WIP Beta released Douglas Rally (Freeroam Rally Stage).

Discussion in 'Terrains, Levels, Maps' started by Danny Werewolf, Jan 24, 2019.

  1. Kristian_Kasmuller

    Kristian_Kasmuller
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    Really looking forward to this map =D
    Fantastic work so far
    Maybe make the trees a little bit less dense?
    That way it wluld make a little more sense and improve performance
     
  2. krallopian

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    I dunno, I liked that there were so many! VERY rally to me.. for instance:

     
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  3. CN877

    CN877
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    The amount of trees you have hardly affects performance at all.

    There is almost no difference to having 1 tree or 1000 trees :)

    (Correct me if I am mistaken)
     
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  4. fufsgfen

    fufsgfen
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    It only matters to lower end GPUs, but for gtx1060 6GB and faster, there is hardly a problem as there is only so much polygons you can add with threes, their lods make them to add really few polygons after certain distance, also they do batch up well so their impact to performance is not huge and as map has pretty much nothing but road and trees, there is not going to be issues with performance, unless you are running 1050Ti or lesser, then setting mesh quality to lower than high is needed.
     
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  5. CN877

    CN877
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    Thanks for the information :)
     
  6. fufsgfen

    fufsgfen
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    What I recommend is that Ctrl+f twice and see what it says in polygons, then aim somewhere 8 000 000 to 12 000 000 on high detail setting, then it should allow lower end GPUs work with map with normal or low depending from GPU and also it would not kill visual quality from higher end GPUs too much.

    If you are at a ton less, then just keep building :D
     
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  7. Kristian_Kasmuller

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    Well
    Atleast in unityengine it affects performance a lot
    Once i made a over dense forest with maybe 2000-3000 trees and it lagged
    A LOT
    But beamng maybe has better optimization for that
     
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  8. fufsgfen

    fufsgfen
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    It depends from the trees of course, also Unity is someways different. There are ways to optimize trees in Unity too I think, but those trees on vanilla maps in BeamNG are quite well optimized already.

    2000-3000 sounds like that those were not batched at all, Unity optimization guide explains how to get better performance, should be lot more trees for Unity too.
     
  9. Danny Werewolf

    Danny Werewolf
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    Just had the AI slowly drive around. My Polycount super rarely seemed to go above 9,000,000, so I guess I'm fine for now.? FPS is also 30-60, but those are for my specs (In Signature)

    untitled.png
     
  10. Kristian_Kasmuller

    Kristian_Kasmuller
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    Also please make the stages time trial runs too
    Not scenarios but time trials
    Please?
     
  11. Danny Werewolf

    Danny Werewolf
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    Maybe in an update. I'd rather focus on only the map than anything else. I'd have to learn a lot more about scenarios either way, so maybe in an update I'd do it, unless someone else does it before me.
     
  12. fufsgfen

    fufsgfen
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    Hmm, you have some kind of laptop I guess, it has also probably some GPU, but that was not in your specs. 30fps is bit low, but then again that depends from GPU too. WCUSA and Italy have higher numbers I think, staying bit below those I think is good on high details.

    I think WCUSA at highest has bit over 12 million, without shadows something like half of that.
     
  13. Danny Werewolf

    Danny Werewolf
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    Alrighty than.
     
  14. krallopian

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    Shadows don't add polygons
     
  15. Danny Werewolf

    Danny Werewolf
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    Yes, sectional updates because I am often bored

    Wow, was this annoying to make. Look at the in-forest sections of Powys, Wales in DiRT4, you can see what I was going for. Does this look good to anyone else?
    screenshot_2019-02-14_17-29-26.png screenshot_2019-02-14_17-29-40.png screenshot_2019-02-14_17-29-09.png
     
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  16. fufsgfen

    fufsgfen
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    upload_2019-2-15_1-9-14.png vs upload_2019-2-15_1-9-32.png

    I just don't say anything, I'm in a bad mood.
     
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  17. krallopian

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    I don't know why that is showing that. Shadows aren't geometry and polygons are only geometry. The poly count is clearly broken!
     
  18. fufsgfen

    fufsgfen
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    Is the polycount broken or does the shadows work different way in BeamNG?
     
  19. Danny Werewolf

    Danny Werewolf
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    I guess so...I mean, Torque3D was created in 2009 or near that IIRC...
    screenshot_2019-02-14_18-39-19.jpg screenshot_2019-02-14_18-39-59.jpg
    (None Vs All)

    cough map plzkthx
     
  20. krallopian

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    I'm thinking it has to do with culling/the way shadows are developed.

    Polys that would otherwise be in LOD OR occluded, are getting their shadows calculated and thus brought back into view.
    --- Post updated ---
    Most likely due to off-screen polys being calculated to generate far shadows. For instance trees behind you still need to be calculated in order to generate shadows.

    Crazy!
     
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