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Bob Blunderton
Bob Blunderton

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More progress, and much more FPS

We've finally hit 100% on what we're aiming for monthly on this project.  I want to extend a big thanks to everyone on that, as that will really help when prospecting for assets on this map.

I have purchased (with my own money as of current) a copy of World Machine 2, so that I can improve the terrain on this map, in due time.  I have to figure out how to get something resembling the Earth out of it, first.  In the end it will enable me to make as nice of a map as the developers would be able to put out - and not just this map project, all future, and some past map projects, too.

The new game update brought much good in the way of MUCH more fps to all places in the map, through improved handling of rendering while displaying especially the busiest sections of map.

Look for an improved 10~100% or more FPS in various spots of the map.  Draw calls are reduced by 25~50% on average, freeing up the CPU from being a bottleneck.  Measured with Shadows on, SSAO on, and reflections enabled on a modest low setting.

My previous rather popular ROANE COUNTY TN mod also saw a big increase in FPS, by as much as 250~300% in some places!  No, really, you can just about max everything on an RX 480 8gb video board with a semi-recent intel processor and have 0 issue.

I am having a little bit of a snag adding new models into the existing game currently, so I will be figuring out what's bombing that out.  Something with creating shaders is crashing the game out.  So working with staff on that to hopefully resolve this on the short-term.

In other news, the Collector road kit (5 lanes with a central turning lane for both sides) is almost done.  I have to make the curve pieces yet but the sloped ones are done as are the straight ones, driveway aprons, and half-pieces.  These feature new reflectors that will reflect light from the headlights from further away then the lines will, just like in real life.  This also won't cause more draw-calls, as the pieces are all reduced to ONE draw-call each with the new mosaic texturing.  That should also expedite creating new pieces, too, if I base them on that road kit.

I am trying to get a new update pushed in the next week or two as a maintenance update, but for now, there seems to be some game bugging going on in the map editing phase.  I can still work on new models, however, so that's not such an issue.  The current version will be given out for the time being until I can make sure that a new version won't crash on map load.

When Roane County TN map gets updated sometime next month (barring this game bug stopping it up), the release will be mailed out here to ALL members, about a week before it goes out to BeamNG servers.  

Thanks for your support!  I really am enjoying making this project, in between the times I am creating new swear words to describe the Maya software I use to do it :)

Comments

Yes, it's amazing. One of the folks I speak quite often with, who also helped me do a lot of performance optimization (he told me some things the game was good at, and not so good at, gave me pointers and so-forth), has joined on with BeamNG team. So I am sure he was able to point them in the right direction, but yes, the optimization is lovely isn't it now. It surely opens doors to the way forward quite in a grand way.

Bob Blunderton

I noticed a measurable improvement in FPS upon loading into the map, with my default car (Pessima "Midsize") where i usually spawned with some low FPS (like 30-35) and now, without any cha.ges to map or car, i am getting 45+ on my i5 6600k and 1060 6gb MSI gpu. I am impressed, if anything, by the optimization that was part of the newest game update release.

Garrett Smith

The FPS improvements listed, to clarify are with the currently available map version to subscribers on Patreon here, in the new 15.x version of the game engine vs the 14.x game version. Just wanted to clarify that.

Bob Blunderton


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