Released Tokyo's Shuto Expressway - Metropolitan Expressway

Discussion in 'Terrains, Levels, Maps' started by Ezo, Mar 4, 2019.

  1. Crumple Zone

    Crumple Zone
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    Wow I just updated this and wanted to say thank you to everyone involved, especially CK

    Mind-boggling. Excellent craftsmanship.
     
  2. yesyes

    yesyes
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    One of the best highway maps I've ever seen. Unfortunate that there aren't many of these, I'd like to see an American one, such as an extension of West Coast's highway or something.
     
  3. Bladie

    Bladie
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    screenshot_2024-06-26_09-47-32.png
    Great map! But sadly its very FPS killer, like zero FPS. What about making extra versions for low end users?
     
  4. Crumple Zone

    Crumple Zone
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    Play the Mission Impossible music right now
     
  5. VENOMOUS 2

    VENOMOUS 2
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    go to CK Map Controller - 2.0

    LOD Bias 800.0 it works!!!
    --- Post updated ---
     
  6. Musicman27

    Musicman27
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    What about a repo release? For easier updating and more downloads?
    --- Post updated ---
    Just downloaded for the first time and first thing I do? Get snagged on a wall, lol. Either way the map performs and looks great! With AI I get 45+ FPS on minimum Beam.ng VRAM and RAM specs. Good job! However it takes about 2 mins to load at first. Any idea if this can be helped? Still, Good Job!
    --- Post updated ---
    Oh Sweet! You even have speed cameras!
    --- Post updated ---
    Ok, wall snagging seems to be an issue going north (up on map view) from "Shibaura PA". :p
    --- Post updated ---
    With Rain on and night i'm averaging 22-35 in tunnels at high speed, but it is still VERY playable. Good Job! It looks like it would tank my game with my 4GB Vram, But it doesn't!

    (FYI i'm using the "normal" graphics preset)
    --- Post updated ---
    Also nice touch adding Japanese private plates for this map!
     
  7. VENOMOUS 2

    VENOMOUS 2
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    you're welcome!!!
     
  8. Car_Killer

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    The best way to improve performance at night and in tunnels is by changing shadows visibility to partial in-game settings.
    I'm aware of this problem, it seems to be related to light shadows not being cleared from GPU memory :(
     
    • Agree Agree x 2
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  9. Bladie

    Bladie
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    So uh, running lowest already...
     
  10. Musicman27

    Musicman27
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    RIP, GPU...

    I'm fine with running games at lower fps. I literally play a partial FPS game (Brick rigs) at 15-20 fps online with a crappy laptop. I got this PC after I used the laptop for a year or so.
     
  11. robert357

    robert357
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    What happened to render and LOD distance options in CK? I just recently got latest version and unfortunately it's unplayable for me mostly because of massive hiccups, especially in the middle of the map. On the edges of the map, especially south and north-east I have more FPS than on older version from 2022, so it looks like it not the issue with map not being optimized. In previous version I just shorten the render distance and I could even play with some traffic cars. Day and night doesn't change performance.
     
  12. Car_Killer

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    I removed it while cleaning the code for the last update as it seemed useless and overcomplicated. Especially lod bias slider. And the map sadly is not optimized, that's why you are getting hiccups in certain spots. You should check if lowering mesh quality in game settings helps you with that, if not then it's more a far pane issue than lod bias issue. Would be nice to know.
     
  13. robert357

    robert357
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    Yes, mesh on lowest quality helped with hiccups. I tested map more and I can say that shorter render distance option helped even more in previous version. I have GTX750 4GB which can't handle that much triangles. In older version I had render distance set at 2000/3000 value, which was high enough to have details driving along the road but also preventing from rendering unnecessary chunks of the map (for example driving on B route the K1 route was too far to render). Now driving for example from Tatsumi (9-B route junction) to Haneda Airport I have low FPS, because draw distance is so high that it renders basically all C1 and 1 route which is too much. From Haneda Airport I have almost the same FPS as in older version. Same happen when driving on K1/B route from south toward C1. LOD slider was indeed somewhat useless but render distance should return.
     
    #493 robert357, Aug 22, 2024
    Last edited: Aug 22, 2024
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  14. Car_Killer

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    Thanks for checking and confirming :)
     
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  15. Filth

    Filth
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    Damn that's an old GPU, Didnt think such a card could run beam these days as my 4070ti struggles with AI added to most maps.
     
  16. robert357

    robert357
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    Of course it can. BeamNG is mostly CPU heavy. The main problem for these older cards are number of triangles, reflections and postfx. Even dynamic shadows are fine when used sparely. All vanilla maps runs smooth without dynamic reflections :)

    PS. On K1 route these bridge joints are too bumpy. They feel more like speedbumps.
     
    #496 robert357, Aug 23, 2024
    Last edited: Aug 23, 2024
    • Agree Agree x 1
  17. Amos_lol

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    I've always wondered if the physics handled differently from cpu to cpu, I have a crappy i5-6400 and sometimes the physics feel weird with too many cars...

    Fps is fine tho
     
  18. manunet80

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    The road I'm driving on turns white and I don't know what to do to fix it.
     
  19. Car_Killer

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    Make sure you use the updated map. This bug was fixed earlier this year
     
  20. Car_Killer

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    Hey there. I just uploaded another hotfix update for the map. Nothing too big but it might improve performance a bit
    screenshot_2024-08-27_10-58-34.png
    • Reduced vram usage of models
    • Reduced level models wobble at large distances from map center
    • Reduced night lights performance impact
    • Added a fix for sounds disappearing at lower settings
    • Added view distance slider back per @robert357 request
    • Updated sky settings
    • Fixed weird fog at night
     
    • Like Like x 11
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