14. 9. 2013

Karowa - beta test

WIP track Karowa (classic format track by RALLY Guru)
Source: RALLY Guru RBR tracks

11 komentářů:

  1. Great work RallyGURU!

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  2. Czy będzie dostepna wersja nocna?

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  3. night version will be available of course,when beta version turns to released.

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  4. RallyGuru!

    I tested your track on my notebook, and it has low fps. (Only 19-20, on the center of the bridge it go up to 29, but that is still low) It is strange because it use only few textures. I run RBR in window with 800x600 resultion, full graphic settings.
    I tried everyting:
    First set mipmap level of all textures to 4, then resize all 2048x2048 texture to 512x512, no fps growing. After this I set all textures trancparency to false, then it has 24-25 fps.
    I saw your track (wireframe, collison meshes, generated col) in the editor. I saw nothing strange. I think there are no too many polys, collison mesh. Maybe the grandstand is a bit high poly. Did you use "optimize mesh" option?

    My notebook specification:
    -Acer Aspire 5920G:
    -Intel Core 2 Duo T7500, 2200 MHz
    -2048 MB (DDR2-667 DDR2 SDRAM)
    -ATI Mobility Radeon HD 2300 (256 MB)
    -Microsoft Windows Vista Home Premium

    (Other tracks don't run well too. example Versme, Bergheim, Sieversdorf. But example, Hradek,Liptakov, Akagi and our big project is run well (50-60fps) on this Notebook)

    Tibi

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    1. Now I tried again this modified (by me) track, and it has 60fps in Front Bumper cam. But in cocpit cam I have that FPS which I wrote the previous comment.
      I reinstall the track with the original files, I saw in Front Bumper cam, it has at least 29-31 fps, so it is a bit playable.

      I used Octavia WRC for testing.

      On other tracks I didn't see so many FPS differences between the cockpit and frontbumper cam.

      Vymazat
  5. Thanks for answer Tibi, yes I used mesh optimization, and I try in all places reduce, as possible much more polygons. Seems, with camera car inside, is to much polygon for render in the same time. Track is short and in one close place, all must to be rendered in the same time, that is problem :(
    I will try optimize more if I found where, but its not to easy. I always test game in window mode and all time have 60-59 fps

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  6. There is no problem with performance! I look to the groundmesh wire, looks allways good, not to much polygones at all (cant see object meshes, but if similar modeled like groundmesh it is good)!

    my FPS test show me aprox 90 FPS, Bergheim have sometimes a little bit more than 60FPS. there are much different objects so performance is ok and you did nothing wrong.

    Lamda

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    1. You can see the wireframe of the objects, if you open the whole track (open all), then open the col file, then switch generated collision on in visibility menu.

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  7. as you sad yourself, you only can view the wireframe of collision mesh ( the *.col file) but not the wireframe of object meshes.

    Lamda

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  8. No. Please try it Lamda, what i write in my last comment.
    You will see this: http://www.qpic.ws/images/wallabywire.jpg

    The generated col are light green, all other meshes (ground, general, and movable objects, the start positioning subaru) are in wireframe mode too, with texture color.

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