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0.33 will be delayed

Discussion in 'Microblogs' started by tdev, Jun 27, 2024.

  1. Neverless

    Neverless
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    Yeah can confirm.

    0.32.2
    1.png

    0.32.3

    image.png

    Thank you for the Fix. although ffi.cast seems to be broken overall now :)
     
  2. Baconzez

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    Just as a sanity check, this update will be the last to purge the T3D stuff that most was purged in 0.27-0.29?. Or am i going insane driven by bogus i read on the forums ages ago :p
    and i hope you all take your time this game needs serious optimisation in areas and now im understanding why it was left for so long, hope you guys dont rush, and the community doesnt get on top of your heads to "relez update now we want". just take as long as it needs to give the game that polish its been wanting for so many long years :3
     
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  3. stenyak

    stenyak
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    Programmer & Global Moderator
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    Pretty much all updates include some amount of cleanup. And future updates will continue including cleanups. We cannot purge T3D completely without breaking mods, so some amount will still remain while there are still mods that require old T3D functionality to work. The amount is decreasing over time, but is not zero yet.
     
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  4. Baconzez

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    hm i actually didnt know that some mods still function by using T3D stuff, may i ask what are they actually utilising from T3D?
     
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  5. Musicman27

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    Are you guys planning to completely remove T3D content eventually and use your custom stuff only?
     
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  6. RY4NDY

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    I wouldn't know what other Automation-related stuff could even be done on BeamNG's part. Of course there are various things about Automation exports that could be improved/added (for example instance better crash deformation, openable doors, animated interiors, cargo boxes, etc)

    However, all of those things would have to be done in the Automation exporter that generates the BeamNG cars, so they'd be dependent on Automation getting an update, not BeamNG getting an update.
     
    #206 RY4NDY, Jul 15, 2024
    Last edited: Oct 12, 2024
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  7. Musicman27

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    The only thing that could come realitvely soon, is cargo boxes. the others would require months of work to get working in automation, let alone beamng.
     
  8. zachariah.74

    zachariah.74
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    I honestly feel like the automation devs either don't have the time or the interest to continue working on BeamNG related functionality
     
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  9. CaptainZoll

    CaptainZoll
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    I think it's more just down to automation's development happenning at a relatively glacial pace, since there are all of about 9 devs working on the game.
     
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  10. Lordlichi2006

    Lordlichi2006
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    having openable stuff would require such amount of recoding on automations end that expect it no never exist, since all the bodies are a single shell, theyd have to be separated all into a few parts that then have to somehow be auto jbeamed depending on the body and how its morphed, similar goes for moving parts, youd need to somehow calculate the position rotation amount based on a bunch of vertices which have different positions which would be VERY hard
     
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  11. RY4NDY

    RY4NDY
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    I know, I was just using it as an example of a feature that could theoretically be added, not necessarily one that's likely to be done
     
    #211 RY4NDY, Jul 17, 2024
    Last edited: Jul 18, 2024
  12. Tomica

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    I have a bit of a specific question. Are there any plans to improve occlusion culling in the future. Looking at most of the maps, west coast and italy for example dont even use it, while east coast has a few.
    While testing it on my map, it lowers about 500k polycount in cities (8kmX8km map), and it helps a bit with traffic performance. I havent found any bugs so far, but havent tested it on a large scale. Are there also any plans for it to hide static meshes, as currently atleast in my map it only hides terrain and vehicles.
    From my point of view it seems like a no-brainer, unless im missing something.
     
  13. AD03_YT

    AD03_YT
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    The devs rarely optimize this games in terms of graphics. I highly doubt it will happen.
     
  14. Car_Killer

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    The occlusion culling that you are talking about is an old system from the Torque 3D engine. It's using a single CPU thread to cull objects. It works somewhat on simple levels but if you start using it on levels that contain a lot of objects it slows down the game quite a lot. If you mix it with CPU-bound maps like West Coast USA it might severely decimate performance. Modern game engines are using much more performant GPU culling that is not bound to CPU performance.
    I assure you there are a lot of things happening in the background, even if you don't notice it between game updates. Optimizing game graphics is not a simple thing, there are a lot of things that contribute to that and at first, we need to figure out how to fix things that most people won't notice, to later on work on bigger features.
     
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  15. Baconzez

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    so i take that as GPU based occlusion culling will one day be introduced? o_O
     
  16. Angry_Bird

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    @Car_Killer Just noticed today that the Service Station in West Coast area got the curbs fixed
     
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  17. Tomica

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    Thanks for the reply. That makes sense, my map has 1-3k drawcalls all around, while wcusa is around 3-5k on mesh: High. I do gain around 1-2fps from it currently, but i am heavily gpu bound. (i3-10100f, 2x8gb, 1060 3gb)
     
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  18. prasu

    prasu
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    *passively agressively sips coffee* can you add a new sports car from japan made in the year 1993 made by horochi and call it the prasu or something like that please?
     
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  19. Dr. Death

    Dr. Death
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    Based on your name and avatar i can tell you are not very interested in that though!
     
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  20. prasu

    prasu
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    its ment to be a joke but if they add it it will surprize me also the prasu mod is kinda broken so it would be nice to have something like it soon or later i dont really care though
     
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