WIP Beta released Agent's Simplified Realistic Traffic Mod (EU + Yakuza)

Discussion in 'Land' started by AgentMooshroom5, Dec 16, 2024.

  1. carcrasher8848

    carcrasher8848
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    Very well done! A great variety of cars in the EU pack, and even though they're not meant for players to drive themselves, I do find that they make decent driving cars for maps like Italy, where you don't need a lot of speed on most of the map. Otherwise, yeah, they're more suitable to traffic and parking. Looking forward to the future packs!

    Edit: Though, I have found some imperfections within the pack.

    If you look at the bowtie on the alloy wheels of the Aveo5 and the Spark LT, you can see some various textures inside of it, including part of the Lancia emblem, as well as the nameplate of the Picanto.
     
    #21 carcrasher8848, Dec 17, 2024
    Last edited: Dec 17, 2024
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  2. Somethingrio

    Somethingrio
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    Actual GAME CHANGER.
    With the standard ai + some well optimised/made mods (LucasBE scout for example), i can hit a stable 60fps on maps such as Italy with around 10 traffic cars, 5 parked & 5 pooled.
    With this mod i can have 15 traffic cars, 10 parked, and the full 43 pooled and keep 60+fps.
    (important specs - rtx 2080 8gb - ryzen 5 4600G - 16gb 3200mhz ram (unknown brand) - adata Nvme drive)

    legit amazing to fill background space in photos or just to help immerse yourself in beam, top quality work.

    (cheeky photo dump)
    screenshot_2024-12-17_02-57-521.png screenshot_2024-12-17_03-24-081.png screenshot_2024-12-17_03-25-231.png screenshot_2024-12-17_03-25-441.png screenshot_2024-12-17_03-25-561.png screenshot_2024-12-17_03-33-511.png screenshot_2024-12-17_03-47-011.png screenshot_2024-12-17_02-49-19.png screenshot_2024-12-17_02-46-43.png screenshot_2024-12-17_02-43-35.png
    (whys this dealer, taking the piss?)
     
    #22 Somethingrio, Dec 17, 2024
    Last edited: Dec 17, 2024
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  3. Velvet Thunder

    Velvet Thunder
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    Hi! I had been looking forward to this mod and was pleasantly surprised to see it release earlier than I had expected, congratulations on finishing the base pack! After a handful of time playing with it I thought it couldnt hurt to leave some feedback based on my personal opinion, hopefully that is okay and this is the right place to do so.

    Fair warning: This is long-winded, as I am bad at putting thoughts into concise wording, but hopefully it is still something you take the time to read. If you are a member of the community about to respond to me with “BuT ITS A TrAFFIC moD tHat DoesNt MatteR”, please read to the end first.
    (and yes, I say ‘I’ a lot)

    Before getting into it, I would like to clarify that I like the mod. I intend to keep it enabled most - if not all - of the time. I do not wish to come across as hateful, I simply hope to provide constructive feedback that could be used to advance the development of the future packs, or any fixes/repairs to this one if so inclined.


    So. First things first, the models themselves.
    I did not go through every car model with a fine toothed comb, I dont have that level of patience. I simply spent about 20 minutes spawning the cars in via traffic, pausing the game, and flying up close.

    The good!
    The external models look - for the most part - pretty solid. I opened a couple of cars into blender to investigate up closer, and found that the ones I did import were lower poly than I’d expected based on looking at them up close, which is a good thing. They serve their purpose very well. This makes sense with the sources but nonetheless, happy with general model quality on a broad scale.

    For people who dont intend to be more than a few meters from the cars they mostly fit their purpose without many issues.

    That being said however…

    The ugly!
    I will attach photos of at least one example of everything I mention in this imgur album, as I am here to attempt to be helpful and not just shit on things.

    I’ll start with the nicer parts.
    Some cars have some very shitty panel gaps that are distracting and rather unnatural. Most were around sideskirts or hoods. A handful of cars also had some weird shading over things like tow eye covers or petrol caps/doors. There were also a few with mesh that interferred where it shouldn’t be.

    The less nice parts…
    I see you placed suspension onto each car’s underbelly, but a very large amount (possibly all) dont even remotely line up to the wheels, and thus feel useless when the car is flipped if the goal is to create an ‘at a glimpse’ appearance that the wheels are actually connected in a realistic way. Many cars have weird shading in small or obvious areas, or just crappy triangulation/mesh flow.

    Some cars straight up have holes in them. From panel gaps with no backing to entire faces of components having inverted normals or just missing faces; holes.

    Overall, considering the fact that a good portion of the models are cited to be from good modellers or forza, Im slightly worried about the number of blatent issues I was able to spot in a short period of time. You mention in your original post about “hum3d’s finest meshslap pack” and yet the inconsistancies and lack of quality control on the models it feels like its close to a glass houses situation in regards to the visuals.

    Speaking of crashes, I’ll get to that soon.

    Interiors
    I originally had this in the “nicer parts” section but elected to move it. The interiors are styled to match BeamNG’s basegame ‘Simplified Traffic’ interior; blacked out and very low poly. The quality of this replication is very varied and can be quite distracting due to that.
    Some cars are perfectly fine, and mirror the effect well - my personal opinion of the quality of the original effect aside. For example: the VW Fox.
    Some however, do not. Be it a poorly fitting roof/pillar lining, the weird shiny material standing out on a convertible, or the shading itself, they just look very out of place at times. Some examples of the worst of these would be the Lexus IS250 or the Fiat 500 which is covered in holes visible from the outside.

    To compare with what the attempt to replicate was (image here), the shading is simply messy. At this resolution, with the freedom to do flat shading, this just screams laziness as this is about as easy to recreate as it gets, and you have some very talented modellers on the team who could practically do this in their sleep.

    Yes. Yes. I know. “You shouldnt be inside of the car”. A good handful of these I spotted from the outside, especially when theres body visible through the car. Nonetheless, my point is regarding quality control.

    Crashes
    How cliche, using BeamNG to crash things. No, thats not normally me. But it is a lot of people, and it is something that happens with traffic, so the vehicles should look good when they crash, or at least reasonable. A lot of the time these… dont.
    I spent a grand total of 12 minutes and 30 seconds crashing into and looking at cars (excluding time i spent marking crashes and tabbed out messaging in discord) (mostly uncut footage - check ** lower down) to check out the realistic nature of the realistic traffic mod, and was greatly dissapointed. Here is a megacut of all 19 of the crash results. Almost all of them spike agressively or have the shading on the damaged components break badly.

    ** - the footage was originally uncut for the full 12 minutes however I realised I was using a private mod, so I had to cut the section using that vehicle, my bad. I’ve left screenshots in the image from utilising that vehicle however, and just cropped it from them. It was also muted afterthefact as I remembered I had my microphone enabled, and didn’t want to include that audio.

    Overall?
    They crash like automation cars or speedrun mesh slaps. I had not expected full car-mod quality traffic, as that would be somewhat redundant, but with ‘realistic’ in the name, and you having previously said (this) regarding spikes during crashes, I’d hoped for better crash results, as your message definitely feels like it implies that you had set things up to avoid this more than it does.


    Next Id like to get into the optimisation.

    For reference, my pc specs.
    CPU: AMD Ryzen 7 5700X @ 4.55GHz
    GPU: NVIDIA GeForce RTX 3060
    Memory: 4x 16GB Corsair Vengeance LPX DDR4 3600MHz
    (decent, but nothing insane by modern standards)

    Now I am no more knowledgeable than the average in terms of knowing exact steps taken to optimise the game, however I like to think I understand the basics well enough nonetheless. The general optimisation of the mod is pretty damn good. I felt an overall improvement to framerate with this enabled vs normal simplified traffic almost immediately. When the traffic would spawn to the correct specified density It felt like I could spawn about 50% more traffic vehicles while maintaining 60fps. (from 20-22 to the low 30s)

    Though the game did crash about 30% of the time upon pressing the “Spawn Traffic” button in the mod’s menu.

    Generally I had a tough time getting the game to spawn the amount of cars that were listed via the menu, both in the WCUSA city and out towards the highways. Pictured here is the resulting traffic car density I had after approximately 5 minutes. This is also visible in the uncut footage from me crashing into cars, as I left the tool menu up for the entire duration.
    I understand this is something most people dont have an issue with, however I will mention it because I’m attempting to be relatively thorough.

    For anyone who either cant get a steady framerate with beamng traffic, or simply wants to raise their framerate, this is definitely a very good solution, other problems aside. On the optimisation front you’ve done a pretty good job.


    My personal conclusion.
    A lot of what I’ve said will likely be seen as nitpicking. A lot of people will think that X or Y doesnt matter for a traffic pack, however I feel like that shouldnt be an excuse for lack of quality control. The mod is still generally pretty solid, but that shouldn’t push people away from being able and willing to look at the issues it has nonetheless. I feel that if you had someone(s) go through the visual aspects of the mod - something very important - and done some basic quality control, it would have massively helped.

    I'll say it again for those who missed it.
    I LIKE THIS MOD. The optimisation aspect, which is the main point of it, is well done, and effective. My troubles getting it to work are very likely a mod conflict, and is a me problem not one of this mod. If you are here purely for the optimised traffic, and do not care about anything else, you will not care about most of what I've said. My main nitpick is almost entirely either things that are not the point of the mod, or simple quality control issues. I LIKE THE MOD NONETHELESS AND WILLL CONTINUE TO USE IT

    To anyone who still plans to type the obvious “crash physics dont matter in a traffic pack”, if the goal is for “Realistic Traffic” for emersion, that should include when you or them crash, cause that is part of using traffic for a lot of people.

    To the people who STILL plan to say it, feel free. If your only response to all of the things I’ve commented on is talking about my judgement of the crash physics, then that says a lot about the rest of what I’ve said.

    I genuinely hope this comes across as honest and polite feedback, and apologise if it doesnt, and I hope to see you work out some of the kinks with the future addons to come. Good work allround!
     
    #23 Velvet Thunder, Dec 17, 2024
    Last edited: Dec 17, 2024
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  4. glen

    glen
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    Like the person above said, this mod is a game changer. Traffic driving is so much more fun now. Thank you for blessing us with this absolutely amazing mod.
     
    • Agree Agree x 3
  5. BucksBMG

    BucksBMG
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    How install this mod?
     
  6. JustANormalDriver

    JustANormalDriver
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    scroll to the bottom of the main message, and press on either:

    the google drive link, or the mediafire.


    anyways, on topic, this is insane. just tried it out on WCUSA and italy, and it is pretty good. it WCUSA, i legit had like 60 cars, with 40 - 50 FPS. the lore friendly ones are also pretty good.
     
  7. AlexKidd71

    AlexKidd71
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    That’s a nice Christmas present. Thanks, Santa!
    --- Post updated ---
    That’s funny ;)
     
  8. BucksBMG

    BucksBMG
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    Download figured out how, but I can not understand where I need to install this archive that the mod worked.
     
    #28 BucksBMG, Dec 17, 2024
    Last edited: Dec 17, 2024
  9. ext-z

    ext-z
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    This is Incredible. I can't wait for Japanese Pack.
     
  10. wind0ws01

    wind0ws01
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    is this a godsend? yes it is keep up the good work boss :D:D:D
     
  11. Ibi5hu

    Ibi5hu
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    LET'S GO!
    YAY!;)
    --- Post updated ---
    i've been standing here
    for 30 mins
    --- Post updated ---
    but at least it has lots of hot hatches!
    also are the cars drivable?
     
  12. AgentMooshroom5

    AgentMooshroom5
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    Thanks for the writeup, lots of useful feedback in here.
    Most of the model issues mentioned are just how the original games are. It's partly why I'm now just modelling everything myself for future additons, quality standards for even triple a stuff is all over the place and much shoddier than you'd probably expect, the worst offenders are definitely the GT models who use big gaping holes as their way of doing panel gaps (i hate it too) and fixing this by hand would take longer than just binning the whole thing off and redoing by hand, which also isn't ideal or really worth the time tbh. There was plenty of more bizarre worse things I was running around fixing to even get it to this point and a fair bit you've pointed out I missed or forgot to do to. Suspension models are the same, in most cases they're untouched from the originals and not much care was put into aligning them.
    The badge materials look broken on your end so I'm not sure what's happening there, looks like the extra maps are just missing in most cases which is something I haven't seen anywhere else.
    The lod interiors are the same story, they're all just basically untouched lod1 bits from the original sources. The GT ones again are particularly egregious and I'm pretty sure they just ran subdivides on the full models to get the mess they have, I'll redo those for the next update as I think I'm a bit desensitised to how bad they look at this point tbh, thanks for mentioning. (also worth noting i was the one who modelled the official lod interiors too, if its such a concern i guess i could give these a relick to match the style closer, not guaranteeing this though since thats a long and painful process with the amount of cars.

    As for the deformation, it would be really useful to know what specific cars and what parts of the cars (and speeds involved) you were seeing spiking. At a base level there's always going to be some level of spiking due to the nature of the models and the simplified jbeams but I've spent a good while going round fixing up any area I've spotted with major spiking up to like 60mph impacts (in scenarios you'd reasonably experience when they're used as traffic at least, no cannon off mountain tests have been performed) to try and reduce this as much as possible, with the goal to make sure there's only smaller spiking happening overall since that's about the best I've got. The stuff I've fixed should be all good but detailed info on what cars and where you're seeing this still happening would be useful so I can add them to the list to fix up too, or at least try and see what's going on.
     
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  13. Docroswagge

    Docroswagge
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    Thanks for Amazing traffic mod, it's fun and fps friendly

    upload_2024-12-17_18-56-25.png
    also i'm so glad that Asia Tonwer mentioned :thumbup:
     
    • Agree Agree x 7
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  14. Grumvad

    Grumvad
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    Amazing mod!I was looking forward to this mod for months,glad its done!
     
  15. yoacream

    yoacream
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    Wow, This is next level stuff. Can't wait for the other packs to come out! Solid 10/10
     
  16. SuperEmbracer

    SuperEmbracer
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    Nice, is it possible to have a traffic group that has every possible traffic vehicle like the vanilla traffic spawner, or even create our own traffic groups?

    Also, I wish the vanilla traffic spawner was this powerful.
     
    #36 SuperEmbracer, Dec 17, 2024
    Last edited: Dec 17, 2024
  17. Velvet Thunder

    Velvet Thunder
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    I apprciate the response, and am thankful it appears to have come across as intended.

    I can completely understand that it's tough to find good and consistant models,even big game studios will have different people of different skill levels modelling things and often doing so very quickly, so qualities will vary substantially. Spotting every issue on every car would have definitely taken a long time and the graphics being good enough vs perfect was far more important in this mod as the main focus was the optimisation aspect. And for the most part the time was better spent not repairing/reworking some models.

    LOD1 Interiors being funky definitely makes a lot of sense so that explains the way they look. And hopefully you're able to get into a good mindset to swing through the remodelling of them in a swift manner, or find a way to break it up a bit to make it slightly less tedious, as I am fully aware of how tedious and painful it can be to make low poly interiors on a high number of models in a row. That shit can really kill a drive fast

    Badge materials I defintely saw at least one other person with similar bad tedxture issues on the Ford Transit, though didnt ask for them to check others

    Deformation wise as in the images and video tended to be at all speeds - though I never pulled out any supercars to test so most if not all crashes were at around 60mph tops and down to small 5mph bumps. The issues were in most parts of most cars, though I dont believe I had any roll over to see if the same effects happened on the roofs of cars.

    I look forward to seeing the future of the pack!
     
  18. SuperEmbracer

    SuperEmbracer
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    Also, for the Yakuza traffic, is it possible for a version without the police car? It shows up when you use the vanilla spawner sometimes, even if you don't pick the option with police
     
  19. Ibi5hu

    Ibi5hu
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    wait
    didn't forza motorsport and gran turismo have cars with modeled interiors
     
  20. Ezo

    Ezo
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    my man did a whole essay on traffic mod o_o
    I will comment on a single thing, the fiat seicento when I sent had good shading, he broke it by deleting either the saved geometry data because he probably broke tbh XD or by forgettng to reapply weighted normals, it happens sometimes I'll fix it for him eeeventually
    --- Post updated ---
    Interiors require textures and more polys, which dont make sense to have in a car that youre meant to just rush by at 300kph on shuto while having 99 others spawned :)
     
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