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Author Topic: (RELEASED) Official Development thread for the R46 for OpenBVE  (Read 249668 times)

Offline Rikabs

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #150 on: January 05, 2012, 02:01:15 pm »
No more previews that's the last one..now to actually focus working on the train lol

That doesn't look like 5 fps to me lol

Offline nelson3001

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #151 on: January 05, 2012, 06:03:20 pm »
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol

Offline YankeesPwnMets

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #152 on: January 05, 2012, 06:30:37 pm »
At 640x480 and you are still stuttering, it's probably a performance demanding train.

No problem for my PC here. If some features are causing lag, perhaps you can make a low quality version which is aimed at performance and a high quality version which is aimed for a higher end computer.

Offline rstar

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #153 on: January 05, 2012, 06:37:28 pm »
Hey Error u need a computer that has a i7 chip and u would get about 60FPS

Offline YankeesPwnMets

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #154 on: January 05, 2012, 06:40:42 pm »
Hey Error u need a computer that has a i7 chip and u would get about 60FPS
I'm using my work computer now and it has a

Pentium E2200
GT 430
4GB RAM

and it runs any route here on BVEStation and any train with a solid 60... An i7 for openBVE is WAYYYY overkill. I have a i7 2600k and dual GTX 570s and I only use that for more demanding games.

Offline SubwayTrainOperator5

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #155 on: January 05, 2012, 07:04:00 pm »
Yes, when I was on vacation, the laptop available to me had an ATI Mobility Radeon (I forgot which model), 4GB of RAM, and an Intel Core i3 I believe, and it always ran OpenBVE at 60 FPS, 50-60 FPS (Maximum) when recording with Fraps. (I recorded my (D) line and Franklin Avenue Shuttle videos on that laptop) I am also pretty sure that laptop was much better than necessary for that kind of framerate, OpenBVE is just a very easy game to get running properly on almost any computer. You do not need an Intel Core i7. 
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Offline Rikabs

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #156 on: January 05, 2012, 08:01:29 pm »
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol

Nelson it would be great if you get those pics!
Who knows I might even make a 3D cab in the future. ;-)
So get them from as many angles as possible not just from the driver's point of view.

Offline nelson3001

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #157 on: January 05, 2012, 09:18:18 pm »
Do you want me to get some cab pics of the R46, maybe i'll do it after school on the R. I'll make the arrangements for my friend (He has a cab key) to meet me and we'll get really good pics, maybe even change the roll signs lol

Nelson it would be great if you get those pics!
Who knows I might even make a 3D cab in the future. ;-)
So get them from as many angles as possible not just from the driver's point of view.
I'll take pics from the best angle possible so that you don't have to edit the textures at all and it'll be a piece of cake, especially a close up of the LCD Roll sign thing that says Luminator on it that changes the side roll signs and the switches and i'll take those with an 8 Megapixel camera and there's so much more to explain.

Offline Ddatrainman

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #158 on: January 05, 2012, 09:26:25 pm »
Looks really great, like it.

Offline coneyislandDFNQ

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #159 on: January 06, 2012, 01:21:25 am »
The reason why the FPS is slow is due to the amount of polygons on the exterior, the more there are, the slower it runs, and people who have very old computers.....good luck lol

Offline peacemak3r

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #160 on: January 06, 2012, 05:16:41 am »
Hey Error u need a computer that has a i7 chip and u would get about 60FPS

i7 is definitely overkill as @YankeesPwnMets says.  I have had a Core2 Quad do fine and even a dual core do fine.  I currently dumped my desktop and am using a laptop with an i5 doing fine as well.

Offline Gong Gahou

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #161 on: January 06, 2012, 11:20:05 am »
On the other hand, my desktop has an i7 on it, so even if it is overkill I still use it for openBVE. My laptops are not good substitutes. I didn't try this old laptop with Intel Centrino Duo yet, but as with all my old laptops I doubt it'll perform well.
Previously known as pjiang6211

Offline Rikabs

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #162 on: January 06, 2012, 03:12:08 pm »
Regarding performance, just to give you guys a comparison, the most high-poly modeled train on BVEStation right now is Pacific385's R175 which comes with a total of about 17,000 polys. Mine comes with about 30,000. The reason why mine is so high is because when converting the model to .b3d, Google Sketchup triangulates faces which basically means a single square quadrilateral planar surface becomes two triangles.

FIXED
« Last Edit: January 06, 2012, 04:18:29 pm by Rikabs »

Offline Gong Gahou

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #163 on: January 06, 2012, 03:44:17 pm »
Does that only apply to square faces though? I was wondering if it applies to other four-sided polygons. Also, do you plan to reconnect the triangulated faces in the .b3d file?
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Offline Rikabs

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Re: (RELEASED) Official Development thread for the R46 for OpenBVE
« Reply #164 on: January 06, 2012, 04:17:24 pm »
Does that only apply to square faces though? I was wondering if it applies to other four-sided polygons. Also, do you plan to reconnect the triangulated faces in the .b3d file?

It applies to all faces, squares was just an example. A pentagon would be divided into three faces, a hexagon into five and so on. As far as reconnecting the triangulated faces it would be just take so much time. There are like 28000 lines in the .b3d file. So far I have only managed to do simple four sided faces like seats.