I only have 4Gb GDDR5 VRAM. So my graphics (GTX1650) is quite low. Since I often have multiple applications running (BeamNG, Blender, Photoshop, Firefox, NVIDIA DDS-Tool) I need to have a bit more (48Gb) RAM. The AI cars are loaded manually and additionaly after the map is loaded, so too many AI instances should not be the reason why the map doesn't show up. Although the map is very large, it requires fewer resources than some vanilla maps.
I have a 12 GB VRAM graphic card, and 32 GB ram, but when I change maps, and vehicles a lot, then I get problems with BEAM, I think BeamNG does not give the memory free that is used by mods or vehicles. "I only have 4Gb GDDR5 VRAM. So my graphics (GTX1650) is quite low" then you are using a fullhd monitror I gues, but Flykas is using 1440 P or so? How more resololution the more Vram is necesary. @jscxnt "Id say its more CPU or RAM issue, I have 8GB VRAM and never had any issues with loading maps" What is the resolution of your monitor?
I tried it in 4k I have 8gb Vram. I am not running any special background apps, in facts I try to turn everything off when gaming. Maybe its something to doo with the mods. I only install map mods, but over the years there are some starange leftowers and bugs, like speedometer disappearing in time trial and some custom cars in car selection. I tried to do clean install, but actually most of the problems remained, I only lost my custom configs lol :]] Edit: after i restart the pc, it shows that 24 gb ram is available.
Can you provide the "beamng.log" file? Start BNG, disable all mods except Homerange, try to load the map and wait until this process ends somehow. Close BNG. Then simply attach the file here. I'll take a look into it - maybe I can find some clue.
Ok, I also attached a photo of error message. Strangely this error message seems to be about Graphics card, but sometimes I get a different error message saying something about ram usage.
Hi "flykas" After a deeper look into the log file, I noticed the following lines (I write it here, maybe some other forum member might also have a look over it): 1.37354|D|engine::GFXD3D11WindowTarget::init| setting video mode: Width 1280, Height 720, Format 28, Windowed 1 1.37441|D|engine::Win32Window::setVideoMode| AntialiasLevel: 0, BitDepth: 32, DisplayMode: Window, RefreshRate: 60, Resolution: 3840x2160, wideScreen: false 1.37443|D|engine::Win32Window::setVideoMode| Win32Window::setVideoMode - invoking curtain 1.38863|D|engine::Win32Window::setSize| moving window to: 0, 0 / 3862, 2216 1.39017|D|engine::GFXD3D11WindowTarget::resetMode| setting video mode: Width 3840, Height 2130, Windowed 1, RefreshRate 60/1. Means: You're running windowed mode. Target init. is 1280x720 resized to 3862x2216 and with borders 3840x2130 (see below). This could be the origin of the problem, idk. ... 205.29532|I|GELua.levelLoading| Level loaded: /levels/homerange/main.level.json. Means: the level has been successfully loaded into memory 209.24325|D|libbeamng.loader| Vehicle loading took: 209255.8823 ms. Means: the car has ben successfully loaded into mem. ... 210.61137|I|GELua.freeroam_freeroam.freeroam| Now spawning traffic for freeroam mode. 213.06045|I|GELua.core_multiSpawn.multiSpawn| Spawning vehicle group with 7 vehicles: autoTraffic. Means: You let automatically spawn traffic in freeroam. Switch that off to preserve RAM. ... 213.14570|D|GELua.core_gamestate.gamestate| exiting loading screen to menu Means: BeamNG is just about to finally show rendered content 214.22013|E|engine::GFXD3D11Device::_ErrorHandle| D3D11 ERROR: D3D11 Error #8007000e. Not enough memory resources are available to complete this operation. GFXD3D11TextureManager::_createTexture - Error creating 2D texture. Means: on creating the main render screen, there we get the problem, imo. 216.94885|D|engine::GFXD3D11WindowTarget::resizeTargetBuffers| GFXD3D11WindowTarget::resetTargetBuffers - Resizing target to: Width 3840, Height 2160, Windowed 0, RefreshRate 60/1 216.94938|D|engine::GFXD3D11WindowTarget::resizeTargetBuffers| GFXD3D11WindowTarget::resetTargetBuffers: resizing buffers: BufferCount 1, Width 3840, Height 2160, Format 28, Windowed 0 GFXD3D11TextureManager::_createTexture - Error creating 2D texture Memory status: Virt: 127.9776 TB avail / 128.0000 TB total Phys: 7.100 GB avail / 23.940 GB total (load: 70%) PageFile: 7.47 MB avail / 25.940 GB total So what I think is the following You definitely have enough RAM (after all the action still 7GBs are free), although You could disable automatic traffic spawning on freeroam (uncheck in settings) It is VRAM that's not enough to do everything right according to your settings. Try Fullscreen (or Borderless?) modes so only the desired target resolution comes into VRAM. Reduce resolution and graphic settings. Unfortunately I am not 100% sure if it's right what I am saying. I'm pretty much at my wit's end here, too. But I think it has something to do with the (too high and windowed) graphics settings and not with the map or any mods. Hope this helps you to get it running
Hm, thanks. I accidentally ran it borderless this time. I get the same thing in full screen, also tries 1080 windowed and it was the same. I'll try on a lower res screen because for some reason it wont run fullscreen and at lower res than native.
You hav You have ddr3, so an older system, this is a very heavy game, and you are gaming in 4k, that is crushing you performance very badly. if your computer is crashed serveral times, you should try to check the integrety of the game, From the Library section, right-click on the game and select Properties from the menu. Select the Local files tab and click the Verify integrity of game files... button. Steam will verify the game's files - this process may take several minutes. This will check your gamefiles, and if there is something wrong with it, it will download that section again. Let BNG clear the cache deeply, and then start the game on 1440p, I hope this helps you. As I said before, Homerange is 2 times the size of Italy, so first startup can take several minutes, depending of the speed of your system. The lower the graphical settings, the faster it goes.
I ran it on my 8gb integrated graphics laptop just by changing the game resolution and lowing the graphics to the lowest. it is almost impossible for someone not to be able to run it with 32gb ram without the intervention of some background process, virus, etc.
WAZZA , big map , fun is here tanks for free use , im use it for my server , name of server , (driftmaster++)
Maybe this has already been mentioned, but my biggest gripe with the map is that the navigation system puts you on very circuitous routes and refuses to use dirt roads if there is even a massively indirect paved alternative - even if the dirt shortcuts are relatively smooth and usable by any car, not full-fledged jeep trails. Would it be possible to decrease the AI-pathing "roughness" value of most dirt roads (I forget what the exact name for it is) in the World Editor to fix this?
Yes, I know the problem very well. I've tried several things to solve it but I have no clue till now. I checked all the road values several times or even changed drivability but that does only affect how much offroad cars are spawned. I also proved if the routes would have a gap or sth, no, as also the AI cars drive through without suddenly turning - lol. It smells a bit like the route planner isn't capable of a longer road network, idk. I've already discussed this with "Leo Zieger", who knows more about AI routing, but unfortunately without success. I also believe this has nothing to do with AI, but rather with the route planner and perhaps a completely different issue. Also if I set my desired destination point and step more and more along the (wanted and shortest) route it snaps at it at some point. That seem to be a length issue, idk, but well, I didn't manage to make the route planner pick the shortest path even if both alternatives are at maximum drivabiliy of 1. I've made lots of progress on many other aspects of the map and will start to show all the things that are going on soon... --- Post updated --- As one little part of the progress I've designed a truly challenging uphill section for suitable vehicles. A lot has happened around Mt. Sorga. There are many new views and offroad tracks. --- Post updated --- I've tried to create a structural design from the terrain. I succeeded quite well with this new dam. The advantages are obvious: Not a single byte of additional RAM is required for the geometry and surfaces. --- Post updated --- And this strange roundabout turns out to be more of a witch's cauldron when properly equipped with well-powered cars .
Hello everyone! I'm back! Greetings from Barbent's Homerange: BTW, It's made on old pc with only 12GB RAM, everyone, who has a problem running this map, it's not by the map, but settings and impatience. Yep, I waited 10 minutes until it loaded, but it worths, so if You're trying to run this map, just give it a time. !SUBSCRIBE!
It's been great fun working on the new panoramic road along the map's east coast. It creates a direct paved connection between Pt. Silvia and Pi Water. When laying out the road, I paid attention to an interesting route and this time built the terrain around the road, so that every curve is plausible. Also I continued working on many small, extended details and scenes, a few of which I can show here:
shoutout to adding weird stuff just for the hell of it, gotta be one of my favourite design techniques