WIP Beta released Glass View Mountains Autumn Map V 0.95.1

An autumn mountainous area.

  1. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,167
  2. supra4life

    supra4life
    Expand Collapse

    Joined:
    Oct 14, 2015
    Messages:
    417
    Looks great! Downloading it now! I will rate it when i drive around and look at it! EDIT: So fun! I love it! =D My rating has more info!
     
    #2 supra4life, Feb 11, 2017
    Last edited: Feb 11, 2017
  3. PolishPetrolhead

    PolishPetrolhead
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    484
    That is my review, posted a couple of minutes ago. I would like to engage in a discussion about it with you OP: I am sure the lagging is on mods' side, not the fault of my PC (specs in signature below). Also, what do you think of my idea to improve the mesh road?

    BTW, that's the missing file while loading. It shows up twice while loading the map, both identical.

    upload_2017-2-11_19-43-24.png
    --- Post updated ---
    Post update #1

    Next thing worth mentioning: the spawn points do not work for me. Is it only for me?
    --- Post updated ---
    Post update #2

    After further inspection I came to conclusion the drifting doesn't seem to be the case of lagging, it must be the vegetation. I also thought the working minimap would improve the experience by far. But that's a minor inconvenience I hope you can fix in no time.
     
  4. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,167

    I have fixed the missing file.

    I know the spawns are kind of glitchy.

    I do not use cars with GPS so I did not do a mini map.
     
  5. PolishPetrolhead

    PolishPetrolhead
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    484
    Good.

    Any idea how to repair it?

    The fact you don't use GPS doesn't mean everyone does the same. You know the track since you created it, but me and everyone else has no clue how the road goes. And since the scenery, although beautiful, is repetitive means very hard times to memorise the route.
     
  6. Straubz

    Straubz
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    370
    Good to see you actually made some progress on this.

    I love the way you done the roads and tunnels, i might copy you and do mine the same, i was always stuck on a good way to make them.

    If you want the get the gps working, i thing just a decal road with an invisible texture along all the roads and tracks should work, atleast i think that's how the gps gets its maps.
     
  7. ignito

    ignito
    Expand Collapse

    Joined:
    Oct 5, 2016
    Messages:
    71
    Missing the same file as PolishPetrolhead above, but if you've solved that issue, then thats good to hear.
     
  8. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    This map is pushing BeamNG a bit, there is a lot of stuff here!

    I'm running out of CPU power though, with i7-6700. I really can't keep shadows on, but I'm not sure if that is BeamNG problem or feature.

    CPU 5 is on this clip processes thread where objects cause increase in CPU load when objects are on view direction, shadows add ~40% to that. You can see how CPU load on CPU 5 increases when I pan to view into direction of city, but GPU load is not changing much.


    Hopefully BeamNG's next version helps with that, currently it seems to be that budget of objects is kinda small :-\


    I really like this map, when shadows and dynamic reflections are off CPU manages fine and turning SSAO off helps with GPU, I get steady 60fps, skidding does cause big drop in fps though, but other than that it runs fine.

    Some tight corners have bit uneven surface and that is kind of fun actually, with Bolide you can then easily powerslide out of the corners.

    I'm looking forward of updates for this map.
     
    • Like Like x 1
  9. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,167
  10. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    In the F2 terrain editor, there's some tools that might be of value to you.
    First off, move any objects like guide rails, buildings, or over-hanging trees out of the way about 10 feet away from the MESH road on any one of your roads (this includes street lights or any gantries, etc).
    The align to mesh tools (there's a raise and lower, you'll be use 'raise' the most here in this map), these will align the terrain to the surface of your mesh roads. You could always bulk-replace in the ini before you start this process to make them all 50% wider temporarily, to make the roads easier to sculpt. What this process I am telling you does, is create a terrain road where your mesh road was, so no one will catch edges. Ever since 0.6.x we've had these tools in the editor, they're nice!
    Just run the ALIGN (raise) to MESH tool over the roads without anythign else nearby, and you'll be able to remove the mesh when done and make a decal road there, you'll have both AI support and a nice perfect decal road (use tool 4, the smoother, as needed to help out the edges, and the rough spots). Using Width-breaks with a moderate number, like 40 or something like that, on your MESH roads before doing this helps lots with corners banked causing the road to kink.
    You can then replace the items by the side of the road (move walls, trees, lights, buildings back to their original positions). You now have a picture-perfect decal road where your pesky mesh roads were.
    You do such a beautiful job on the landscape and making a little town, that I wouldn't dare be greedy with my map secrets. I can make a good smooth road on my maps even with low terrain resolution - without World Machine or Blender, right from the Beam Editor, and you can too!
    When I mentioned above about bulk-replace, do this before you open your map to sculpt roads, turn roads with a 8~10 width into like 15~20 width, and you'll have a nice bit of edge to align with the smoother, and it will look nice, and still have room for a decal road on top. Try out what's best on a disposable map or unused section of your map (if it has one), and see if you like it... you might just come to love it. Smaller break angles and more width divisions and longer mesh-road length when doing mesh carving to the terrain, can cause low FPS (while editing only!), if so, duplicate the long mesh with shift-drag in F1 object editor, and shorten each dupe of the road into different sections, it won't matter because you'll be rid of them soon after.
    Mesh roads in 0.8 also do drag performance down quite a bit - that's what kills it in my maps unfortunately, so it will be good to remove them (I have mentioned to the devs about supporting meshculling on these).
    --Good luck & Great show of effort here! Autumn is very much a beautiful time of the year, but I am very glad it is spring here IRL :)
     
  11. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Devs use forest brush to make fences for Italy map, Torsion mentioned about devs being using more of forest objects instead of mesh objects, so it looks like that making everything possible by forest brush might be the trick to get best performance out from the map at current version.

    Maybe whole town can be made with forest brush? I have really no idea, but I know 10 conventional houses can be very hard on CPU while 100 trees is nothing.

    In linked thread, there is video about road making, I think it is related to what Bob wrote above, which might be helpful:
    https://www.beamng.com/threads/something-about-roads.36211/
     
  12. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Yes that link is what I mentioned. I participated there also. I have, on Tennessee, made my entire developments out of forest brush, aside of a few jumps, and a sawmill and church, it's ALL forest brush, decal roads, and mesh roads as sidewalks. Works great and creates a realistic experience but *DOES* knock the fps a bit if you have the detail up. Clever use of high hills with occluders buring inside can certainly help though, unless your map is so rediculously big (heh!) that they're like a needle in a haystack.
     
  13. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Your maps do perform really well (So-Cal for example runs close to as well as grid map), only certain directions drop FPS and it seems not to make much difference what settings are, same with Glass View Mountains, but probably from different reasons. I'm sure new game versions will improve this aspect though.
     
  14. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,289
    Honestly I think many games, not just this one are hitting a ceiling for DirectX 11 drawcalls. You won't see anything (cpu, gpu) max when that happens.
     
  15. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    That is quite rare situation though, most of the time it is either GPU or CPU max that is limiting.

    Update: I did check and at glass view mountains I get up to 11 000 draw calls, while 100% single core usage limiting my FPS.

    At Tennessee and So-Cal I saw 8000-9000 max.

    GTX 780 can do 91FPS with over 23 000 drawcalls in DX11 according to 3D Mark video I saw, title of video was "DX11 vs DX12 Drawcalls" by Vikingdude.

    I don't think that we are hitting DX11 limits in BeamNG, it is probably something else, but of course minimizing draw calls is always a good idea.

    At Glassview mountains around town I saw highest drawcalls, not really sure why, there is lot more trees, roads and terrain from other directions, maybe there is something engine don't like, like two mirrors looking each other but obviously not mirrors there.

    Not sure if this info is useful at all, but maybe that gives some ideas or then not.
     
    #15 fufsgfen, Apr 13, 2017
    Last edited: Apr 13, 2017
  16. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Drifting this map is so much fun, with T75 of course!
    upload_2017-4-14_21-21-21.png
     
    • Like Like x 1
  17. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,167
  18. burilkovdeni

    burilkovdeni
    Expand Collapse

    Joined:
    Aug 21, 2014
    Messages:
    1,167
  19. Owiko7

    Owiko7
    Expand Collapse

    Joined:
    Jun 8, 2015
    Messages:
    58
    should name the tunnel, "The Can Opener"
     

    Attached Files:

    • 20171007170534_1.jpg
    • Agree Agree x 2
  20. diverxD

    diverxD
    Expand Collapse

    Joined:
    Dec 22, 2016
    Messages:
    19
    UNDER THIS POST I WILL ATTACH AN IMAGE ON WHAT PART OF MAP IS VERY LAGGY
    SO WAIT PLEASE

    --- Post updated ---
    upload_2017-10-9_19-30-24.png
    ON THIS TRACK MAP IS VERY LAGGY
    Mod i used to driving VW Sirocco II
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice