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Optimization

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by lilmanbambam, Apr 27, 2016.

  1. lilmanbambam

    lilmanbambam
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    Will the game get better optimization in the future, since its not finished?
     
  2. ThreeDTech21

    ThreeDTech21
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    Yes that is the current goal, right now the game is very CPU heavy and you need a high end computer to run it well, but in the future alot of game calculations may be off-loaded to the GPU making it better optimized and easier to run.
     
  3. Stradosphere

    Stradosphere
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    Most probably yes, current state of the game is way much better than previous versions i can say, however multicore optimizations or off-loading to the GPU may take some time.Also maybe devs can implement DX12 to the game engine in near future, which will drastically improve the whole game performance.
     
  4. Dummiesman

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    Actually, I was running the CPU side of it fine on an i3 2120 (aside from the T75, of course, this was almost a year ago, before a bunch of optimizations). The problem (which I've confirmed with multiple other players) is something on the graphics side seems to hold a lot of users back.
     
  5. ThreeDTech21

    ThreeDTech21
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    I thought it was still pinned down the the CPU but much has been improved, although more than 4-5 cars for most users makes it unplayable, the day that 10-15 cars can be run at 50-60fps on a meduim-high gaming rig is the day that it will be "optimized"
     
  6. randomshortguy

    randomshortguy
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    It's definitely the graphics side that's holding back. On the plain grid, I can have five Miramars and a T75 at the same time without dropping below 60, but on ECUSA I can't run more than 2 cars if both of them are onscreen near the city/town. The whole graphics engine needs a lot of work to be honest, it really should be their top priority.
     
  7. Nadeox1

    Nadeox1
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    That's another thing you are talking about.

    Prepare for, as we say here, a 'terra-terra' explanation of what's going on.

    1 vehicle = 1 thread.
    When you spawn more vehicles, you have more threads.
    More threads, more memory bandwidth.
    Memory bandwidth saturated, lower FPS.

    But that's what happens on 'meh' hardware mainly.
    If you have a 'sir' computer, you are getting heavily GPU limited, not CPU (Like in my case).

    If you spawn more and more vehicles, your GPU is getting much more work than the CPU due the simple fact that the material setup on the vehicle is very expensive.
    Cars have 4 layers of texture.
    Each layer is a drawcall.
    4 Layers are 4 drawcalls.
    4 drawcalls means rendering the vehicle 4 times! (If you have 8 vehicles on the screen, your GPU is actually rendering 8x4 vehicles, without lods, as vehicles doesn't have them)

    There is very heavy and intense workload going on to improve the rendered. Re-writing chunks of the rendering engine takes times, but it is being done :)
     
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  8. randomshortguy

    randomshortguy
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    That's awesome. Thanks for the reply.
     
  9. Aboroath

    Aboroath
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    To
    Totally agree. Another thing is the vehicle textures are all 2048 as far as I know. A car like the Burnside as beautiful
    as it is takes a lot to render graphically, nevermind the jbeam!
     
  10. simonfrat123

    simonfrat123
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    beamNG is super overpowered, my pc runs beamNG not the best while a insane game like fallout 4 or Crysis 3 will run 55 fps at 1080p at medium settings
     
  11. Dummiesman

    Dummiesman
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    Heavy and intense? Impressive ;)
     
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  12. ThreeDTech21

    ThreeDTech21
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    Thanks for the info! I often wondered about the draw calls, I didn't know it had to draw each layer effectively drawing the car 4 times! But that is to be expected in a program as advanced as BeamNG, I have a meh CPU the FX 8350 by AMD, its the top of the line, but AMD CPUs are far under-powered.

    Most of the AAA games use alot of "cheating" techniques to bring your beautiful graphics but the game is not as advanced as BeamNG and this is why you can get 60+ fps on Fallout 4 on a medium high computer. For example, other then handling graphics in BeamNG the computer is handling massive physics calculations usually done in non-realtime, Fallout 4 is not nearly as advanced (computationally) as BeamNG, Yes Fallout 4's graphics are far superior to BeamNG but computationally Fallout 4 is like a little baby.

    The formula for most AAA games is highest graphics possible while maintaining the lowest computational burden possible (hence "cheating" physics) , this formula is the bread and butter of game company's. BeamNG is the opposite, maintain the highest computational output possible (hence realistic physics) while maintaining lowest graphical burden possible (within reason)
     
    #12 ThreeDTech21, Apr 29, 2016
    Last edited: Apr 29, 2016
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