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Ghost187 submitted a new resource:
Ghost's River - Unfinished
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EDIT: Please see my attatched .mis file at the bottom of this comments page (or on the 2nd page), it adds occluders (and meshculling), and will strongly help performance if you're getting only 20fps, etc, it will be smooth for you then.
*original post below*
Thanks Ghost. From one mapper to another, you will be sorely missed. It was maps like your crash landing site in the desert (2014?) with the highway ring in it, that made me want to map. You have made several great, top-notch maps, and I am sorry you weren't hired on for Beamng.drive mapping. This looks really awesome and can't wait to try and play it. If I can get to the bottom of the FPS issues, I will make sure to send an update to the devs/admins so they can mod the upload here for everyone.
Please come back and see us. YOU WILL BE MISSED. The community loves you here, and remember, the door is always open, and I'll roll out the red carpet formally for you as best as I can from afar. Please don't forget about us here at Beamng.drive forums, your contributions always have been and always will be loved.
--Many thanks as always, and wish you the best in all you do!
Im glad you made this public because the fps issue is not that bad. I wonder if there's any difference to that previous (private) version?
Reminds me of this:
I don't notice any performance hit other than one, which is unique to any version past 0.6.x of Beamng.drive.
Getting a good 60-something to 180-something FPS here. I have high texture detail, shadows, one vehicle (Nomi Pessima).
It's the edge-of-the-map performance hit IF you're getting one. Go to my So-Cal or Nevada maps and look off the edge. Looking into the abyss = major FPS hit. I don't know what it is. Just putting some terrain to block the rendering, would fix this. This is absolutely beautiful though and top-notch triple-A quality, I am really sorry to see you go.
Strangely I get really low fps only when driving in the direction you spawn initally. When I look back back while driving into that direction, the fps is normal, aswell when I turn around and drive into the opposite direction. Is it possible that something causes the frame-drops only when you look at it/head towards it? (I don't know anything about BeamNG-modding, so I don't know what could be the reason for that, just guessing )
Before downloading, how bad is the frame rate?
usually on gridmap I get 50-70 fps... on that map I get 15 fps...
fps for me is only bad when looking down the length of the map. when all the object are being rendered... I think the lag is due to the amount of ttstatic object in the map... the game tries to render them all which causes heavy impact on the performance
--- Post updated ---
i'm gonna go into the map and see if I can remove some of the objects. hopefully I can get the lag to go down cause the map looks great.
It is not as bad as I thought
I mean... I guess it depends on the processor you have and other stuff. I've only got an intel core i3 6100 and an msi GeForce gtx 1050 2 gb
i7, thanks though!
A little more info on this!
Runs like a top on an Rx 480 8gb. I was able to notice some drop with shadows on and reflections on, though. It needs render-blockers, occlusion volumes on the inside of the turns, that'll help substantially. I also must mention the edge-of-map issues when looking into void space slow things down (as I said earlier, look to the other post I made for more detail).
Changing meshCulling = "0" to meshCulling = "1" in the main .mis file of this map had approximately "0" effect.
Turning off shadows and reflections kept my fps at or above 50~60fps at all times. 'Shadows enabled' doesn't really slow me down unless I have half dozen cars here (that's CPU drawing those), or more. Reflections just makes the video board render the scene twice (once forward, once back every time it ticks off enough MS as per map settings), this has always nailed performance though since the DOS days. Only thing that will help is occluders here, this way the game acknowledges you can't see past the leading edge of the inside of a corner, and won't render things past it. This way you'd never have to render more than roughly 1/3rd to half of what's here at any point.
OK, 2.5X performance increase when using occluders! Just TWO of them, one at the inside of each turn, worked the charm. Use the included .mis to help. Nothing else *NOTHING* has changed.
you convinced me to update the map a last time before hitting that log out button. the update will include your mis.file, a few cleanup things, a real skybox, a fix for the particle bug near the fences and one or two fun things id like to add. thanks for the occlusion solution, had no idea it existed.
Your more than welcome buddy. You have great work, it's a shame to lose you, but sometimes real life gets in the way of a good time. Again I unselfishly wish you the best in your travels where life leads you, but don't be a stranger, either.
Most interesting performance issue with 1.0 version, CPU is not working hard, GPU is not working hard, but FPS is low, but turning shaders to low from normal gives over 90fps while still CPU and GPU load being quite low. I haven't tested Bob's fix yet.
Removing full reflection of water and checking "useOcclusionQuery" caused FPS to be over 90fps with shaders set to normal, but still not getting full CPU or GPU usage, so it is interesting to see if fix will enable full usage of CPU or GPU, might be something interesting for many map makers if there is some game engine caused limit when map is made certain way.
Even in some situations at Vanilla maps I can get bit of the same where nothing is quite maxed out, however this map brings out that effect much better. I'm not sure if GPU runs out of shader unit performance, will it show as 100% GPU load or would it show less GPU load? Anyway despite unintended, this kind of effect might be also something revealing bugs that are masked typically, who knows.
Is the drain ditch water usable by boats and that plane with the floats? I can drive the pickup truck over 250 MPH through the water.
I've created an edit that removes all the water in the map and replaces it with smoother, less ripply (if that's how it's spelled) water that can actually drown engines and reduces lag. It also has drag on the vehicles making it more realistic. I've made the drag reasonably low to the point where you can make it across pretty easily but if you aren't careful you will drown the engine.
You can test both mine and bob.blunderton and see who's you like better but i'm uploading it for others who want it now. Hope you like the looks of it!
The river seems to be the only reason that frames drop. I can now achieve about 3/4 or half of my normal fps on other maps. but you get what you can get in this game. it's a quite intensive game (and map if your settings are high)
--- Post updated ---
The water should be usable, but it's a very small patch of water and outside of the map is just empty nothingness... I recommend other maps for using planes but hey! this is BeamNG.Drive! you can do anything!
I didn't change the water in my edit, I left the map entirely 100% as the author created it, just adding Occluders to the map in two spots. This rejects all rendering behind it. Turning off reflections would also help FPS issues due to water REFLECTIONS. Water has always been intensive as it's got to render (with reflections off) the normal scene view infront, the inverted scene view in the water (with skybox, and controlled usually in themapinfo and water plane/block/river) and the view behind you in the mirrors (controlled by reflections settings and resolution).
The water shoul
Yea but the only problem with that water is that it doesn't slow down cars when they are in it, and it does not drown cars. Either way both solutions work.