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My General Observations Regarding Frame Rate Control

Discussion in 'General Discussion' started by B3_Burner, Jul 14, 2020.

  1. B3_Burner

    B3_Burner
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    Joined:
    Mar 13, 2019
    Messages:
    402
    I'll keep this short for the meantime, as these are just two thoughts that comes to mind. I have others, but I can't think of them offhand at the moment.

    1. In general, I believe turning down the shadow textures in the sunsky folder from 1028 to 512 is one of the most underrated & overlooked solutions to a lot of frame rates issues in BeamNG-- especially as it relates to levels/maps. Though I also believe it can help with any "difficult" vehicles added to that map. The softer edges of shadows, due to 512 texture reduction, is not all that hard to get used to if you're more than 20 feet back from your own vehicle, or in first person key #2, and I think it's worth the sacrifice, if you've got to get by for the sake of raising bad frames.

    2. And high sun angle. If you have long sun shadows close to sunrise or sunset, you're asking for frame rate cuts. If you look at all the default maps, I believe none of them have a sun elevation angle (other than "Cliff"), that is below 36°. I could be wrong, but I think it's close:
    Stockmapsundata.png

    And if you're running... say... a Jeep rally through Utah at sunset... turn off shadows altogether. I mean... it's not like the sun will be casting shadows across the ground at sunset (err... TOD= 0.25) anyways, so why bother? Save yourself the aggravation. That's all I have to say. I'm out....
     
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