Yesterday i upgraded my PC´s RAM, and then it got me thinking... what if we had a setting on BeamNG (don´t know if it is possible) to change the game "asset"s allocation, what i mean is, a "drop menu" on the graphics settings, that (has 2 or 3 "choices") allows the players to choose to where the game allocates the "assets", allocate to my RAM or to the CPU, or even to "Auto" mode, which uses both... If this existed we could more easily handle more cars and assets on the map. And in my case i could use the T-series without loosing 30fps... ( i play usually at 90~)
Pushing the assets on the CPU might be a big no no but a 50/50 blend may help but also may make fps worse since.. the The games UI is very fps non friendly to me... if there's a fix for that..that be great. Beamng is heavily based on CPU usage so a really good CPU is required to enjoy this game... otherwise i think they would have came up with this solution or something like this.. i think there working on core splitting so one vehicle can use 50% of 1 core and other 50 on another core instead of the one car per core.. this is why trailers lag because they become part of the same jbeam as the car/truck so they share the core... it has gotten wayyy better within the last 2 updates..and Full screen gives me an extra 20fps occasionally not sure why as of yet. so eca will be 39fps windowed and 59fps full screen.. this is with 2x Moonhawks and 1x T-series... I am using a very overclocked and antifreeze cooled setup combo for CPU/GPU and North-bridge as well.... Ram Cooler fins/heat sinks also help keep heat down...thats my fps gain since theres no software fps guarantees.. hardware is everything when it comes to this game there is no beating around the bush... if the devs focus on compatibility issues on semi-toasters the game will never get the updates us PC-Monsters want badly....My suggestion is we build a wall so the toasters cannot pass the beamng border.. lol
´ I'm on board with that!! But if we could just allocate the cars/assets to the RAM it would help fps IMMENSELY!! Then the CPU would just have to process the physic calculations and the textures themselves.... It will be an amazing breakthrough on BeamNG performance, if this is possible....
RAM and CPU do entirely different things. RAM cant process anything, it just stores the data currently being worked on. CPUs cant really store anything, they just process the data being held in RAM. You cant just allocate a resource to work off of RAM or CPU, thats literally as stupid as saying that sticking racing stripes on a car will make it go faster.
I didn´t say to make the RAM process it, because it can´t. I said to ALLOCATE resources to it, to make it lighter on the CPU. And that is ricer talk....
How don´t they work that way? I´ve played other games that do that perfectly, and they are pretty CPU intensive, but in patches the devs made it more RAM (and GPU) intensive, and lighter on the CPU. Examples: GTA V; Sniper Elite 3; Killing Floor 2; The Forest.... and more.....
Not one of those games has done what you claim. RAM stores data to be worked on. It is random access memory. Hard drives store data long term. Storage as technical term. CPU's process data. Data is loaded from a hard drive into RAM, the CPU works on the data. Done. There is no such thing as allocating a resource to RAM instead of CPU, all it can do in RAM is sit there and wait for the CPU to execute it. In a way you are saying allocate more of my engines fuel to the fuel tank rather than into the engine, it aint gonna do anything there, its just going to sit there and wait until it can go to the engine and do things. What you are thinking of is regular optimisation. Improving the code to require less RAM and less CPU time and something the devs are already bloody doing and isnt as simple as a setting to make the program use more RAM. --- Post updated --- Now we can keep arguing the point, but at this point I am done. I'd urge you to consider the fact i have a degree in computer systems engineering, you are trying to argue in my field, I've written operating systems from scratch, designed CPU instruction encodings and written emulators for them. Built robots. Assemblers. Do a fair bit of programming simply as a hobby let alone wanting to do it as a career.
Christ!! 1st: Just calm down, i believe everything you said. 2nd: In 5min you searched every game for proof, outstanding.... wadda you have? A 25 core Intel Xeon? Jesus.... 3rd: Just because you have a degree on something, doesn´t mean that everything you say it´s true, you might not know some stuff... 4th: I´ve experienced that effect of asset "allocation" i talked about first hand on a game, when i was on their Dev team...
Sounds like a good idea, I let's hope it's possible and will happen. I came up with an idea to help performance on a week CPU: http://www.beamng.com/threads/cpu-performance-mode.27639/
I'm afraid I'll have to side with 6677 here. While "allocating resources" is a real thing, you've misinterpreted what it means. When developers allow for such a thing, it's generally a host of different settings that either pre-generate an asset on game load, increasing memory consumption, or generate it on the fly, which uses less memory but requires the CPU to juggle the game and this task. However, in more specific terms like BeamNG's application, you cannot just give the program more memory and expect less CPU usage. The game uses as much memory as it needs, and the CPU processes instructions, and there's no way of doing otherwise. The T75 slows down your game because your CPU isn't fast enough to complete the physics calculations at the same frequency as a smaller, less taxing vehicle. In this case, RAM doesn't even enter into the performance equation as long as there's sufficient of it and it doesn't bottleneck the CPU.
$180 bucks gets you a motherboard/16gb ram/ and an 8 core processor "amd fx-8320E... MICROCENTER i chose a very decent gigabyte Mobo.. budget priced and i get 55-96fps in the game...very happy!...
sorry quoted wrong post.. this was to the dude with a toaster demanding 90fps with a dollar tree graphics card