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Replay Problems - Flying parts stutter

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Overheat, Mar 12, 2021.

  1. Overheat

    Overheat
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    Joined:
    Jan 26, 2021
    Messages:
    72
    I cant find fix for this weird problem Im having with replay mode. When I throw these objects in normal mode they are perfectly smooth, but when I record it and replay they start to stutter way too much.
    I have over 100fps, but still I tried lowering resolution, tried safe mode, but still the problem persists...



    Procesor: Ryzen 3600
    GPU: GTX 1070
    RAM: 16 GB 3600Mhz
    Mobo: MSI B550 Tomahawk
    SSD: Samsung 970 NvMe
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    Replay mode has been half-broken for years, just recently 1 or 2 updates ago some of the stuff was fixed, but everyone is having this issue.
     
    • Agree Agree x 1
  3. SuperShep1

    SuperShep1
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    Joined:
    Apr 14, 2019
    Messages:
    2,682
    bouncy rocks
     
  4. FordKing

    FordKing
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    Jul 21, 2016
    Messages:
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    Unfixable
     
  5. Overheat

    Overheat
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    Jan 26, 2021
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    Alright, I just hope that the team knows about it and will sort it out...
     
  6. Olrosse

    Olrosse
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    Jan 21, 2013
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    I think what is happening here is that the main rock with the ref nodes are being interpolated, but since multiple rocks are the same vehicle they will all be interpolated in the same direction as the main one, resulting in this odd shaking, it may work better if you use alot of single rocks instead
     
  7. Overheat

    Overheat
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    Jan 26, 2021
    Messages:
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    It still hapens with single rocks if there is much movement, just like with flying car parts. I tried recording in slow-motion as I read somewhere to try that, but it ends up same. Kind of annoying to see but what can u do...
     
  8. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    Those rocks are the worst-case scenario for how the replay compression/interpolation system currently works.
    In very short, a lot depends on the vehicle 'origin node'. If a part detaches and gets distant, it may start to jump around as a result.
    Those rocks are essentially several detached parts, and are very prone to that.
    Higher framerate/recording in slowmotion will help since, but will never eliminate this effect entirely.
    I believe there is nothing more you can do about it for now.
     
    #8 Nadeox1, Mar 15, 2021
    Last edited: Mar 15, 2021
    • Like Like x 1
  9. Crash Frontier

    Crash Frontier
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    Apr 26, 2020
    Messages:
    79
    Hey, I can agree with Nadeox here. For all kind of Rock scenes, use x0.01 recording speed. Yes.. haha .. you heard me right. it will take ages to for the scene to record. But this is the only way beamng gets enough data to analize the movements of the many parts aka stones without glitching too much. I tried it once with about 2000 rocks. It was fun once I speeded it up in the video editing software. But hella boring at the same time, since it took so long, I never made a film out of it because I couldn't be bothered.
     
    • Like Like x 3
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