Guess they forgot to fix that, since the T-Series has proper duallies. Got to ask @Diamondback or someone else mark it as a bug
I thought I add few houses and see if my map starts lagging, then I kept adding houses, then I run out of space and added lot of trees without any though of performance optimizing forest, then I added even more layers of houses, all I found out was that I will run out of space to add anything to such quantity that it would make any kind of lag happen and I'm not still any wiser of how to avoid having that horrendous CPU lag on map after building it too far to go back to make optimizations which would be needed to avoid it: That is 698 houses, sure they are simple houses, but adding 4 times more detail to each, that is still a lot of houses, even adding 10 times more details, it is still almost 70 houses. There should be some kind of performance manual, which has listed all the things everyone has tested and found out, but I guess I go with a principle of if it does not add practical value to most of the situations, it is not needed, which works just fine. Update: 1591 houses, I did adjust meshes a bit, added more details to highest quality mesh and should of adjusted others, now roofs look red because of that, but I'm running out of editor's capacity before I'm starting to drop frames. I would think that doing details with textures and only very close distances with 3D would be way to go with them.
Experimenting to gain better understanding of limits and possibilities of performance tuning in regards of map making. 3000 normal and diffuse mapped simple houses: However it starts to get CPU hungry, it really seems not to matter how low or high poly houses are (in sane limits), but getting to over 3000 static objects starts to eat CPU quite fast from some reason. CPU load is jumping up to 90% at times. This is without LODs, which is almost twice the poly count of 3000 individual houses (idk why roofs are getting white, maybe my map settings have something do with that or the fact there is only highest lod named object, I don't know enough to tell... Ok, it was because I had materials as double sided, two double sided started to fight with each other) This is 3 objects, 1000 houses in 1 object: Note CPU temperature, also CPU load is not jumping up like crazy anymore. However it should be noted that collision mesh is also set to visible mesh here. Update: It seems visible mesh did appropriately overly complex collision meshes, so I don't think doing separate test with simpler collision mesh would change result, at least to direction of higher CPU usage, so I'm leaning quite heavily towards optimizing by combining objects as much as possible, unless someone can point flaws in my logic and better approach in hardware load balancing: As I don't know why WCUSA is in only few objects, but I have had suspicion it being because controlling CPU load that increases with added number of objects, I wanted to test that and it might be so, however I need to still do test with all lods, but need to make colmesh for that, which takes bit of time. Another Update: For laughter's, here are 30 000 houses without lods, some 23 000 000 polygons, GPU is still first to limit performance (gtx 1080): For what I can tell, shadows are still cast per house, so to keep CPU load down, keeping number of objects low is one key, there also might be more to it, of what kind of objects there are, but that needs to be explored, my models are low poly, pretty much most optimal modeling I could do in terms of performance, nothing like some sketchup horrors can be. Here is video of 20 000 houses, that is 1000 house object x 20 = 20 objects, pay attention how CPU load is balancing out among threads instead of one thread maxing out: That is 4.48 million Tris on houses alone, no lods. Any thoughts?
Started a quick new prosject, the metal shed still need textures, and a floor. And it do need some support beams to make it a bit less floppy, will work on that next.
Already in love with that It's really great to see these new kind of constructions coming up now, there is plenty of cars already, this kind of stuff is exactly what I have been waiting to see.
The main six skins are done, just a case of waiting for some other things to be finished before these can be released. The Sodaphone skin has been fixed (text on front right wing isn't backwards), these are just old thumbnail images. It's just a case of getting the 96 Pessima to keep up with the 88 Pessima Super Touring cars I've made.
Attention, yellow flag, attention! I repeat: attention, yellow flag! v2 (its not the final version of the safety car. remember that work-in-proggres)
It will be cool to see a safety car in Beam. However, do you think that it might be non repo friendly with the bmw m stripes on it? They’re not quite in the same order though, so it should be alright.
I've already considered it, albeit not a limo, but a simply armored LWB version. I'll finish everything else and then we'll see. Maybe it will be added later as an update. Maybe I'll outsource it to someone.
Put some work into my upcoming mod which is the 912. Currently working on retopologising parts of it to make the polycount more suitable for beamNG. Also made a little RWB inspired bodykit. Already got it looking pretty good @ 80k polys (with wheels and all). Im going to try to get it around 60k and then begin the putting in game process. Expect solid progress soon!