Author Topic: Daytona Sandown UK Track (WIP)  (Read 7573 times)

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #45 on: May 02, 2018, 09:59:43 AM »
got some updated height data :)

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #46 on: May 05, 2018, 12:43:11 AM »
I really want to share more updates with you guys, I have been super busy building more environmental assets over this week.
Updating everything I can and remodelling anything that I can improve on.
Finding time is always the hardest bit with a 50hr plus a week job, 3 kids and a super busy wife!

Things are definitely going in the right direction though!

We have a track with kerbs (albeit flat geometry at the moment), and itís all about 12,000 polyís.
We also have the topology mapped out for height ready to deform the track over.

Hopefully Iíll have some images for you guys next week!

For those of you in the UK, enjoy your long weekend!

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #47 on: May 07, 2018, 05:22:43 PM »
Wanted to share some updated track side assets I built over the weekend...

Does anyone know what the maximum texture size is, and how larger textures impact performance?

Looking forward to your feedback as I havenít done any modelling/texturing since back in 2014...

Birel-Rotax 42

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Re: Daytona Sandown UK Track (WIP)
« Reply #48 on: May 07, 2018, 08:30:32 PM »
Looks great! Generally textures impact the performance when you increase the size. Upping the dimensions by a power of 2 means there are 4 times more pixels to be calculated. While I donít have any empirical data, my general rule for texture sizes are ďbig enoughĒ. If itís a small object, donít do a 4K texture on it.

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #49 on: May 08, 2018, 12:38:54 PM »
Thanks, we are used to working more with Unity/Unreal/Frostbite so 16k textures are pretty common. 4k for small objects is pretty normal with them.

I donít know what the limitations are on the KRP engine...

Birel-Rotax 42

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Re: Daytona Sandown UK Track (WIP)
« Reply #50 on: May 08, 2018, 01:26:21 PM »
More of an optimization thing. I'm pretty sure that I've done 16384x16384 textures for kart skins back when the template had all body parts on the same template, but you don't get much of a difference once you go past 4096x4096. Why use additional resources if you don't have to? Not everyone has a great computer (and sometimes it makes optimization difficult). I've always strive to be able to run the track on a laptop, even if I'm getting 200+ fps on the development PC. If you are using atlases/packing multiple textures onto the same image, yes - 8k or 16k may be reasonable. However, if you are doing single textures (for example the GoPro logo) you will not need to use a 4k resolution image. While the amount of collidalble objects is usually the main culprit for low framerates, your texture size may be a factor in low framerates.

As of now, since nobody has tested the track, we can't be certain. I've created tracks that are 150k+ polygons but did not have huge collision calculations, so they ran well on low end systems.

Edit: after reading through the thread again, Lauzzzn said that 4096 is the max texture size. I can check that later today, but that might be the maximum size.
« Last Edit: May 08, 2018, 01:30:41 PM by Birel-Rotax 42 »

Ozzy_UK

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Re: Daytona Sandown UK Track (WIP)
« Reply #51 on: May 08, 2018, 05:58:44 PM »
Cool, thanks for confirming...
Most assets are at 4096 square but might half that for stuff like the go-pro sign...

The lamp posts have detail down to the stitching on the Daytona protector pads... maybe a bit OTt but I am a perfectionist!

I think track poly count won’t be too bad, all our dev PCs are Dual GTX 970’s or single GTX1080TI’s so we are used to working back from that! Lol.

Most of these are sub 500 poly’s per item. (Lamp post with 4 lights, and timing hut are under 600...)

Our optimised track mesh is about 20,000 polys with flat curbs, including the surrounding ground. Just the track is about 10,000.
We were going to do true geometry kerbs but I read a thread about them causing spins off throttle? Is that fixed?
« Last Edit: May 10, 2018, 06:35:24 AM by Ozzy_UK »

Birel-Rotax 42

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Re: Daytona Sandown UK Track (WIP)
« Reply #52 on: May 08, 2018, 09:05:47 PM »
I can make a short write-up. I was the one who found the issue and I was able to solve it and still keep the 3d kerbs! Will work on it ASAP!

It sounds like youíre keeping the track in the realm of reasonability. Looks good so far, I know that myself and the SKM team are working on stuff and are anxiously waiting to see if we can push the polygon count to make everything more realistic.