ATS 1.50 Update Discussion

parasaurolophus67
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Re: ATS 1.50 Update Experimental Beta Discussion

#771 Post by parasaurolophus67 » 21 Apr 2024 18:27

@SuchManor https://www.youtube.com/watch?v=Vz6e99LFK-4

Around 5:27 you can see the difference
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SuchManor
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Re: ATS 1.50 Update Experimental Beta Discussion

#772 Post by SuchManor » 21 Apr 2024 18:45

Ah ok so its basically only buildings. Well that's disappointing. Forested areas still look as flat as ever and pop in right in front of the truck.
What good is a world without good detail?
Check out my screenshots
parasaurolophus67
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Re: ATS 1.50 Update Experimental Beta Discussion

#773 Post by parasaurolophus67 » 21 Apr 2024 18:55

Think shadows on bridges also work. Can't find a video for plant life tho.
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Kaleidescoop
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Re: ATS 1.50 Update Experimental Beta Discussion

#774 Post by Kaleidescoop » 21 Apr 2024 20:17

It only seems to be for large buildings, bridges, tunnels, and certain other large objects. Unfortunately tree shadows are not affected even though they're some of the biggest culprits in terms of highlighting the low shadow render distance.
I think trucks are cool.
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gaillard
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Re: ATS 1.50 Update Experimental Beta Discussion

#775 Post by gaillard » 22 Apr 2024 07:22

They're also the biggest culprits of FPS killings. Certainly so with SSAO.
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J.Random
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Re: ATS 1.50 Update Experimental Beta Discussion

#776 Post by J.Random » 22 Apr 2024 09:54

Maybe in some configurations, for some people. Personally - never had any issues with trees. Cities, on the other hand, drop me below 60 regardless even of scaling or SSAO.
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Re: ATS 1.50 Update Experimental Beta Discussion

#777 Post by nautofon » 22 Apr 2024 10:10

^ So maybe the cities you drive in have too many trees. :mrgreen:
For driving without GPS navigation:  ATS Company/Facility Directory — C/FD
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Bandit & The Snowman
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Re: ATS 1.50 Update Experimental Beta Discussion

#778 Post by Bandit & The Snowman » 22 Apr 2024 11:40

Has it been fully identified why the AI stops at the line of sight when turning right on red (and sometimes even on green)? No, I’m not asking if it has been fixed. I want to know whether the reasons have been found out.
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Sara
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Re: ATS 1.50 Update Experimental Beta Discussion

#779 Post by Sara » 22 Apr 2024 11:51

gaillard wrote: 22 Apr 2024 07:22 They're also the biggest culprits of FPS killings.
And AI traffic if you make it look like heavy traffic.
J.Random wrote: 22 Apr 2024 09:54 Maybe in some configurations, for some people. Personally - never had any issues with trees. Cities, on the other hand, drop me below 60 regardless even of scaling or SSAO.
I had my FPS drop in Cities too, but not because of the City. When I went to explore the reworked areas of California, I had my g_traffic set at 2.0, and the traffic took a little bit of a hit on my performance inside SF with all the traffic.
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flight50
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Re: ATS 1.50 Update Experimental Beta Discussion

#780 Post by flight50 » 22 Apr 2024 12:21

Bandit & The Snowman wrote: 22 Apr 2024 11:40 Has it been fully identified why the AI stops at the line of sight when turning right on red (and sometimes even on green)? No, I’m not asking if it has been fixed. I want to know whether the reasons have been found out.
I have always wondered that myself. It wasn't always like that though. They use to stop at the line. Iirc, something changed when we got hh lowboys in traffic.
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