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What happened to the Graphics engine?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by NistingurA, Dec 7, 2016.

  1. Aboroath

    Aboroath
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    Glad someone brought this up and the before/after screens tell the story. I mainly noticed what I feel was a terrible change in the tree LOD's.
    No doubt the devs are trying various things to make the game more palatable to people with low end hardware but to make graphics
    whores like myself suffer for it isn't the answer. I say bring on the "ultimate" graphics setting idea that gives users the option to allow
    the enabling of everything possible and everything in between.
     
    • Agree Agree x 2
  2. CreasingCurve

    CreasingCurve
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    There was discussion of a draw distance slider a while ago but there was no technical stuff or discussion about it. It's a good idea and with the skill on this dev team they could do it. Even on my laptop, i play with High Texture, mesh and shader quality along with SSAO and sometimes anti aliasing and i get "usable" fps (20fps+) on most maps that i can open.

    http://www.beamng.com/threads/please-add-a-draw-distance-slider.32002/
     
  3. Nadeox1

    Nadeox1
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    Thank you for the kind words..

    What is going on with tree is that LODS are no more calculated along with FOV.
    • Before, LOD were calculated also with FOV. If you use a low FOV, the trees in the distance would have still looking good, but drastically killing performance.
    • Now, LOD are not calculated with FOV. If you use a low FOV, the trees in the distance will not swap to a higher LOD. Only camera position counts. This does not kill performance, but it doesn't look good either. It's more like an unwanted result than something planned.

    For the reflections, you are not really talking about reflections.
    You are indicating specular reflection and HDR.

    Old game versions had a much brighter specular on body's materials, along with a more pronounced HDR effect. The bad this is that HDR is not done the correct way.

    Since many versions ago (5.0 or so), speculars were toned down a bit, to avoid 'white blobs' on your vehicle. HDR was also toned down, for a more natural look, and less bloom (which done the way T3D does, is very 2006-ish).
     
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  4. CryDev

    CryDev
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    Here you can see how much better the old version looks. So sad that they downgraded the graphics, i hoped to see some proper optimization :( . But only downgrading happened since version 0.3.8.3:mad:. And the other thing is, they never said that they downgraded something in the blogposts.
     

    Attached Files:

    • BeamNG2016-12-0811-25-12-62.png
    • BeamNG2016-12-0811-25-25-91.png
    • BeamNG2016-12-0811-24-20-20.png
    • BeamNG2016-12-0811-24-36-84.png
    • BeamNG2016-12-0811-32-39-57.png
    • BeamNG2016-12-0811-33-03-21.png
    • BeamNG2016-12-0811-33-10-22.png
    • Agree Agree x 1
  5. Nadeox1

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    Do you want to read what it's written above you?
    I clearly explained what happened.

    There is no #DowngradeGate going on :|

    You can even see that in the older version, your car would turn almost to a full white when the speculars got reflected. And that SSAO was so aggressive that it turned the dark zone to an almost full-black..
    That's not much correct.

    We are looking into improving the graphic side of the game, but first we need to adjust the things are not done correctly.
     
    #25 Nadeox1, Dec 8, 2016
    Last edited: Dec 8, 2016
    • Informative Informative x 2
  6. CryDev

    CryDev
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    I havent seen your post before i postet mine :/.
     
  7. LJFHutch

    LJFHutch
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    There's a few things that could account for this:
    • The way we deal with lods was cleaned up, some things got broken in the process and were later fixed (looking into it, might have missed something)
    • The textures have changed, many of the old trees were too dark
    • The old lighting was broken, we were using a setting that blew out the speculars and we haven't fully adjusted everything to fit yet
    • In the original comparison your old shots are using custom post fx settings or adjusted lighting (I think)
    • I'm trying to keep the game as neutral/realistic as possible for the default post-fx and having the others diverge from there to a more stylistic look if people prefer that, try out some post settings (BeamNG.drive\scripts\postfx\light.cs looks quite nice imo
     
    • Informative Informative x 6
    • Agree Agree x 1
  8. NoxiousFumes

    NoxiousFumes
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    I just turn my brightness up in postfx and mess around with the ssao till it looks good. I'm waiting for the graphics update, which will inevitably happen.
     
  9. VeyronEB

    VeyronEB
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    Those old screenshots make the cars look like plastic.. The game looks considerably better after. I also didn't even notice the difference in the tree lods, its really not necessary to have them stupidly far into the distance.
     
    • Agree Agree x 3
  10. CryDev

    CryDev
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    Maybe u play on a small monitor, because i see the difference in lods without zooming in. I play on a 27 Inch wqhd IPS monitor.
     
  11. NinetyNine!

    NinetyNine!
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    Vehicle Artist
    BeamNG Team

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    i also play on a 27" ips monitor and imo , you can easily fix this problem by doing some dof adjustments.
    sure , you can see that the trees in the distance dont have the highest quality , but its not a big deal at all when you properly adjust everything.
    screenshot_02662.png screenshot_02663.png
     
  12. MxT333

    MxT333
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    if you have a beast pc. you shouldnt use ingame setting controls anyways..... if you know anything about modding its all in the game-settings.cs files or so other files in documents/beamNGdrive/settings there you adjust it to your computer specs manually. You know, instead of complaining or asking for ultrahigh settings. Do it yourself. Also check if your graphics card is limiting the processing power or with any conflicts with your gfx driver. you could always up the graphics that way also.
     
  13. NoxiousFumes

    NoxiousFumes
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    How do you use these? If I try to load the preset through the postfx manager it doesn't work.
     
  14. Nadeox1

    Nadeox1
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    The PostFX menu is not 100% working currently.

    Copy one of those postFX preset to Documents/BeamNG.Drive/settings and rename it default.postfxpreset.cs

    Start the game and you are done.
    Remove it to go back to stock.
     
    • Informative Informative x 3
    • Like Like x 2
  15. Vinh

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    There must be something wrong. My game looks better than it was before, even at normal settings.
     
  16. NoxiousFumes

    NoxiousFumes
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    Is this supposed to be funny? Or are you just saying the different presets make it look better?
     
  17. Vinh

    Vinh
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    No. I'm saying that instead of looking worse, my game looks bettee
     
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  18. Vinh

    Vinh
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    Where can i find it? I'm probably missing it somewhere
     
  19. Nadeox1

    Nadeox1
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    'What' ? The PostFX presets?

    The correct path is BeamNG.Drive\gameengine.zip\scripts\postfx
     
    • Informative Informative x 1
  20. Vinh

    Vinh
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    Thanks
     
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