- 217
- Саратов
look at the Kunos standards for formulas, there are about 80 objects for lod B, about 30 for lod C, and about 5 for lod D
well I will aim 80 objects for lod Blook at the Kunos standards for formulas, there are about 80 objects for lod B, about 30 for lod C, and about 5 for lod D
Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too
If it is, I might start doing lods for the cars
thank you! I have experience modeling in maya. That said modding has seemed quite different and converting stuff is a different game completely.nr2003 tracks should open with 3dsimed
I never realized, it makes more sense then.Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.
View attachment 1363640
Some objects can be deleted, some can be combined. If you need to be more careful with Lode B so that “transitions” are not visible, since it works quite close, then with Lode C and D you can act more boldly, since many objects are no longer visible at such a distance.well I will aim 80 objects for lod B
30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
My advice is to leave only the objects visible rather than aiming for a specific number of objects. Yes, it won't be the best choice, but at least you're sure to tighten the LOD to the bone making it as light as possible. As for blender, yes, the join parts/mesh trick with the same material works as long as you leave the parts subject to animations intact. In theory you could, for example, merge all the metal elements into a single mesh by assigning to the material an empty (completely white) aomap so as not to have problems with objects mapped differently. Obviously all textures must be in the main lod to avoid errors.well I will aim 80 objects for lod B
30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
Good point Masscot! Is it possible to disable the AI to change to wet or dry tyres automatically?@Peter Boese in the default WeatherFX debug app, rain thickness can apparently be overridden at set at 0mm, enabling the full wet visuals but without the loss of grip.
Does such an option exist in Pure, letting us enjoy the visual rain effects in full glory but maintaining normal grip?
This would be very useful in races where changeable weather is wanted (eg, the race starts dry and sunny, but then a thunderstorm rolls in and dumps its load for a lap or two, then the sun comes out again and the race finishes dry) without the need to pit twice to change tyres just so you can stay on the track. Pit stops in AC are pretty clunky and normally involve teleporting and ghost cars, so are often best avoided to maintain immersion.
a great month for DTM-Fans :-)Opel Vectra GTS V8 DTM Test
View attachment 1363685View attachment 1363686View attachment 1363687View attachment 1363688
The only "animation" I have is the drs.My advice is to leave only the objects visible rather than aiming for a specific number of objects. Yes, it won't be the best choice, but at least you're sure to tighten the LOD to the bone making it as light as possible. As for blender, yes, the join parts/mesh trick with the same material works as long as you leave the parts subject to animations intact. In theory you could, for example, merge all the metal elements into a single mesh by assigning to the material an empty (completely white) aomap so as not to have problems with objects mapped differently. Obviously all textures must be in the main lod to avoid errors.
EDIT: obviously you have to create them taking into account the transition between the lods. It takes a bit of patience but for better or worse you can create a light lod.
if you mean this:I think it's in WeatherFX debug.
I think including them isn't a problem, maybe eliminate it in LOD C and D as they are loaded when the car is quite far away, I don't think you'll notice their absenceThe only "animation" I have is the drs.
Suspension moves thanks to DIR_
Should I also include that in the lods?
Ok thank you guys for the tipsI think including them isn't a problem, maybe eliminate it in LOD C and D as they are loaded when the car is quite far away, I don't think you'll notice their absence
That's a real shame, because a sudden cloudburst can sometimes make it almost impossible to get to the pits if you're on slicks.if you mean this:
View attachment 1363711
This are just the 3 normal rain parameters, which are send in the weather condition. Pure Planner can set them too:
View attachment 1363712
BUT, those also changing the graphics AND physics. Mostly this is not what the peoples want.
Mostly peoples want rain graphics without the physics.
This is only possible in the weatherFX debug:
View attachment 1363713
afaik only with this debug option you have still the graphics but no physics. But this is not available in the weatherFX script sdk.
AI pi-roulette
It does impact a lot, yes. GPU is not that much affected by it in fact, it's a CPU thing more than anything. The less objects/triangles, the less information to carry, the better. Simple as that (or close to). Especially if the track is already pretty demandingIs lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too
If it is, I might start doing lods for the cars
try deactivating the sunbliding shader in Pure config->shadersThe stutters are the reason I cannot update to the newest version of CSP, which then means I can't use the latest version of Pure. I'm still using Pure 0.193 and CSP 1.80preview9 because that's the last combo without the micro stutters. With every new CSP version I give it another try and they are still there. I've eliminated it being a Pure issue because it still exists even when I use Pure 0.193 with the newest version of CSP. But for the life of me, I cannot figure out what has changed in newer CSP versions that introduced these occasional micro stutters.
seems he took down those pics... all I see is black :For those still wondering about the graphical improvements that LCS will bring, Peter Boese posted this comparison. My mind exploded:
That's nice, i truly don't want to bother with lods, but unfortunately I am not PC Masterrace and have one of the weakest PC from everyone here so I am the first target of the lod necessity 😔
In the AI mind...
It does impact a lot, yes. GPU is not that much affected by it in fact, it's a CPU thing more than anything. The less objects/triangles, the less information to carry, the better. Simple as that (or close to). Especially if the track is already pretty demanding
The Kunos mod guideline is actually quite good to help for optimization (dev folder, like the kseditor). It's not a formal rule, but it helps. LOD C should be minimalistic as much as possible, LOD D is close to a placeholder (for some cars, 1 or 2 object/material is enough), as it is not meant to be seen "clearly". LOD B is the tricky one, the transition can be hard to get right. But the general rule is : if at a driving/replay point of view it is not visible, it shouldn't be there at all.
Edit : as a reference, what I usually do for the meshes :
- If the object is not visible/useful anymore, too small or hidden in sight : get rid of it
- If the object is part of a general thing/do not attract sight : decimate from 0.2 to 0.1 per LOD, join per material as much as possible
- for main objects : clean-up manually and/or decimate from 0.5 to 0.2 depending on the result, each one is different...
There might be a better solution for making LODs, but that's the "power" of what was Simplygon. Those were not good LODs, but they were LODs, it was far enough for the majority of models. And soooooo much time saving...That's nice, i truly don't want to bother with lods, but unfortunately I am not PC Masterrace and have one of the weakest PC from everyone here so I am the first target of the lod necessity 😔
I'll follow your advice for LoD B, but damn. If i have to do that per cars, knowing that I also need to do it for 2010 2011 and 2013.................
Pray for me
Very well aware Peter, still wanted to say thank you for what we have so farHey, sorry but all will be different soon. I stopped the transformation of Pure (current version) to LCS.
I describe it here:
I would be surprised that you would get hate here.at risk of getting some hate here , I tried AMS2 again, as it has also a Content Manager apparently , and some pretty good mods...
Why are you sad? You found, or rediscovered, something you enjoy, good for you. AC, is not the be all of SIM racing, some prefer something else, all good.I'm actually a bit sad to admit, it feels more immersive and responsive compared to our beloved AC.
at risk of getting some hate here , I tried AMS2 again...mI'm actually a bit sad to admit, it feels more immersive and responsive compared to our beloved AC...
More DTM cars are to come after that one .a great month for DTM-Fans :-)
In object mode, select object - ctrl A - scale, to ensure the scaling is rightModelling and mapping 99% complete. One issue with normals on the rear bumper I've fudged. Can anyone help?
View attachment 1363755
Try these. Needs the new steer.ksanim as well otherwise the shifting animation breaks.I'm looking, I'm looking... But I'm not much into F1 so I probably don't own all the possibilities.