WIP Beta released A new *CITY* map - LOS INJURUS 2021-06-21

The large city of Los Injurus welcomes you with an update!

  1. Alex Knotek

    Alex Knotek
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    Finally got my pc back up and working right. I have 4 gb of ram and it runs very well and loads faster than most dev created maps. I'm so in love with this mod, the roads are very realistic. I'm excited for new content
     
  2. bob.blunderton

    bob.blunderton
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    Awesome, glad to know it works with 4GB of RAM, I'll make sure to post that in the description. Let me know when you have time a little bit about your computer hardware, as best as you can tell, and what OS you're using, and most importantly, without the web browser (or itunes or the like) open, how much RAM the system uses without BeamNG running, so folks can get an idea of what they need their system to be if they have 4GB. Also, I DO know that keeping texture details at the lowest settings does help conserve RAM use a little bit (it's mostly conserving VRAM use, but it helps for some reason, DX10 and above does not mirror textures in VRAM in system RAM by default like DX9 did).
    Thanks for letting me know this and glad you enjoyed the map. Most of the textures (over 75% of them) are already integrated into the map, they just need to be slapped onto something and made to look like a building.
     
  3. bob.blunderton

    bob.blunderton
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    But what fits in this shiny new concrete monstrosity?


    What does *NOT* fit (unless you force it to *CRUNCH* ), in the parking deck...

    It's huge, it will certainly have a jump or two at the top, no worries. The jumps will be added in later. It's a thing of beauty though and stands tall in the scenery among the many buildings that will be in the city. This is the longest I've spent making one object.

    Unable to notice any impacts on frame rate here. This is a good thing - that means I did it correctly.
    The reason it took so long, is I spent about 12+ hours gluing UV's together. This makes for next to nothing on the draw calls. There's just a few per level - maybe 6 or so, roughly, and it's repeated on every level except for three surfaces on the top level and six surfaces on the bottom. The draw calls that are identical for the levels are all batched - meaning, an 8-fold reduction of draw calls. It's modular (as it's saved in my modeling program) so I can later on make an even TALLER one if I wanted to. I figured 9 stories was enough - as it's 3500 surfaces, or roughly 7000~8000 triangles or so.

    Nothing stopping the crafty folks from spawning a ramp, either...

    That is all for now! Will fix one texture entry I missed and touch up the concrete texture a bit tomorrow.
    Lots and lots more buildings coming. Expect to see a lot of that parking deck too, in various iterations/sizes, around the town.
    --Cheers!
     
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  4. fufsgfen

    fufsgfen
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    Looks easier than one at WCUSA :p
    upload_2018-9-21_14-51-30.png
     
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  5. bob.blunderton

    bob.blunderton
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    Made some somewhat modular parking lots. More pieces will be made, but there's 7 different ones so far.
    Here's some of them:

    Yes, that is the way I intend that road to be - in essence, bulldozed to make way for the highway off-ramp. There's a dirt mound there (it's a jump). They're much more fun than dead ends. You can land on the on/off ramp and keep going then.
    Nothing set in stone / perfected quite yet, but it'll keep things interesting. I have to make more pieces for the lot set, but I'll be doing some buildings 1st before I finish that up, so I have a place to put them!
    *note: the parking lot lines fade out with distance. These also have been optimized for draw-calls like the parking deck has been.

    --That is all for now.

    Hasn't seemed to wreck the frame rate either, 70~72fps average here at ye'olde Chicken Munch...

    Don't mine the slightly tenderized vehicle. It still runs though. Tested the dirt mound jump at the end of that road a few times.
     
    #165 bob.blunderton, Sep 22, 2018
    Last edited: Sep 22, 2018
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  6. Eldigan

    Eldigan
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    Looks great! Best of luck
     
  7. Toyota Ventury

    Toyota Ventury
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    fun to drift
     
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  8. bob.blunderton

    bob.blunderton
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    This, entirely. You will 100% be able to drift around this map without too much issue. You might have to get used to having cross-slope on the roads though and account for it. These aren't flat - they're sloped from the center to the side a bit for water runoff as in real life, but that aside, yes you can entirely drift around this as there's LOTS of wide roads & as of yet most parking lots are pretty flat and smooth. Surely if someone ever figures out how to bring NFSU drifting missions to this game, there'd be plenty of place for it here, and I would make more (I will anyways, make lots of room for drifting, you can even drift in the wide large canals).
     
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  9. Jarret Rucker

    Jarret Rucker
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    That's a lot of city. Hopefully my computer can run it lol.
     
  10. ¿Carbohydration?

    ¿Carbohydration?
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    If you have a medium size office building in the works/made, may I suggest a BeamNG game studios sign be added on, as if we were in a alternate reality where BeamNG was big enough to have a US HQ.
     
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  11. Jarret Rucker

    Jarret Rucker
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    Maybe you can have a part of the map that breaks the 4th wall.


    Jk.
     
  12. bob.blunderton

    bob.blunderton
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    What's your specifications @Jarret Rucker ?
    CPU model and speed
    System RAM amount
    Video card model and VRAM amount
    Operating system and is it 32 or 64-bit?
    SSD or HDD ?

    Will run on 1st generation i7 with a Radeon 6750 1GB video card at around 60fps on lowest, and still fluidly on 'low' 30~35fps.
    Will run on systems with 4GB of installed memory, provided that memory is not shared with the video card, and provided you don't have too much other stuff running. May get choppy or slow at points when it runs out of memory especially if the game / OS is on a HDD.
    If the game crashes with a FFFFFFFF error (8 F's), it means you need more memory. 6GB is the recommended minimum for garunteed playability (sic?).
    STORM HERE. It's not happy outside. Gotta run!
    Yes there will be, no doubt about that. Storm here - gotta run!
    Always something like that just have to look hard enough.
     
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  13. Jarret Rucker

    Jarret Rucker
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    Ok then, It'll run fine.
     
  14. ¿Carbohydration?

    ¿Carbohydration?
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    Is that now or projected analysis for the future?
     
  15. bob.blunderton

    bob.blunderton
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    Blunderpunzel, let down thy draw calls so I, Sir Frame-Rate can climb up!

    This is going to take a while. See the bottom shot for example (I will also post this in Los Beamos so InsaneGaz knows what I'm speaking of and why you shouldn't use Sketchup objects too much in your map if they get complicated).
    The white lines are split UV's. This is okay between different textures, but not okay on the same texture. The green lines are where it's merged / done already (I just started on this below-ground part, but the whole building is otherwise done, it's still around 12~16 draw calls for the building face though). This is the importance of sewing UV's. Splitting them is good if there's no other way, but I did a lot of it, a lot more than I should have without realizing that it cranks the draw calls through the roof. Where I went back and re-optimized the LOD's on the road pieces with MOSAIC textures, keeps them mostly down to only one draw call on *ALL* the LOD's.
    This way, when a draw call is made, most or all of the object gets filled in. Of course on a subway station, it's not that easy, there's still going to be two dozen or more draw calls but that's alright as there's only one nearby at any point in time, and the LOD kicks in when you're a half block away or more (side note, the doorway on the LOD is moved properly now, no more getting faked out as you drive up to it fast, slamming into the wall!). The LOD will only be but 2~3 draw calls or as few as I can reasonably make it.
    *note, if you have many similar disconnected surfaces, like the triangular pieces above the columns, you can copy-paste and then sew UV's and if they're perfectly the same as one another, they will be batched.
    LOD's on houses will be REDONE to some extent so they're not as OBVIOUS and so that it doesn't hit FPS as hard.

    Some pictures of last night's work:

    The parking-lot was re-done around the building with a new dedicated lot model, and trees were added. Overgrowth was added (scrub brush / bushes) were also added on the state right-of-way for the highway, where the road is cut off abruptly, and the mound was raised to make jumping onto the ramp easier. Just don't jump too fast or you'll clear the ramp completely. Sure need to add my signs in when I get the time. I also re-did the UV's on the building (The texture layout) and it should be many less draw calls.
    Currently working on the subway station below. Will add some more detail in as I get the time to. Will also be re-doing the lot near the one station at the tunnel end (across the map) as I am not happy with the high draw calls there at-all.

    So lots and lots of adjusting stuff behind the scenes, but this is the way to open the path to move forward without the FPS ending up in the latrine. Also, do know that when the road kit comes out for anyone wanting to build a city, it will not whack FPS as much.
    Yes, this will be a CITY MAP THAT EVERYONE CAN RUN. EVEN AN X58-BASED SYSTEM with a RADEON 6750 1GB DDR3 CARD.
    The next private PATREON-ONLY BETA will be out within the next two weeks time-frame or sooner. I will have some more optimization and content in the next one, it's split 50/50 as I have the motivation to work on one model, or things in the editor next.
    Subway station non-optimized example is below (it's not a new station, working on the existing one 1st).
    --- Post updated ---
    That is from the last version of my map from about 1 month ago, before I added the optimizations that came in the last beta, lowest detail was running 55~60FPS, and LOW detail was running 30~35FPS, VRAM was maxed though on both settings, so while it will run, it will be maxing out the video memory (not too much I can do about that, best to have a 1.5GB~2GB card). Integrated RADEON VEGA GPU's on the new Ryzen 2xxx series CPU's (which ones come with it), can allocated up to 2GB for video memory. If anyone has one of those CPU's, please get in touch with me.
     

    Attached Files:

    • drawcall_nightmare_example.png
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  16. bob.blunderton

    bob.blunderton
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    Nothing fancy, but the subway station is worked on a little more. The building it's in also has the LOD fixed and a middle LOD added which better shows the platform and the top-level entry room but not the steps/ back of the station (waiting) area. No more slamming into the wall as you try to go fast through the doorway. Also fixed a few mishaps on the collision mesh.

    You can see in it from about a block away now. Draw calls have been reduced when inside of it, substantially. The lowest LOD (which is a simple box with mosaic texture and only two draw calls) will appear if you back up more than 20 feet from where the camera is. This is not a NEW model this is an improvement to the existing model.

    Gosh it's still dark in here. Too dark. Will fix this eventually when this area is more developed and I have a better idea of the frame rate (and wiggle room, so to speak, 'lights' in the game are 'expensive' and while I can pre-render lights in Maya, it won't show on the vehicle if I do that - it will work for LOD's though).
    Platform height has been corrected (still going to fine tune it a few more inches) for the subway train. Subway train?
    Yes, a brand new subway train has been brought to BeamNG by @zagdima , Thanks! It's pretty awesome, but it's still in early form, so it's not quite ready to share/release yet. Surely it will be out in the near future though. It's beautiful, and quite peppy. He's working on a 5 car version or such, possibly longer, so that'll be pretty awesome, and I'll make sure the stations all accomadate it well.

    Rebuilt the stores here, with a new 4x unit (there's also a new 3x unit across town near the spawn), to lower draw calls a bit (another 2~3fps here), and also re-adjusted the LOD's (no negative performance impact at this point). The LOD's won't be so noticeable now.

    That would mean draw calls are lower here, too. There's a 3 unit strip mall here, and two blocks further is a 4 unit up the hill.
    Only lower by a bit as the LOD's are more relaxed so it's not going to pop-in as badly. Fine tuning and adjusting lots of things here and there as I go (and this took hours over the last two days with the strip malls and station!) so that performance is nice, balanced, and doesn't spike or hitch as badly (consistency is getting better). Now that I know what I know, the way forward is open, but this stuff had to be done sooner or later, so at-least this much of it is done. I will be doing more of this as I go over the next few days, so not sure if there will be much 'new stuff' to show.

    Going to be doing more of the highway pieces in the next few days, should help considerably, but will take days. So if I am quiet, this is why. This should help FPS noticeably though, in areas with highways in them (read: this is a Bob Blunderton map, this place is infested with highways, because fast = fun, why do you NOT want to go fast in a car accident simulator?).

    So yes, sorry about the lack of new stuff. As I mentioned in previous, I knew this would be a real time sink, but if I don't straighten it out now, it will be much more work for me in the future.

    --Cheers!

    LOD's = levels of detail, this means different simpler meshes are used as you get further away from an object, keeping render speed up while keeping the immersion. I have been taking feedback on the LOD's seriously! Your opinion counts.

    EDIT: Seems like I am getting more GPU limited here, when I pause physics, FPS does not go up.
    THAT'S A GOOD THING!
    Detailed performance analysis here (with gaming running) :
     
    #176 bob.blunderton, Sep 27, 2018
    Last edited: Sep 27, 2018
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  17. Toyota Ventury

    Toyota Ventury
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    Can my laptop run it? It have Core i3, 4GB RAM, and a GeForce 920MX
    If It can't, I will have to stole my uncle's pc again :p
     
  18. bob.blunderton

    bob.blunderton
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    It might, it depends on how much memory the system uses on it's own before you load the game. If it's not much, and you don't have a ton of vehicle mods, you would likely be able to load it. It only uses 2.8gb of RAM or so to load the game here most times, a bit more during long play though (3~3.325 GB max). So if your system is fairly efficient and doesn't have a ton of other things running, it would work. I would suggest low or medium detail at most, with no reflections, possibly no shadows either since it's an i3. Turn SSAO off too, if it's not already.



    In other news, I have to reconfigure my system so it might be a day or two before another post. I filled up the c: drive, so I will re-arrange the drives and create a larger RAID array. It has <2GB free on c:\ drive. This is not good - Good thing I noticed before it got mad at me! I might be able to kick the can down the road if I find enough downloads I can delete to free up a dozen or more GB. I wonder if 'The White House' has a tech support line I can call for help on "kicking the can down the road..." ?
     
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  19. fufsgfen

    fufsgfen
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    You could try to delete all those crash reports windows is holding on, can be tens of gigabytes with your BeamNG editor usage :D
     
  20. bob.blunderton

    bob.blunderton
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    There's not many crash reports here, I think 10~12 or so from date of install in 10/2014. There's about 7 from failed overclocking almost resulting in nuclear fusion (when I first built this, and then again when I delidded it and put liquid metal within the CPU and under the cooler). There's 3~5 from the video driver back in 2016 (which didn't like BeamNG editor), and one report of 'the system locked up because Maya made you angry enough, that after four years of owning this computer, you punched it and locked it up', which also resulted in two video driver crashes due to file corruption. Considering I've had this four years as of middle of October, that's not too bad, all things considered.
    Needless to say, the 4790k, once placed at 4.4ghz and 1.2517v core, has puttered away happily since then - but don't dare make it faster, or the board safeties shut it down (yes, this chip that I have is referred to as 'a pig', sucks power but doesn't go faster!). It's an old pig, but a good pig, and I'll keep feeding it for the time being (likely a few more years, even if I was wealthy as snot, I don't know if I'd waste money replacing what still works yet).
    Now, on the other hand, BeamNG editor crashes now and then, or every few minutes when I edit decal roads (I've taken to renaming them and deleting the lines in notepad++ after a quick search & locate, hence, now 'search and destroy' mission). I do remove these crashes on a quarterly basis, though.
    So now back to whatever it was I was doing, ah, yes, musical files! *digs up hard drives out of drawer*... (a desk drawer is the only place hard drives belong, friends don't let friends stick hard drives in their computer tower on a permanent basis, aside of hot-plugging for backup purposes).
     
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