A New Map

Discussion in 'Ideas and Suggestions' started by Rwarcards762, May 20, 2016.

  1. Rwarcards762

    Rwarcards762
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    Many people, such as myself, who play BeamNG.drive do not have the graphics cards to run at full resolution and max settings on every map.
    We struggle by lowering our settings to almost bare minimum (Lighting is always on LOWEST).
    I understand the game is graphically intense, but I believe BeamNG.drive should create a racetrack similar to Hirochi Raceway that is made to run on all computers.

    Trees kill FPS.
    Therefore, the fun Hirochi Raceway is almost unplayable due to lag at decent settings.

    Would it be possible for the BeamNG.drive devs to create a racetrack that doesn't lag as much but is still pretty and fun (like Utah! Oh my god that map is so fun and doesn't ever lag!)

    Just a thought from a person who has a killer processor and a sucky graphics card. :p
     
  2. gigawert

    gigawert
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    I could make some versions of terrains for slow PCs. Just PM me what you want and I will do it. :)
     
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  3. coolusername

    coolusername
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    or delete vegetation in editor
     
  4. Jurrunio

    Jurrunio
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    I think an option to remove leaves of trees and replace bush texture into a lump of green will make fps much better, especially for pc without stand alone graphics card.
     
  5. Rwarcards762

    Rwarcards762
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    Yes, I know that you can delete vegetation in the editor. But you go delete vegetation...then the map feels very empty. I'm talking about a racetrack with the quality of a BeamNG staff map that doesn't use trees.
     
  6. FalloutNode

    FalloutNode
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    If you can't run it them you can't.
     
  7. Jurrunio

    Jurrunio
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    Nlabs.
     
  8. Occam's Razer

    Occam's Razer
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    In theory, it should be possible to reduce the overhead by making the trees switch over to billboards at lesser distance (using the object editor, rather than the level editor - just change the number at the end of 'bb__autobillboards'), but that would only help if polygon count and/or object shadows are the problem. If it's a case of draw calls causing issues, distant trees could be conjoined into singular meshes to reduce the total object count, but that would be a more hands-on approach requiring using a 3d program.

    So there's the first question: does the framerate markedly improve if you go significantly above or away from the map (1KM or more from the nearest tree)?
     
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