Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. aeoe

    aeoe
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    not a speculation too, but 0.24 should change the dynamic reflections system to be a little different, like all cars had the dynamic reflections in a certain radius, instead of it showing only on the car you're driving
     
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  2. n0ckboi

    n0ckboi
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    That's interesting idea, but firstly there would have to be wear and condition 'slider' for each vehicle to have damages caused by wear. Right now you spawn brand new vehicle except beaters and derby configs.

    Btw did anyone notice that weather systems are no longer available in environmental tab (i'm talking about raining and snow)?
     
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  3. Sithhy™

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    I guess someone forgot to include this as a config?
     
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  4. jonthefuzz

    jonthefuzz
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    with the release of the updated pigeon and wigeon this update and last update being the legran and wendover it seams that we are getting one new car to go with the updated cars of the same theme.
     
  5. KrukasKlep

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    The pigeon got the wigeon variant because its a small car that doesn't have alot of content, so adding that would make the update more sizeable :D
     
  6. ManfredE3

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    Charro/D-Series as a pair as well. Kind of.
     
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  7. KrukasKlep

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    The charro is still under the same vehicle tree.
     
  8. n0ckboi

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    It is just the Track Day config with driving academy livery.
     
  9. henryjhost

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    Capture.png
     
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  10. samcar330

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    The ETK 800 and ETK K Series got new interior colors, but still have dated textures. I speculate that a revamp will happen with a V12 K series and 800 refresh.
     
  11. skodakenner

    skodakenner
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    The K-series also has some unused bodykit parts but they only are small things like extra lips and so on
    Edit: forgot how it was called they are under trim in the parts selector.
     
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  12. BombBoy4

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    From what I've seen, nobody's mentioned this yet. Correct me if I'm wrong.

    The Vulkan update could be an important leap to cross-compatibity. Linux and MacOS support are likely much easier to implement once Vulkan is stable. I suspect they're putting effort in this direction because they want BeamNG to be more than just a game, but a simulation for companies to run, which would certainly require support for more platforms.

    I wonder where they're headed
     
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  13. ARES IV

    ARES IV
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    @default0.0player
    @Arcanox

    I hope you dont mind me tagging you, but I may have found out something I assume you will find interesting:



    It appears that you can now have clutch together with an electric motor which means - at least from my understanding - that you can also mate it to a regular multi gear transmission. This could allow new possibilities for both hybrid vehicles and EV conversions. (ICE replaced with electric motor while keeping transmission and drivetrain unchanged).
     
    #32553 ARES IV, Jul 3, 2021
    Last edited: Jul 3, 2021
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  14. Diamondback

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    Huh, this is far from new :D In fact, the behavior WITH a clutch was the original one. The clutchless motor is way younger.
    The changelog entries also refer to sounds, the props had electric motors for... ages. :)

    Edit: Looks like I added the clutchless option in early 2019 for the eSBR. :)
     
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  15. ManfredE3

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    Still waiting to be able to use the screenshot filters in game. I'm not sure if the bug that allows it got patched yet but I'm getting tired of having to replicate that bug every time I want to play with the vintage filter
     
  16. XR8guy

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    does this mean a wigeon electric swap is possible?
     
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  17. Leroux83

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    In my opinion, electric Pigeon and Wigeon are logic
     
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  18. esesel

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    I did a little bit of performance testing in the dx11 version of Beamng and concluded that with traffic enabled, the GPU is the biggest bottleneck. I have a 9900k i9 processor and a 2070s GPU 16gb ram and ssd, about whats realistic for a mid-high end gaming PC for the next few years. I Can manage about 15-16 cars with traffic and traffic pooling at mostly stable 60 fps, In my test scenario i was CPU bottlenecked, as i used lowest settings and resolution, and the FPS was higher (100fps) when the Physics are paused. The recent CPU performance improvements with vulcan are great, dont get me wrong, But the potential GPU performance improvements need to at least match the CPU improvemts to benefit an actual user. So here is hoping for that to happen.
     
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  19. Diamondback

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    Sure
     
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  20. fufsgfen

    fufsgfen
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    That depends largely from the map and even spot on the map, difference between Vulkan and DX11 is going to be greatest on areas of map or maps using huge number of static objects, especially ones with separate textures each.

    General rule for DX11 is more texture maps = more drawcalls = more CPU limited. General rules are annoying as they are so wildly inaccurate in some situations, but there is plenty of situations where your CPU is limiting factor in DX11 and with Vulkan you get to be GPU limited and with faster GPUs more so.

    Stuff becomes funny with cars, that uses several layers of textures, well used to use, then there are no LODs and with different vehicles you don't gain from batching, so when using single type and model of vehicle, you get batching, which means CPU is used less for graphical stuff, but when using different type of vehicles you don't get batching to help and CPU is used more.

    So Vulkan helps a lot with huge number of different kinds of vehicles to run at map locations with lot of static objects, like Italy towns.

    Another part where it helps is with lot of CPU cores, like 16 cores / 32 threads that have not been possible to be fully utilized.

    Easy rules of thumbs are somewhat annoying as they are always wrong in complex matters like performance limits.

    My gtx1080 can be 30% usage or 100% usage (watts) it really depends so much from the map, spot on map, which vehicles I spawn, but with Vulkan that 30% never happens and can get more than twice the FPS in CPU bounded situation.
    With another lower spec system difference would be even greater and with my R9 5900X system probably lot less as that is kinda beast compared to old Intel systems.

    But yeah, GPU optimizations are going to be thing too in a future I guess, shader stuff and what gets rendered, playing with Intel graphics profiling tools years ago I noticed that in Beam more of what is behind of camera got rendered compared to some other DX11 games, not sure if it is same still.

    Not sure if LODs for the cars will happen, that might help with massive gridlocks, but how it would really work out when damage moves vertices based on node position, after all less vertices on lower LOD would just be spiky mess, I guess.


    Sometimes hotfixes bring some new content or configs, I think that Wigeon might have possibility to get some extras?
     
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