Did some more optimization. There's about ~30 or so pieces done. All in all many of them will be optimized, but not ALL of them, as some are only one or two textures. Yes it's the same Chicken Munch, nothing's changed except the LOD's are mosaic-textured now and the FPS has increased, low FPS areas are helped nicely. The now-famous or just plain over-used screenshot here above, is now up to 72.4FPS~65.7FPS (mostly 70~71fps) after watching the counter for a minute or two noting the min-max FPS. This area was averaging 63~65FPS before with occasional dips into the 50-fps range (down to 53, yuck!). This is improved from Friday's beta version pretty well another 5~10 FPS (pretty much map-wide increase, some spots more than others) solely by reducing draw calls only in said 30 pieces. Obviously these are the most common ones for the larger roads (well most of the common straight or sloping bits are done anyways, but none of the turns yet). Textures for the LOD mosaics are now colored properly. I will have to test out the collision for any buggyness but so far so good. Pausing physics is only giving about a 4 FPS difference now. So that shows that I am very close to reducing the CPU single-threaded bottleneck here. Before this part of the optimization began, I was observing a 10~15 FPS difference with physics being paused (because that takes load off the CPU, including the core that does your draw calls which are sent by the CPU to the graphics card). Now this difference is still with reflections ON. So there's still much more optimization to do, though it might not be as obvious for each piece optimized, it all will add up after a few more days/week. Draw calls are now dropping below 4000 now here (it's hovering right around that, with the car in view). The idea is to keep it below 4000 throughout the entire map, but I don't know if I could promise that. Doing the best I can though! I am also addressing the issue of the terrain appearing through the road surface, by minimizing the color difference between the terrain under the roads (concrete and asphalt) VS the color of the objects themselves. The terrain must be close as the invisible AI paths that are under the roads have to be near to the surface (less than a foot away) otherwise the AI stops in it's tracks, or brakes without reason. Using a similar-textured decal road underneath is a solution, but not one I am going to use all that much as they also will cost FPS when there's enough of them, and there's already *LOTS* of decal roads in this map. I chose to make custom terrain layers for underneath the roadways, this way when you back out with the camera or fly over the city, it's not so drastic when pieces disappear. You'll still see the dirt near the edges (so the underlay texture does not bleed out of the side of the road, turning dirt and grass grey) but it won't be night & day or so distracting / immersion breaking if you fly over the map (in preparation for the AIRPORT/AIRPORTS going in). AIRPORT topic: Lots of you have asked! ~Civilian airport runways spec is around 13,000 feet for large 'Air Bus' style commercial airliners; military or smaller aircraft would be around 6,000 feet of runway length. I am going to use national (US) specs for making the runway when it comes down to it, which will be terrain, not mesh based. The building will be mesh though, as will any other decorations. The way it's looking, it will be on the coast, not within the heavily populated city itself, as the city seems mostly ringed by mountains or very tall hills. It would be a difficult flight path if I put it in the central area of the map. Considering making the secondary airport in this map from a joint Army/Air Force base or something similar. There will be some military base. Why not put a small landing strip in? We all tried to hard to get into the ones in GTA series, why not put one here? Now I want a tank though... *sigh*. Sound! Where's the sound? I have found a suitable sound kit I am considering buying for this map. It's ambient sounds and will provide a much needed ambient background for the city and country-side. It's a complete kit and has everything but the underground subway sound (unless it has it not included in the preview). It's fairly reasonable in price and I hope to have it in the map within the next month or so. To those folks who joined in on the Patreon page this weekend, I thank you highly. You folks and the rest of the folks here, are highly appreciated, and it motivates me highly (especially seeing as many days I spend upwards of 6~14 hours on this, depending on my health, the weather, and other things possibly needing to be done). Progress? You're showing me the same @#$% picture! *muttley muttering* Oh, it's there, but this is ALL behind the scenes stuff. I must optimize before I can build more stuff. This takes time - days/weeks. When it get it under control, I can release an improved and polished version of the map to beta testers via Patreon page, and then add more things into it, hopefully not undoing all the hard work I just did. Regardless, if I add more now, it will be a slow, unoptimized mess that no one can enjoy with reflections/shadows still enabled. Again, performance above is *WITH* basic reflections on, and shadows enabled. Yes, those reflections and shadows are *ON*. The user interface isn't, though, because it eats 10~12FPS here. The developers are working on this though. Using the in-car view with no interface, gives the best performance by a few extra FPS. This area has seen on average a 16FPS minimum gain up to 54~59.x FPS, again, all due to draw-calls reduction, and I haven't even touched the narrow surface streets yet with the mosaic textures for LOD's (that reduce draw calls by half on LOD's as they only use two textures, they aren't that intensive though but it will also reduce some poly surfaces on the LOD's). If I had to hazard a guess, I'd say it will give 1~3 extra FPS tops, but it's still worth doing. The strip mall parking lot on the other side of the map has seen on average a 5~6fps gain average FPS. That's the lot with the Burger World and subway tunnel bordering it. There's not much out there beyond the subway, lots of roads/highway, the 8 strip mall buildings of 4 stores each, and the Burger world. So I don't entirely promise I'll get the whole map to 60FPS with reflections still enabled, but I am darn well going to try, or at-least make sure it's quite consistent. I can also thin out some areas, maybe add a car dealership, park, or other thing such as a noise-polluting industrial zone, that doesn't pack in as much detail or draw calls as houses crowded together would have done. The nice thing is, if I don't like performance, I can just take the time to select the things I want to move, pick it up and plop it down somewhere else - because with this MRK kit, and the way this is designed, YOU CAN! Also considering grouping trees so that I can call 2 drawcalls for a group of 3~5 or so of them, versus 2 draw calls for each (trunk texture, leaf texture, x3 because of specular and normal map textures). Going to see if this helps any, as I've heard sometimes this game batches things, but I am not seeing much evidence that it does yet (if it did, this would not have been an issue in the first place). --That is all for now. If you folks have requests, please get them in! I would love to hear from you out there, if you have any ideas. Remember, this is a complete city from scratch, so give some ideas. For those who's houses you sent pictures of, to me, to build, I still have the pictures, the requests are pending. I will do them, I just have to get my map into ship-shape first. They will be built!