[REL] Minor Urban Overhaul (12/01/2023)

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Vinnie Terranova
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#771 Post by Vinnie Terranova » 13 Dec 2022 09:16

Light effects are a real FPS dropper; you'll notice that while driving at night, and especially in long tunnels with lights on the tunnel ceiling.
wcwood92
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Location: Boston, MA

Re: [REL] Minor Urban Overhaul (11/15/2022)

#772 Post by wcwood92 » 13 Dec 2022 23:02

So probably something SCS will have to deal with
digital31
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Joined: 21 Nov 2016 21:54

Re: [REL] Minor Urban Overhaul (11/15/2022)

#773 Post by digital31 » 15 Dec 2022 16:25

wcwood92 wrote: 13 Dec 2022 05:41 @digital31 are you noticing the drops with and without this mod?
For me it seems the increased traffic is the worst offender for FPS
Yeah, with and without the mod. It isn't really the MUO mod that's causing the problem. This mod just makes it's slightly a bit worse.... Emphasis on "slightly". Even turning off the mod, you still get really bad frame drops. But I have noticed better performance on version 1.42.2.6S ... It's not completely gone by no means...but it's playable at night now (at least for me). I was driving through Dallas at night, and massive frame drops were limited to specific areas instead of completely city wide. So I think they are working on it.
Ishlen
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Joined: 11 Dec 2022 01:28

Re: [REL] Minor Urban Overhaul (11/15/2022)

#774 Post by Ishlen » 15 Dec 2022 17:38

wcwood92 wrote: 13 Dec 2022 23:02 So probably something SCS will have to deal with
Like they did two years ago, or before that.. yup, lol. They changed the lighting system for the worst, but everybody think that "its amazing", so, dont expect any improvements on the lighting system any time soon, even if its one of the most important things SCS should be working on. About this mod, i only used it a couple of times, when it was released ages ago, and never ever after that because causes A LOT of problems. Unpolished and unoptimized mods do that, even if its only a little bit. I already have enough with the two or three main map mods everybody use and some of em are a complete mess already like reforma. Better to keep the game engine free of extra effort because sooner or later the game is going to lag. Cant be avoided. But again, people dont care anymore about performance, so, free will for everyone.

But one thing. Playing only vanilla you shouldnt be having ANY fps drop, SCS already knows the limitation of the game engine (unlike mappers). If you do, you are doing something wrong elsewhere. Vanilla game without a single mod runs smooth as heaven. If it doesnt for you, the problem is in your end.

And again, good mappers dont have framedrops. Period. Today promods is a bit of a mess, but if you drive through the entire western promods zone (ETS2) you are not going to find any single fps drop or problem ANYWHERE. Its amazing. Its only when you start entering Ukraine, Romania (roextended map of course :p) when things get messy. Why? because the lack of skills of mappers that dont care about performance or optimization just about adding more and more stuff. Plain and simple.
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Laqueesha
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#775 Post by Laqueesha » 19 Dec 2022 04:00

@Quaristice

Found a bug, this mod causes a bug in Texas, namely this sign to be misspelled. Might be an outdated Texas sector that has since been updated by SCS.

Code: Select all

Texarkana misspelled sign ;[15/12/2022 21:51:24] (sec-0001+0008);-2310.21;15.3261;34260.4;-0.0803379;-0.0523331
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RevanFan
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Re: [REL] Minor Urban Overhaul (11/15/2022)

#776 Post by RevanFan » 20 Dec 2022 07:35

Does the Lite version of this mod truly only have the scenery changes, or does it also have the lane widenings?
xCH3NO2x
Posts: 87
Joined: 03 Jul 2022 21:51

Re: [REL] Minor Urban Overhaul (11/15/2022)

#777 Post by xCH3NO2x » 21 Dec 2022 00:45

RevanFan wrote: 20 Dec 2022 07:35 Does the Lite version of this mod truly only have the scenery changes, or does it also have the lane widenings?
The lane widening is in the Lite version
Quaristice
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Joined: 21 Jun 2019 00:08
Location: Los Angeles, USA

Re: [REL] Minor Urban Overhaul (12/25/2022)

#778 Post by Quaristice » 26 Dec 2022 03:56

Mod updated. Just a few cumulative fixes and tweaks since the last release. Most of the artificially high speed limits have been removed, no real need for them with the new AI spawn system.

Low FPS caused by AI traffic is now cited as a known issue. Be aware that it only happens at late hours (from late afternoon until early morning) and that it's an issue that was introduced with 1.46. The game was able of handling large volumes of AI traffic at night way better in previous versions, it's not an "engine limitation".
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willy1962
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Re: [REL] Minor Urban Overhaul (12/25/2022)

#779 Post by willy1962 » 26 Dec 2022 09:26

Thanks for the update.
digital31
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Joined: 21 Nov 2016 21:54

Re: [REL] Minor Urban Overhaul (12/25/2022)

#780 Post by digital31 » 28 Dec 2022 21:32

Quaristice wrote: 26 Dec 2022 03:56 Mod updated. Just a few cumulative fixes and tweaks since the last release. Most of the artificially high speed limits have been removed, no real need for them with the new AI spawn system.

Low FPS caused by AI traffic is now cited as a known issue. Be aware that it only happens at late hours (from late afternoon until early morning) and that it's an issue that was introduced with 1.46. The game was able of handling large volumes of AI traffic at night way better in previous versions, it's not an "engine limitation".
You're right... its not an "engine limitation"...its implementation. They just dropped the ball on 1.46 and though it's gotten better over the last few updates on version 1.46...it's still not rectified.
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