WIP Cannonball run USA (huge fast roads map) Update 2 more traffic

Discussion in 'Terrains, Levels, Maps' started by fufsgfen, Jun 25, 2021.

  1. fufsgfen

    fufsgfen
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    Update 2

    More traffic AI paths added, now they are on main paved roads. I get much better results with them when I set AI aggression to 0.6, but they do work with default 0.3, just brake a lot for oncoming traffic on narrower roads.

    Also I did organize things a bit, also separated buildings and some other stuff from main map, so that they are their own instance now, not sure if that helps with performance, but mainly that is for future collision work.

    So there is now over 80km of high speed traffic to swerve at insafe manner, that is quite lot of fun!

    Another change I made was to change most vegetation to be single sided, not sure if it is better, with trees double sided seemed to work better.

    There is also some adjustment to colors and lakes are now water.



    Old updates
    Update 1, Traffic road added, turn right from starting location and you are on high speed route, on this route there is now preliminary traffic setup, it might bug out at few locations, but should give you possibility to test performance of the map with traffic cars.

    This is a map conversion from rFactor, I have permission from Johannes Rojola, original author of the map, huge thanks to him for allowing this conversion to happen!

    Credits:
    Johannes Rojola, created map for rFactor
    I did just convert map with 3DsimED, adjusted material settings (still WIP) and added AI paths (still WIP)

    upload_2021-6-25_1-46-42.png johnstone_roadmap.jpg Map from rFactor1 version, should help you out a little!

    SIZE: ~36 500 x 34 000 meters, that is over 1200 square kilometers and thus many times bigger than American road (122sq/km) or Roane county Tennessee (453sq/km) for example, but of course this does not have so much roads and details, but this is quite close of being largest high speed map for BeamNG.Drive with working traffic.
    Italy would be tiny spot on corner of that map...


    Link to original map:
    http://www.rfactorcentral.com/detail.cfm?ID=Cannonball Run USA

    From original readme:
    Ok, point 8 probably is obvious, this is BeamNG after all.

    NOTE: You need fast single core CPU power until I figure out best way to replace over 5000 meshes.
    NOTE2: This is almost 10 years old map, created to work within limits of rFactor 1 engine and many ways pushing those limits.


    CURRENT STATUS
    There is some groundmodel effects, so sand is sand and grass is grass.

    Plans are to get at least AI to work, learning while doing I guess, also to improve performance and see if I can make all the texture appear sensible way, vegetation likes to appear bit dark at times currently.
    -AI paths, traffic is partially done now



    Right now I'm interested to hear if map even runs for you and how badly it lags, also I'm interested to hear if you enjoy this kind of 'retro' content (I do enjoy this map a lot).
    So consider this as alpha test for those who wishes to share their opinion, I will put status to WIP Released when I consider this to be gaming ready, right now it is just to gather feedback, ok?


    Oh yes, keep dynamic reflections off, also SSAO off and if you can't get rid of lag, then turn shadows off.

    For me, this runs 60fps solid, but not with dynamic reflections on.

    So let's hear how it runs for you and then I try to figure out what to do to improve things, there is too many drawcalls currently, but I'm just not sure how it affects lower end AMD guys (higher end AMD should not have trouble) and people with laptops.
     

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    #1 fufsgfen, Jun 25, 2021
    Last edited: Jun 27, 2021
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  2. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    This map is epic! My housemate Hendrixx and DrDoomsLab converted this to Assetto Corsa a few years back, they were working on it for months.
     
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  3. fufsgfen

    fufsgfen
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    Yeah, I can imagine taking this to AC will take huge amount of work, with BeamNG of today it is so much nicer how we can throw insane amount of polys to this engine and it somehow just throttles on :D

    Well, it might take quite a while to finish from me too if I don't figure out how to use forest exporter plugin, but I'm doing tests with that, then I could replace plants with new ones that have been modified to work nicer with Beam's engine.

    Next update is of this game is possible changing a lot so I rather wait that until I focus too much on graphical side of things as I probably would need to redo everything with next update anyway.


    This map is one of those must to have maps in any sim for me, another is Nordscleife, but among mod maps, this map is one of the insanely cool ones.

    Some progress report too here:
    I did manage to fix no material issues of single plant type that was accidentally left there. Also I have replaced template preview with more appropriate one already, but these are not uploaded yet, they will be in Update 2 that will be out in few days together with more AI paths for traffic.
    Also I did place waterblocks to white sands and near the dam, quite small task, but I think it works really nicely, I don't want to take Beamification too far, but try to improve some aspects respecting original and keeping gameplay as the core, drowning the car or boating at the lake certainly adds possibilities of modern technology which probably would of done originally if rFactor would of allowed that.

    upload_2021-6-26_18-59-50.png

    Also I did play a bit with material settings in attempt of having bit less orange gravel, but to me it appears as if I would need to desaturate textures a bit to make it look same as in rFactor.


    There is also lot that I need to learn, building races and other gameplay elements as I would like to have those good old 80's chase movie moments with this map, that is why whole thing was originally build by Johannes I believe.
    BeamNG out of all the games out there is one that this kind of map and gameplay fits perfectly, so this is going to be somewhat larger project than just bringing map to game and this will take a while to build with my limited possibilities.

    Also there are some cars coming, but that might take even longer, it is such huge amount of time that all the jbeaming and modifying vehicle to work nicely with Beam takes, but I'm happy to say it all looks very promising for fun gameplay future, but more of that in the future.

    Multiplayer is something I believe will happen in Beam in a future and doing cannonball races with human operated police cars, racing in traffic at insane speeds, certainly should provide lots of fun, so that is also something I want to keep in mind with this, map was originally created for multiplayer after all and later AI was added, with Bob's huge map and American road being almost what there is for such, I think this map should add quite nice option to multiplayer gameplay too, but I don't know how much worse fps will be with it, so that is also reason I'm looking to hear from people how this runs so I can plan a bit where I put my time.

    Today was not so good day in regards of building, I was so dizzy that had to lie on bed most of the day and wrist pains has been quite bad, but maybe I get few kilometers of AI path done at least at evening.

    Also I'm sorry if my posts are not well organized, my brain is somewhat mushy and it is hard to focus in organized manner, so it is always bit of chaos, can't be helped sadly.
    It is what it is, but we throttle on...
     
    #3 fufsgfen, Jun 26, 2021
    Last edited: Jun 26, 2021
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  4. silvermanblu

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    What a great map. Once the traffic is sorted it will be perfect for speed runs and pursuits. But I did find a rather seedy looking character along the road.
    Good luck with the project!
     
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  5. fufsgfen

    fufsgfen
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    Thank you!

    Also there is quite some collisions to be sorted, currently guardrails might eat your vehicle and that seedy looking character might be rather harmful to your vehicles life expectation, although that was choice I made knowingly as 'fun' surprise.
    Can't remember if it had collision in rFactor though, but would fit to mindset and sense of humor of original map's creator for sure :)

    Regarding collisions, I intend to make split to parts and then do separate colmesh, it is big job as I want gravel to be gravel and so on, but should be good for collisions and performance.

    Although right now whole huge level is using visual mesh collision, just to think that single piece of guardrails and everything you can collide, that is roughly 36km by 34km single piece, yet it performs so well, that is incredible from this game engine, imo!

    Well, I hope that also sorts issues of skidmarks too, despite I have set road to be Asphalt, skidmarks are not working.

    There is really lot to be done, hence this is just a performance test in my books right now, but one can still have quite bit of fun with it.
     
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  6. Zero

    Zero
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    Tested for around 10 minutes.
    I would mostly lay around 55-60 fps, tho at some places it could jump all the way up to 70-80 fps. I never went below 50.

    Dynamic reflections enabled

    upload_2021-6-26_18-40-20.png
    upload_2021-6-26_18-41-14.png
     
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  7. fufsgfen

    fufsgfen
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    Thank you from testing!

    It seems map runs quite same for you that it runs for me with i7-8086K and gtx1080, well good part is that with traffic vehicles map runs same still, I think I have 7 vehicles in game. Generally I would like to see 120fps or more, but I try to learn about placing forest items to static objects and after next update hopefully can get some optimizations in, which should cure also vegetation being dark.
     
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  8. fufsgfen

    fufsgfen
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    I just did test map with new 0.23 game version and with Vulkan rendering, I get around 210fps and with 10 AI cars I'm still getting close to 100fps, with Ultra settings.

    With DX11, I'm getting now around 140fps with single vehicle.

    Kinda suspected that performance might get improved a lot with new update, but I'm going like from 60fps to 210fps with new experimental Vulkan renderer.

    Also I think vegetation looks quite bit nicer too now with new update, I see if updating materials will do some good for now, but pretty nice improvement.

    You can also post your suggestion and ideas what you would like to see and do on this map, I'm thinking of building bit more to it and have some ideas, but would like to hear what you want too!
     
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  9. Leon_Rot

    Leon_Rot
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    What GPU do you have?, I want to test Vulkan but im scared it will break something, im on a RTX 3060
     
  10. fufsgfen

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    I have GTX 1080 and i7-8086k, with this map CPU is hugely limiting factor in DX11, but in Vulkan, CPU is not doing so much so this is one of the CPU bound situations where Vulkan helps a lot.

    However I'm getting lot of hiccups, micro stutters or whatever with Vulkan, fps drops to 30% of normal for split second and while I get fps drops like that sometimes in DX11, I don't see them on screen with DX11, so Vulkan is WIP and way forward for sure, but I find it is best to not have vsync on or fps limiter with it and that heats up my computer room bit too much for my liking.

    Vulkan probably is not going to break anything, it is easy to test from the launcher, if it is not great for you, then launch BeamNG normally and you are back in DX11 again, well worth a test, imo.

    edit: Oh yes, with Vulkan, make sure you have set game to windowed mode before you try it, forgetting game to fullscreen and launching Vulkan version of the game means reset button is needed.
     
    #10 fufsgfen, Jul 2, 2021
    Last edited: Jul 3, 2021
  11. bob.blunderton

    bob.blunderton
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    ...and how long did you and I have to dog the poor devs about Vulkan/DX12 multi-thread draw calls (which slowed down Roane County and this map badly) before they finally added it in? I forget, but it was YEARS - since at-least 2018 - but you can bet your bottom dollar I am super-glad they added it.
    I am going to check this map out tonight, looks like a sweet spot to get some good high speed crashes. I will check out the model and see if there's anything funky slowing the game down too much for some users. Could be a conversion issue (this happens in the model world). Thank-you buddy!
    Yes forum HAL-9000 computer, yes I know this thread is 33 days old, but no it's not too old to send a thank-you.
     
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  12. SKB

    SKB
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    gonna see how it performs on my i3 3110m, 2c/4t 2.4ghz.. 4gb 1600mhz ram, 1gb amd hd7610m, will edit post once i finish :)
    i wanted a map where i could use up all the fuel lol


    edit:
    For a giant map, with lowest settings, i get 12fps, 15fps when paused. so ye
     
    #12 SKB, Aug 18, 2021
    Last edited: Aug 18, 2021
  13. fufsgfen

    fufsgfen
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    Your PC did not catch fire and it actually did play, that is a win :D

    But oh boy, that gives some perspective for sure

    I have only 1050Ti now installed on Ryzen, but decided to see what happens if I run lowest graphics, turns out Ryzen 5900X single core performance is perfect match for 1050Ti as both max out at around 236fps:
    cannonball_ryzen.png
    Some people might not know, but each 1fps adds certain amount of computationial tasks, so when fps gets really high, CPU has to work harder, this is why single core performance has become selling point among some gaming groups as quest for higher fps is something they are willing to pay for and with games relying on DX11, higher the fps, higher need for single core performance.

    So at low graphics as most gaming GPUs can do quite well, CPU becomes limiting factor when FPS goes higher, staying at 60fps need for CPU single core performance is then less of course, but to get highest FPS on this map, I guess CPU has to be quite fast.

    So above pic was with R9-5900X and GTX1050Ti, this one is with i7-8086K and GTX1080, lowest graphics setting with both, you see how that 1050Ti murders gtx1080? That is limit of CPU single core performance in action, thing I have talk a lot in past, but back in old days some people had difficulties to accept this as a fact :D
    upload_2021-8-18_12-31-12.png
    Everything changes of course when we switch graphics to ultra, but depending one's preferences, when choosing new hardware, it might not always be best to focus on fast GPU, also to get all CPU cores used one might need certain level of single CPU core performance, in future this game will change with Vulkan allowing move away from single CPU core requirement, but hopefully this can give some ideas what to look when upgrading.

    Now for me seeing 12fps to 15fps from SKB's laptop of course has lot of value as even laptop is below minimum hardware for this game, it does give me good idea how huge scale different hardware has on performance here.

    I would like to add some kind of city to South-East corner of the map, general idea is to have loop road around the city and it should workout as addon without changing general feel of vast desert of nothingness of this map as this is a desert after all, but yet it would add lot to gameplay, but it takes a while to come up with good design for the area and for that also different performance tests will provide lot of interesting data (yeah, I'm kind of person that gets excited from statistics and numbers).




    Not much actual work has gone to this map recently, I have adjusted AI paths a bit, but several hours a day for weeks I have been learning Javascript, CSS and HTML5, also I have LUA books waiting there, I try to gain bit more skills on how to build interesting content for the map and vehicles and as this game relies a lot on AngularJS, CSS and HTML as well as LUA, learning skills on those areas should allow to build more interesting features on maps and maybe to some of conversion vehicles too in a future.

    However at this age learning is quite slow, so it surely is taking me a while, I'm not really counting hours, but I know it has taken me more than 10 hours a week.

    In addition to city, I want to have interesting gameplay 'missions' for this map (like deliveries, getaways, something convoy themed if I ever figure out how to make it happen), so it takes a while of course.
     
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  14. SKB

    SKB
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    hehehe, this thing isnt really capable of destroying itself xD.
    but yeah, the map is massive. i didnt expect much fps (unless i was looking at the sky)..
    and this was with around 90 or so other mods in game
     
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  15. fufsgfen

    fufsgfen
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    I think that when I get around to sort all those bushes, then fps might improve a bit, currently bushes need optimization quite badly as they use way more memory and computing performance than they really would need to.

    With those optimized I think you might get even twice the fps, maybe :D

    Compared to some other maps though, this uses quite little vram, which should get even better with optimizations and that should help, as well as having LODs which there currently really are none at all :p
     
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  16. SKB

    SKB
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    yeah i noticed the vram, this has just 1 gig, and was using maybe 500mb of it.
     
  17. fufsgfen

    fufsgfen
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    I did test map with a desktop i3-6100 and integrated GPU, for 720p resolution I got over 40fps and even up to 60fps for a split second or so. 1080p resolution is not really working so well with iGPU as it gets really slow with that, but for 720p or windowed mode it is not so bad.

    That i3 does not even have CPU fan, just a big heatsink and kinda ok case ventilation.
     
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  18. SKB

    SKB
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    ye, i would like to give this a shot on my crap pc, since i can (takes forever to do so though) overclock and unlock the second core in it and boost it to almost 4ghz. also has a gt710 (overclocked to hell), still has 4gb ram though, i might try it out..
     
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  19. rmfurm

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    I have an Intel(R) Core(TM) i7-4770, 8gb of DDR3 and a GTX 960, and it runs very well, even with 6 cars this map runs very well. American road and Roane county Tennessee run terribly on my computer, so this map is amazing for long drives :D.
     
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  20. SKB

    SKB
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    Well, I just revived my pc,
    Put in:
    Intel i3 4130 3.4ghz
    4gb DDR3 1333mhz (OC to 1600mhz)
    Gt710 2gb Gddr5 with a mild overclock.
    Low/medium settings mixed, 1600x900, with shadows at partial
    Safe to say, I'm getting a decent 35-40fps on this now
    :)
     
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