APU's dont support quad channel. But yeah, the integrated GPU is using your system RAM so in order to get the most performance you want nice quick access speeds.
my computer can somehow manage 15 cars at 25 fps edit these are the settings, i do have some post fx running also
Although this is major cheating, I can get ~20 vehicles at about 8fps.... on normal settings and 640x480. I get ~45 fps on normal, 640x480 on 1024x768, got I think 12 before the game crashed. This is on pure gridmap only...
I don't know... 10fps according to Fraps and 25 according to BeamNG... Thats on minimum detail though.
I was just saying that you would benefit more from quad channel than frequency increase (X79 Platform). I'm sure the bandwidth of the iGPU wouldn't be the bottleneck, rather the GPU Core itself.
The APU's are indeed bottlenecked by memory access. Plenty of benchmarks show a nice little boost to performance on higher clocked memory for APU's. Even mentioning quad channel memory is utterly pointless when the APU's dont support it. Its like saying that my little vauxhall corsa C would be much faster using the engine from lets say an aston martin DB9, thats nice and all but my corsa can't use such an engine so why even mention it?
I think a major improvement in this game to make multiplayer possible on machines that can only handle like 2 cars. Would be a render system for the physics, vehicles in a specific area to show the full physics effect when they get close to the player would allow people to be at a distance with cars on lets say a big map. I noticed when i spawn a bunch of cars if i fly away from it its still choppy.. And some type of way to only utilize the suspension physics of other players when u see their car and only load the soft body physics when involved in a crash. I think until they come up with some netcode or general way to allocate physics with multiple cars, multiplayer wont be possible. The load this game would put on a server is enormous!
I guess here soon it won't be able how many cars your PC can handle anymore, but more about how many planes your PC can handle lol.
Not at my desktop right now so no screens, I can smoothly place about 8 of the hatchbacks, or the Moonhawk and another car. or about 5 Gavril D-15's Of course I'm talking about maintaining smooth gameplay the whole time, obviously I could make some sacrifices and push it FX-6350 (3.9ghz o/c 4.6ghz) GTX 580 1.5gb (935/1870/1077) 8gb of DDR3 ram @ 1866 Transcend (Cheap) 64gb SSD (OS, where beamNG is installed) 2560x1440 X-star DP2710 @ 100hz Graphics are max usually run in a 1920x1080 window, but running at my monitors res makes little difference. EDIT: added CPU o/c - - - Updated - - - Exactly, I wouldn't mind rendering a lot of it server side, It's not insanely difficult to put together the horsepower for that, but bandwidth (maybe) and latency (definitely) would quickly create issues. It will probably turn out that online physics need to be dumbed down significantly to get the game to run properly. Of course I have no idea what the team has up their sleeves in this case.
I can get about 30 covets somehow on the grid pure map with all settings on normal-High, with about 9-15 fps to spare, and all on a Dual core 3rd Gen Intel I5 Processor, and the surprising thing is, my laptop runs this game even though the Intel HD integrated 4000 graphics only runs on 32 MB of memory...
With one car I get around 46-50 Fps. With 2 cars I get 42-45. But thats with fraps on.... fraps lags me so I get more than that! (I have a custom built PC also)