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Questions about simulation quality during gameplay vs replay.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by daddydante88, Jul 29, 2021.

  1. daddydante88

    daddydante88
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    Aug 20, 2020
    Messages:
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    I have noticed a huge difference in the simulation quality in live gameplay versus a replay. I made a quick video to demonstrate this. The setup is as follows. A scripted AI car set on a loop, was captured three separate times.

    1. Real-time live gameplay.
    2. 16x slow motion live gameplay.
    3. 16x slow motion during replay. Replay was captured during real time gameplay.



    Is it possible to make the replay quality share the same accuracy as live gameplay? Sometimes something happens unexpectedly that you'd like to replay with that kind of accuracy. Thank you for any help!

    Edit: If it matters
    CPU i7-8700k @ 5.2 All Core OC. Delid and Custom loop.
    64GB DDR4 3000Mhz
    RTX 3080
     
    #1 daddydante88, Jul 29, 2021
    Last edited: Jul 29, 2021
  2. Crash Frontier

    Crash Frontier
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    That has got nothing to do with your rig, it has something to do with the speed at which you record a scene. the "lag" you're referring to is similar to a 24 frames per second video that you then speed down to let's say only a fifth of the normal speed. If you do that with a video file in a video editing software, the same thing happens: Frames seem to be missing, it is not smooth.

    With beamng it is very similar. The trick is to RECORD the crash in slow motion. if you then replay it in slow motion, it will be smooth.

    Think of it as: If you record a beamng crash in slow motion, you give the scene more frames.

    Hope that helps.

    BTW: when it comes to shaking objects in replay (lots of people compain about that), the trick is also to record the crash in slow motion.
    It gives beamng more digital calculation information it can put into the replay, ultimately reducing "shaking" parts and also the issue you stated.
     
  3. daddydante88

    daddydante88
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    Hey! Appreciate your comment!
    I suppose I should have phrased my question differently. I understand that the game requires me to record the live gameplay in slow motion to have that higher update rate during the crash. My question is is there a way to force the game to update the replay at a higher rate than it currently does.

    So let's say the game records all updates at 60 frames a second ( I know frame rate doesn't matter I'm just using that as a figure) but since I like to constantly record and go play back unplanned and unexpected events, I never know when I need to hit slow-mo. So is it possible that I can change something somewhere in the game's settings and or code to "force" the game to record at a faster rate.

    I do suppose that it won't be so much more of a problem here in the future as I'm trying to learn the AI system and what not. Right now I'm trying to decent grasp on the camera path tool. Still isn't..... I still need work. any idea why it jumps like that even though there is no camera in that direction?

     
    #3 daddydante88, Aug 1, 2021
    Last edited: Aug 1, 2021
  4. Crash Frontier

    Crash Frontier
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    Hmm. There's gotta be a camera in this direction, it wouldn't jump otherwise. Or at least it never happened to me. But hey, maybe I am wrong.

    Have a look what the camera does /where the camera path leads at the "jumpy" moments. You can do that by pressing play while in the world editor, then press C to change the camera from "recorded camera path view" to normal free view. You'll see that there is a camera symbol moving along the path of the camera, indicating where the camera is at any given time during the replay. Given the camera view really jumps weirdly, I wonder if the camera symbol does so as well. If it does, it either has got something to do with you setting an accidental keyframe OR .. hmm .. no, It must have something to do with the camera path. Whatever jump you notice, you should see in the camera path line. You'll then also see which keyframe (on the camera path line they're indicated as big dots) is affecting that jump for some reason.

    And reg the other thing. You're basically asking for supertuning BeamNG and it intentionally wasting ram and processorpower, so you don't have to press teh slomo button for a couple of times :D While this is not possible as per se, I am sure you could "hack" that somehow. Question is if its really worth it.
     
  5. SKB

    SKB
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    Apr 22, 2017
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    when replay is being recorded, it doesnt record at the same fps the game plays in, so, if the game is playing at 100fps, the replay probably records at 50-60 fps or something like that
     
  6. daddydante88

    daddydante88
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    I'll look into that, I'm still learning. I may have accidentally posted a camera in that direction somehow..
     
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