1. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  2. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.25 Bug Reporting thread
    Solutions and more information may already be available.

Is the AI dependent on CPU power?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by silvermanblu, Aug 4, 2017.

  1. silvermanblu

    silvermanblu
    Expand Collapse

    Joined:
    Mar 1, 2013
    Messages:
    499
    I was doing a chase on a large map, I had one AI car fleeing, and another AI car chasing the fleeing vehicle. I was following in a third vehicle. It seemed to be going well for a while, but then the fleeing car after riding its brakes for about a mile slammed on the brakes, turned around and went full tilt towards the car it was supposed to be avoiding. this was on a straight road with no intersections in the vicinity. It just went suicidal....
    My CPU is a older AMD quad core so about 3 cars is my limit on bigger maps. Smaller maps I can run more. Just wondering because I have seen youtubers with beefy rigs not have this ever happen, or they edit idk either way. Just wondering :D
     
  2. gigawert

    gigawert
    Expand Collapse

    Joined:
    Sep 6, 2015
    Messages:
    2,034
    Yes the AI is dependent on CPU power because it's just another vehicle except controlled by a script.
     
  3. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,841
    The quality of the AI does not depend on how powerful your CPU is, it's the same for everyone.
    Nevertheless it takes quite a bit of computational performance to run the AI logic, so you may get worse performance with it active compared to it being turned off.
     
    • Informative Informative x 2
  4. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,053
    Here comes another BOOK of a post...
    If you're using a modded map, and the car is riding it's breaks and then locks them up, especially when going up a hill or down a decline (example: land is varied height), then the decal road may not have been laid down right, with the nodes on the decal road too far apart. That will cause exactly this, because when the AI tries to drive down the road, it goes directly from node to node (which you need many of over hilly terrain, or around corners, or it'll cut the corner and slam on the brakes on the hill, as it deviates from it's intended path vertically by too much). If it's a modded map, yes, this can happen, none of my maps should do this. A few feet of deviation might make it start to hit the brakes, but a car-height of deviation will make it slam the brakes. Basically, if there's a large dip in the road, or a large hill, between two nodes on a decal road, the AI will lock up the brakes half way up or down the hill.
    Using more nodes on a decal road (as a mapper, not as the player), will avoid this. Perhaps the mapper was less experienced.
    If your processor is not good enough the FPS will be poor. Consider if your FPS is poor, grabbing a Ryzen 1200 when you are able, or step up to a massively better 1600. 1200 = 4 cores 4 thread, like an i5, but 100$, a 1600 is 6-cores 12-thread and 160~200$, both come with a cooler. They'll easily both do 60fps with one vehicle per core, or darn close, and are atleast 2x~2.5x faster than an old Phenom II series, and the FX series was just bad FPU-wise, so hence, bad for the game.
    The processors AI routines aren't that intensive, but the Physics processors are a large job to handle!
    Use the in-game maps, or my modded maps, and you shouldn't have any of this issue as the AI is tested with hundreds and hundreds of miles of testing, though that does not say it will stay on the road, as it does plummet off the cliffs when chased sometimes :)
     
  5. silvermanblu

    silvermanblu
    Expand Collapse

    Joined:
    Mar 1, 2013
    Messages:
    499
    Ironically it was So Cal interstate where this happened. It was on the windy road leading north from the lake (Or inland sea) in the rough center of the map. It has a lot of switchbacks and it was just added in the recent update I believe. But I agree my rig is getting on in years and I plan on upgrading to an I5 shortly with a 10 series card. But thank you for giving me some information on the AI logic, I assumed that it was set but just wanted to ask the question. Thanks Bob, I am a huge fan of your maps.
     
  6. bob.blunderton

    bob.blunderton
    Expand Collapse

    Joined:
    Apr 3, 2015
    Messages:
    3,053
    Your welcome, I thought I'd clear that up on why it does that. Figures it's my So-cal map, but thanks for letting me know, it's likely one of the roads with the stone walls on just the low side (and a mountain on the high side), the black-colored one (there's two, one with grey pavement, one with black fresh pavement) has waypoints, and the grey one has a decal road used (hidden just underneath, for the AI to 'see'), and I never quite got all the kinks worked out of it.
    It will be fixed (and so will the missing AI on a bridge @ the end of the map), in an update toward the end of this month, or beginning of next month. I can't have my maps being sub-standard in such a it-should-have-already-been-fixed way :)
    The devs know better than me how much processor power the AI logic takes, but surely it can't be more than the physics take, heh.
    Oh, and skip the i5, there's no reason to buy that processor when you can get 6 cores and 12 threads of Ryzen for that price, and with fast ram you can beat an i7 6900k ( 8 core )with an 8-core Ryzen 1700x, at equal clocks, by 10% in Beamng.drive computations. Yes, Ryzen & Threadripper are best at Beamng!
    --Thanks and glad I could bail the devs out on my own oversight. MY BAD! *hides*
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice