Really looking forward to this map =D Fantastic work so far Maybe make the trees a little bit less dense? That way it wluld make a little more sense and improve performance
The amount of trees you have hardly affects performance at all. There is almost no difference to having 1 tree or 1000 trees (Correct me if I am mistaken)
It only matters to lower end GPUs, but for gtx1060 6GB and faster, there is hardly a problem as there is only so much polygons you can add with threes, their lods make them to add really few polygons after certain distance, also they do batch up well so their impact to performance is not huge and as map has pretty much nothing but road and trees, there is not going to be issues with performance, unless you are running 1050Ti or lesser, then setting mesh quality to lower than high is needed.
What I recommend is that Ctrl+f twice and see what it says in polygons, then aim somewhere 8 000 000 to 12 000 000 on high detail setting, then it should allow lower end GPUs work with map with normal or low depending from GPU and also it would not kill visual quality from higher end GPUs too much. If you are at a ton less, then just keep building
Well Atleast in unityengine it affects performance a lot Once i made a over dense forest with maybe 2000-3000 trees and it lagged A LOT But beamng maybe has better optimization for that
It depends from the trees of course, also Unity is someways different. There are ways to optimize trees in Unity too I think, but those trees on vanilla maps in BeamNG are quite well optimized already. 2000-3000 sounds like that those were not batched at all, Unity optimization guide explains how to get better performance, should be lot more trees for Unity too.
Just had the AI slowly drive around. My Polycount super rarely seemed to go above 9,000,000, so I guess I'm fine for now.? FPS is also 30-60, but those are for my specs (In Signature)
Maybe in an update. I'd rather focus on only the map than anything else. I'd have to learn a lot more about scenarios either way, so maybe in an update I'd do it, unless someone else does it before me.
Hmm, you have some kind of laptop I guess, it has also probably some GPU, but that was not in your specs. 30fps is bit low, but then again that depends from GPU too. WCUSA and Italy have higher numbers I think, staying bit below those I think is good on high details. I think WCUSA at highest has bit over 12 million, without shadows something like half of that.
Yes, sectional updates because I am often bored Wow, was this annoying to make. Look at the in-forest sections of Powys, Wales in DiRT4, you can see what I was going for. Does this look good to anyone else?
I don't know why that is showing that. Shadows aren't geometry and polygons are only geometry. The poly count is clearly broken!
I guess so...I mean, Torque3D was created in 2009 or near that IIRC... (None Vs All) cough map plzkthx
I'm thinking it has to do with culling/the way shadows are developed. Polys that would otherwise be in LOD OR occluded, are getting their shadows calculated and thus brought back into view. --- Post updated --- Most likely due to off-screen polys being calculated to generate far shadows. For instance trees behind you still need to be calculated in order to generate shadows. Crazy!