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Can Beamng devs make like small bits when a car crashes?

Discussion in 'General Discussion' started by ily3eso, Apr 8, 2021.

  1. ily3eso

    ily3eso
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    Like those tiny parts go flying

    that would be cool.:cool:
     
  2. Phym

    Phym
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    If you want people with low spec pc's to explode then sure
     
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  3. a plane guy

    a plane guy
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    Since they would haft to have there own jbeam if there not particals it would be laggy as hell
     
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  4. P_enta

    P_enta
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    you know you can have it be a togglable feature lol

    it can just be fake, pngs spinning and moving and stuff just like how dirt is when its kicked up.
     
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  5. a plane guy

    a plane guy
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    Oh wait you mean like particals I see
     
  6. Phym

    Phym
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    Oh, I was thinking he meant physics based particles(ie: 3d modeled, textured and subject to physics)

    He doesn't mean physics based particles, does he?
     
  7. P_enta

    P_enta
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    yeah but there's no way in hell that'll happen in real time, even with a super amazing computer. you can achieve the same with some clever png files with like 20 different variations that all spew out and sit on the ground in a realistic way.
     
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  8. Phym

    Phym
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    That would be easy, maybe it's planned, who knows?
     
  9. HeepXJ40

    HeepXJ40
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    doesnt wreckfest do something like that? maybe we could see some type of particles where it is randomly selected 3d models of broken plastic or whatever and it just isn't quite "connected" to the beam physics engine so it doesn't have to be jbeamed.
     
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  10. ily3eso

    ily3eso
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    What i mean is like flying pngs, Beacause if its a whole model it would lag alot.
     
  11. IonicOwl

    IonicOwl
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    I don't know, part of me resents the idea that the natural evolution of BeamNG may end up being stifled by this need to have it run on really old hardware. There's optimisation to a point, before it's time to just accept that people shouldn't be running this game on 10-year-old Celerons anymore.

    ...or, you know, just do this.

    Not sure this is how BeamNG devs would want to do it.

    We already have small parts like mirrors and other accessories that do fall off. I think fluid leaks would be the next level in crash realism.
     
  12. Phym

    Phym
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    Ah, ok.
    Good.
    It’s not that people are going to be running it on ten year old celerons, it’s the knowledge that not everyone has a badass PC, and that they can at least run the game...
     
  13. IonicOwl

    IonicOwl
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    I've seen some of the specs some people are trying to run this game on, and they're potatoes designed for running MS Office.
    I don't have a badass PC either, it was considered mid-range when I built it two years ago.
     
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  14. Phym

    Phym
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    Exactly, it's the feeling of knowing Beamng will run on a crap PC(all be it not very well)
     
  15. Blue Bird Gaming

    Blue Bird Gaming
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    I can actually relate to this myself, being that I play on a 2019 Dell Inspiron 7000 laptop (the regular model, not the gaming version) and it’s actually not that terrible, since the computer still has an I7 processor and a good amount of memory (I forget exactly how much off the top of my head, but I think like 32GB). Its only downfall is that it has a low end intel GPU because it was meant as more of a “doing work” computer rather than a gaming computer, but when I first got it that was all I needed for school. Believe it or not, it actually still runs the game on normal graphics settings smoothly with one or two vehicles spawned, I just can’t turn on reflections. On basic maps like gridmap, grid small pure or the modded Matrix freeway map, I have been able to spawn up to 8 vehicles including several T-series with trailers before FPS drops enough to make the game unplayable. Most crashes are fine too, only severe ones could crash my game.
     
  16. IonicOwl

    IonicOwl
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    Yeah don't get me wrong, I think that the devs should continue to optimise the game as much as possible, but the problem with optimisation in games (based on my limited knowledge) is that developers will use clever shortcuts or prebake effects so the client has to do as little computationally speaking as possible. This is fine for the vast majority of games, but for physics-based sandboxes like this one, there will be a point where sheer grunt is what's needed to achieve the level of realism we've come to expect from the game.

    To put it another way, BeamNG offers fantastic real-time softbody simulations, but they're not perfect, and that's not a criticism in any way. To get flawless physics without the performance overhead you have to prebake, but that's neither possible or the objective of Beam. For every request I see for more realistic XYZ, I see at least one other post from someone running an Athlon64 with 2GB DDR2 and a 6700GS. If the Beam devs wanted to take things to the next level, but ended up making compromises to accommodate for obsolete hardware, I'd feel a little down about that.

    Optimisation as a foundation principle is important though, it stops lazy developers counting on their users running the latest high-end hardware, so that they don't have to tidy up after themselves.

    --- Post updated ---
    That would make sense, as I believe the CPU is responsible for calculating the physics.
     
  17. Phym

    Phym
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    You're right, I think Beamng should still get low end optimization, so it can still be popular


    The CPU does calculate the physics in beamng.
     
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  18. P_enta

    P_enta
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    Theres only so much one can to do optimize this game and I think people just need to accept that you need a decent computer to run it. We can keep all the low end features and stuff like that but you can also add more features for high end pc's, because there are none. Everyones like, oh no but I have a Pentium 3 and 1 gig of ram. Then just turn off the features that make you lag lol.
     
    • Agree Agree x 1
  19. FordKing

    FordKing
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    It will come out with career mode
     
  20. Phym

    Phym
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    Which, of course, will come out...

    when it's ready™
     
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