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NXS15 Released!

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Alan Harkleroad

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As Matt has referenced above. We are well exceeding the limitations of the game with all the content of today. To use that you need some good hardware.

I tested 3 forms of car-sets for this mod. 1024 uncompressed, 2048 Compressed and 2048 Uncompressed. At each level the cars double in size of per individual car-file. Take that into account with any mod you run. For a good reference.

1024 = 1.2 to 2 MB in size per car
2048 Compressed = 2.3 to 4.5 MB in size per car
2048 Uncompressed = 5 to 8 MB on average per car

Numbers in this list assume a 512 by 512 pit crew. If you make that bigger the car file size will increase as it is a sum of its parts.

Also it helps when you save as TGA 32bit vice 24 bit. No one site is standard with this stuff so when you start mixing and matching cars from all over the place you get inconsistent and very hard to troubleshoot results.

Now also remember depending which car-set you run to do the following...multiply that number above in reference to average car size by 43 (Assumes a full car field), add that to the resources your track takes up, the mods resource usage and you get a good idea where your visual memory is going to be allocated. Thus to run a stable FPS with most 2048 paints and the hi res tracks you need a good 2GB memory card.

In my testing my FPS was between 35 and 70 FPS when running a full field of 2048 Uncompressed cars on the NXS mod. @ 1080P resolution

My spec's if you want to know what I have under the hood to do it.

FX 8350 4.0 GHz Liquid Cooled
ASUS Crosshair V Formula Z Motherboard
32 GB of Ram @1866
Powercolor 7870 GHz Edition 2GB Video Card
Sound Blaster Recon 3D PCI-E (Quad Core Sound Processor .... helps with all the new games offloading sound to a separate device)
500 GB SSD Samsung EVO 850
1 TB SSHD Seagate (Game Drive)
1 TB SSHD Seagate (Paint Drive/Music/Video Encoding)
750W Gold Certified PSU Thermaltake Modular
 

Wheatenland

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There is a 2048 carset ready. Matt will be uploading it shortly. Wanted to release them separately so we could make sure there are no bugs, and if so it would be easier to isolate them then trying to sift through multiple release versions. The 2048 cars will be up soon. Follow on cars beyond Daytona will be done by several sites I am sure, including those here who choose to openly contribute to all the mods available.

Thanks Alan and Matt for the quick update ;)
 

Wheatenland

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As Matt has referenced above. We are well exceeding the limitations of the game with all the content of today. To use that you need some good hardware.

I tested 3 forms of car-sets for this mod. 1024 uncompressed, 2048 Compressed and 2048 Uncompressed. At each level the cars double in size of per individual car-file. Take that into account with any mod you run. For a good reference.

1024 = 1.2 to 2 MB in size per car
2048 Compressed = 2.3 to 4.5 MB in size per car
2048 Uncompressed = 5 to 8 MB on average per car

Numbers in this list assume a 512 by 512 pit crew. If you make that bigger the car file size will increase as it is a sum of its parts.

Also it helps when you save as TGA 32bit vice 24 bit. No one site is standard with this stuff so when you start mixing and matching cars from all over the place you get inconsistent and very hard to troubleshoot results.

Now also remember depending which car-set you run to do the following...multiply that number above in reference to average car size by 43 (Assumes a full car field), add that to the resources your track takes up, the mods resource usage and you get a good idea where your visual memory is going to be allocated. Thus to run a stable FPS with most 2048 paints and the hi res tracks you need a good 2GB memory card.

In my testing my FPS was between 35 and 70 FPS when running a full field of 2048 Uncompressed cars on the NXS mod. @ 1080P resolution

My spec's if you want to know what I have under the hood to do it.

FX 8350 4.0 GHz Liquid Cooled
ASUS Crosshair V Formula Z Motherboard
32 GB of Ram @1866
Powercolor 7870 GHz Edition 2GB Video Card
Sound Blaster Recon 3D PCI-E (Quad Core Sound Processor .... helps with all the new games offloading sound to a separate device)
500 GB SSD Samsung EVO 850
1 TB SSHD Seagate (Game Drive)
1 TB SSHD Seagate (Paint Drive/Music/Video Encoding)
750W Gold Certified PSU Thermaltake Modular

Nice system,

I just finished building my new pc a few months back.. Mostly for my COD games

I7 4Ghz 4790k procesor - Intel water cooled closed system
Asus Maximus VII Forumula motherboard
16gig Kingston HyperX beast memory @ 2133mhz
EVGA GTX 980 SC graphics card 4gb memory
Looking forward to the 2048 res cars :D

Cheers,
Freddy
FSE Tracks
 

Alan Harkleroad

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Thanks. Yeah I am upgrading shortly to a 4790k. My buddys dad works for Intel so its cutting the cost of the CPU by half for my upgrade. Means I can splurge on the next motherboard.
 

ERS

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WOW!! The 2048 carset is nice! I ran it at 2012 Atlanta with no problems with graphics. FPS stayed around 34 on front stretch. I also checked what the car file size would go to once I exported the tga and imported back with compression Went from 2904 to 1358 (David Starr Zachary toyota). I do this regularly to get car file sizes down. It allows me to run all the graphic intense tracks. Just thought I would share. Thanks again.

ERS
 

scnrfrq

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WOW!! The 2048 carset is nice! I ran it at 2012 Atlanta with no problems with graphics. FPS stayed around 34 on front stretch. I also checked what the car file size would go to once I exported the tga and imported back with compression Went from 2904 to 1358 (David Starr Zachary toyota). I do this regularly to get car file sizes down. It allows me to run all the graphic intense tracks. Just thought I would share. Thanks again.

ERS
How do you import the tga's with compression?
 

Alan Harkleroad

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@scnrfrq .... you can either use the import export feature in game under opponent manager or you can manually do it in WinMip2.

If you use the game make sure this line is set to 1 in your player.ini file. 0 is uncompressed.

[Paintkit]
save_textures_with_compression=0 ; Enable texture compression on saved textures.
 

Wheatenland

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I made some passes at our Daytona FSE 2015 track last night to compare 1024 vs 2048 cars, with my current hardware I didn't see any frame rate drop moving up to the 2048 car files.. Nice work.. 70 fps coming to the flag with full field in front 120 fps in the turns, 95 on the back stretch. 1680 x 1050 native resolution and I've locked my frame rate to the refresh rate on my monitor which is 120hz

Also 100% draw ahead show full field, all high settings in game, running 16aa in the Nvidia control panel

Mod runs great!

Thanks guys

Freddy
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alfiej

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Have you released the 2015 Daytona Yet? or is it still in testing stage. Thanks
 

Wheatenland

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Have you released the 2015 Daytona Yet? or is it still in testing stage. Thanks
No, I'm currently working on our Daytona track and it is a good track to push system and game limits. I will post a new thread here at SRD when we release.. let's keep this thread on topic.;)

Thank you,
Freddy
FSE Tracks
 
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nj9703

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Mod looks great! Thanks for all the hard work!
 

alfiej

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"Wildling, post: 652106, member: 1"]Hell, I thought he was talking about the car set,lol. My bad alfiej

No Problem, It was my bad how I worded it, I just saw testing the Mod at the Daytona 2015 track, and thought it had been released but couldn't find it, Maybe I should have had that question in a different thread, Sorry guy's, . I should have been more clear on the message. Sorry , Great job on the Mod!
 

WILDISH

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Loving all the new mods released these past few months. I'm beyond grateful. Thanks a lot, guys!
 
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