I'm curious, isn't Torque an engine that BeamNG are just using, and not developing? For instance, right now I've just deleted 15 point lights thinking, "That was fun, but no way could I actually keep that many active at once, these things KILL performance in games." After deleting them, there was ZERO performance difference, it's as if they didn't exist! MEANING I can light my entire tunnel with 2048 res shadow maps and it looks fantastic AND runs just as well! =D

    Last night though I was making walls using props, and after about 100 or so - not only did my eyes start buggin out - I started getting worried, 'What if. . . what if it CRASHES when I save!?" luckily it didn't, and it looks great imho!
    --- Post updated ---
    After writing that I looked up Torque 3D, and one of the first things I read was:

    "
    Advanced Lighting*
    Our deferred lighting model is the pinnacle of contemporary real-time rendering. Using Wolfgang Engel's "Light Pre-pass" rendering, Torque's 3D’s advanced lighting can support hundreds of lights and global real-time dynamic shadowing on every object in your scene. Artists can combine this solution with pre-baked light maps or tune Torque's shadow maps for just the right look in a scene

    *Currently Windows-only"


    Hahah!
     
    • Like Like x 1
  8. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,781
    Well once upon a time, really long time ago, BeamNG started, it was first tested on Cryengine, but did not run too well, so they switched to Torque 3D, which they forked off some 4-5 years ago. Today BeamNG uses something what tdev mentioned they call as game engine, it started life as T3D, but has been customized so much that there is not much original code left anymore. This was mentioned in recent thread titled we want cryengine back or something like that.

    So in a way it is wrong to say BeamNG using T3D, but then again it is fork of T3D or originally was and it is working somewhat same ways as T3D while is not T3D.
     
    • Informative Informative x 1
  9. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    You're so damn helpful!! =D

    I always thought it was CryEngine and then recently learned it was Torque and now I'm learning it's a FrankenTorque!! Haha, as long as once I've finished this level it'll always work and not suddenly break because the entire engine is different. I'm sure that's how the Dev team feels about their work though, so I'm thinking I'm safe.
     
  10. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,421
    He's still around I believe.
    I have mostly finished a new road kit (well it's like 75% of the way done), to replace what was used there, but the pieces are much smaller aside of the highway pieces. They'd have been out last week or the week before but my c: drive ate it big time. Lost some model sources and 1 model I was working on BUT I have the map backed up and such, already caught up to where I was (lost a few days work, no big deal).
    So now most people will be able to build their own cities, highways, train tracks, subways, you name it, it's there, and bridges too.

    It'll be out toward the end of the month likely. I have some perfecting to do with it yet since the system crash.
    --- Post updated ---
    If you're not sure about something, ask in the content creation forums, that's what they're there for buddy. Or you can maybe give one of the devs a shout-out if you know any of them. It pays to know the developers, and be nice to them, they're one of a kind (you will NOT find people this nice in the game-development scene).
    Don't forget to tell friends about how awesome BeamNG.Drive is. It's the Garry's Mod for CARS/Trucks/Piano Hauling (hah!).
     
  11. Dr. Death

    Dr. Death
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    2,093
    is there any chance that the dev of generic city will resume work on his map?
     
  12. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    The Piano Hauling hahahah! *Cheers man, from what little time I've been here I've noticed it's quite a friendly and knowledgeable place. I've noticed a few admins posting and they're very much friendly/to the point - bloody rarity these days!

    I hate that you're making a crazy cool road kit, I've basically laid out my whole map just now, and been using whatever I can scrounge from various levels (Italy, ECU, etc..) hopefully your modelling skills have gone to crap and everything sucks compared to what I have . . . . hahah, kidding of course. Here's a few random shots of the progress - I've laid out how I'm goign to do my roads, tested the AI over and over and OVER and OVER and finally they've mastered the track so far, going from 4 lanes to 2 lanes to 1 lane, all sorts of beautiful carnage to ensure! I know there's a proper place to post pics of the level, but I'm so wrapped up in this I figured I'd just add these here and now and get back to it before I release "actual" shots/footage.
     

    Attached Files:

    • forom_001.jpg
    • forum_002.jpg
    • forum_003.jpg
    • forum_004.jpg
    • form_005.jpg
    • forum_006.jpg
    • Like Like x 5
  13. Danny Werewolf

    Danny Werewolf
    Expand Collapse

    Joined:
    Mar 31, 2017
    Messages:
    2,286
    Off-topic but I feel like I'm looking at Italy dev screenshots again. Deja Vu.
     
    • Like Like x 1
    • Agree Agree x 1
  14. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    In all honesty, I didn't care for Italy - in fact I didn't even know it was a thing until it was released! Once I played it I thought, "... meh whatever." But then after getting into the map dev side of things, and learning about what assets there are, and more importantly, AREN'T, I've gained an immense level of respect to the devs behind Italy! The signs, textures, over-all colouring/look is incredible! There is so much more to the level than what I had first realized. Kudos to them fo SHO. Anyway yeah, I guess I've strayed off topic enough > not sure how the admins here are about that sorta stuff - yet.
     
  15. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    I realized last night that the 4096 object limit was probably because of the text file size being a 4096 line limit to be read. So I thought, "Could it be done that at line 4096 you somehow say "now load filexx.json" and append."" Then I realized what if you just put a comma at the end, so instead of one object per line, it was object, object, object essentially giving unlimited numberss. Then remembered, 'Oh yeah derp they've already said it shouldn't be a problem anymore."


    SO I grabbed a guard rail section and a turn sign, duplicate each 5 times, then those 5 times, then 10 times, 10 times, 2 times = 2000 parts, and saved. Loaded and saved no issue, and FPS didn't budge. So now I've been waiting 5 minutes to duplicate those 2000 parts and hit save and will update:

    Selecting ONE part, nooo problem. Selecting two parts, okay. Selecting 10 parts at once, "what are you doing?" selecting 2000 parts at once. . . computer hates me.

    Here we have 4097 extra objects along side the already 550 objects in the map:

    First picture. . (realized I can't place them in here by uploading)

    Save, success.

    Re-open...

    GREAT SUCCESS!

    Attached three images, first showing them all, then showing them reloaded, then showing the .json listing the line count showing far beyond 4096. I SAY this is a fo-sho thing, nothing against Blunderton or fufsgfen but I needed to SEE IT to believe it.

    Hooooray!
     

    Attached Files:

    • forum_007.jpg
    • forum_008.jpg
    • forum_009.jpg
  16. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,781
    Do that bit more so that you get over 8000, then try to delete those objects without wrecking the map :D

    You select one, something else gets selected meanwhile. That was happened when I did last time test with 8000 objects.

    Performance is great as those can be rendered at one go, they get batched up, so it is mostly GPU doing the work and that can push out insane amount of polygons.

    If you put 8000 different objects to same space, performance grinds to halt.

    You can then use that in clever way to improve performance, use identical objects in way it does not look you are using same object constantly, like is done in Italy.

    CPU performance available is very limited, with new optimizations in 0.15 performance was helped a lot, but there always is going to be some limits, every game has.

    You can do all kinds of experiments :p
     
  17. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    Haha WOW! That's awesome, I wish you had just posted that video first hahaha, selecting objects takes FOREVER, I just did a backup of my .json without them so that I could replace it instead of selecting and deleting them :p
     
  18. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,781
    Trick with houses was that there is actually only 20 copies of single dae, but single dae had many houses.

    That was in old version of BeamNG too.

    You can use all sort of such tricks to gain performance and that allows you of course to build bigger! Make your dreams come true and all that :D
     
  19. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    963
    Yeah I noticed you did some trickery so I read the youtube description and realized how, very cool! "The only limit is your imagination" seems to apply to this as well, hooray! I've gotta research how to get models from Maya to the game, every time I do though I end up spending approx 500x longer on a level as I end up making all sorts of assets. I keep talking about doing it, but right now I'm so focussed on using what I already have that some how it's 2019 AND 5 days in already haha
     
  20. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,781
    Export Collada DAE, @bob.blunderton is only other person I know that uses Maya, so he might be able to reveal some hard way learned tips and tricks for that. I have heard that relationship can get spicy at times :p
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice