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[MEGATHREAD] Farmcon post stream and [Apline Farming Expansion DLC] discussion.

[MEGATHREAD] Farmcon post stream and [Apline Farming Expansion DLC] discussion.
That's Farmcon over for this year! it was a super interesting stream, below is a TLDW breakdown of some of the things announced and or discussed.

Alpine Farming Expansion

Dive into vast mountainous grasslands of alpine farming life! With the Alpine Farming Expansion for Farming Simulator 19, you’ll set up your agricultural undertaking with focus on grass harvesting on a brand-new map - inspired by the idyllic landscape of the Alpine region in Europe. Of course, new brands and machines will be introduced to the series as well. Watch the trailer below!
The new DLC includes a new map (Ellengrad) and 30 new vehicles. The planned release date is the 12th of November and will cost 19.99 € .
Release page Reveal Trailer Map Showcase Vehicle Showcase

New machines:

  • Aebi CC 66 Mower
  • Aebi TT 281+ Utility Vehicle
  • Agrar Landtechnik ADF 3200 Slurry Tanker
  • Böckmann MH-AL 4320/35 Trailer
  • Lindner Unitrac 122 LDrive Utility Vehicle
  • Lindner Transportation Platform Utility Vehicle
  • Lüönd Swiss-Elite S 31 Trailer (Loader Wagon)
  • Pöttinger ALPINHIT 4.4 H Tedder
  • Pöttinger BOSS ALPIN 251 Loading Vehicle
  • Pöttinger EUROBOSS 330 TD Loading Vehicle
  • Pöttinger FARO 4010 D Loading Vehicle
  • Pöttinger HIT 8.9 T Tedder
  • Pöttinger IMPRESS 125FC Pro Baler
  • Pöttinger IMPRESS 125F Pro Baler
  • Pöttinger LION 303 + AEROSEM 3002 Power Harrow
  • Pöttinger NOVAALPIN 261 Mower
  • Pöttinger NOVACAT 301 ALPHA MOTION Mower
  • Pöttinger NOVADISC 812 Mower
  • Pöttinger SERVO 25 Plow
  • Pöttinger SYNKRO 3020 Cultivator
  • Pöttinger Terradisc 3001 Disc Harrow
  • Pöttinger TOP 342 Windrower
  • Pöttinger TOP 612C Windrower
  • Rigitrac SKE 50 ELECTRIC Tractor
  • Rigitrac SKH 75 Tractor
  • Rigitrac SKH 150 Tractor
  • Sepp Knüsel F 240 Mower
  • SIP Air 300 F Alp Belt Rake
  • SIP Favorit 254 Belt Rake
  • Stöckl Mistral 3400 SR Manure Spreader
  • and more - stay tuned!


The segment in which it was discussed Topic/Info
QA Testing Slot count for future FS game, They're trying to increase the slot count for the next game but it's set by the console developer and not Giants.
Sound Design for the next FS game Working on multi-sound layer, has been worked on for FS19 but wasn't implemented. Might not make it to the next game if they can't get it to the point that they're happy with it.
Sound Design for the next FS game New tool developed that allows the creation of several loops for different RPM's. The engine will max and pitch those loops to create the sound at any RPM. --Tools will be released for modders--
Sound Design for the next FS game New recording of the motor while accelerating/decelerating from idle to max RPM. Allowing the game engine to generate a loop at any RPM using granular synthesis. (May not work for all vehicles)
Sound Design for the next FS game Added support for discrete gear shifts in physics simulation
Sound Design for the next FS game Added simulation of reverb from the surrounding objects
Designing the new map Map is located in the alps (260 meters altitude difference)
Designing the new map Will focus on grass harvest and the vehicles will focus on this as well. There are new grass textures
Designing the new map New AI bus and 2 "Factory" sell points for milk
Designing the new map Trains can now carry logs (any items still on the train at the edge of the map will get sold automatically)

submitted by Daesed to farmingsimulator

Matt Dickinson, Head of Technical Art, discusses and answers questions about the new Planetary Terrain & performance optimisations

Fost: It might be helpful if the "Terrain work" slider marked one side as gpu and the other as cpu. (Assuming I am correct in that it offloads work to the gpu)
Matt: We're updating the text in the next release to make it clearer.
The basics are...
  1. We set a budget to do terrain work per frame.
  2. If we increase the terrain work done per frame then your terrain will update quicker but your fps will be lower as we're adding more cost to each frame.
  3. Because we do this work per frame you may find that locking your fps to 30 if you can achieve 60 will mean we do half the work.
It's a bit of a balancing act and we'll be looking to simplify that when we have good data from everyone!
So in conclusion...
  • Problem: Terrain doesn't get generated fast enough: Increase your GPU work slider or lower the terrain detail.
  • Problem: Low FPS: decrease your GPU work, if your terrain is now too slow see the above point.
Jigsaw: Sounds like the good old problem with frame limiting and autogen computation in Flight Simulator X. That always was balancing act between achieving a good framerate and preventing blurry texture tiles.
Matt: Technically for us it's terrain geometry detail. We use textures at a distance (which is set by the terrain quality setting) but those textures are always the same resolution regardless of your settings we just change the distances they're applied. Anything up close or in low flight uses real-time materials so it's controlled by the terrain material setting separately. It's worth understanding that the up close buggy terrain geometry detail is consistent for all players for the obvious networking reasons, we just play with the distant LOD quality with the terrain quality slider. The baked lighting (distant shadows and the ambient occlusions you can see on the surface) as well as the terrain materials do use the under laying geometry so more geo=better fidelity. However geo is the expensive part to compute :)
Brujah: So I noticed earlier today that my Scarab's cockpit was really low-resolution and didn't refresh back up to full resolution as I might have expected. This was after sliding my Terrain Work option to the right. Would this have an effect on the actual vehicle textures, or was it a coincidence?
Matt: That's more likely a memory issue, we're looking at all of these things together :)
Agrar Therenus: My FPS is significantly lower.
I just don't see what makes it tank to about 40fps at 4k on a 980 ti i5 3570k. The actual assets wouldn't appear to be the type that are that demanding. Truth be told 'cutting edge' is not a word I'd employ here.
Is there still a lot of planetary optimisation to go? Maybe it's trying to draw/render stuff it really doesn't need to?
Matt: Are you talking about FPS when your stationary? If your not moving and you wait a few seconds (30-60 say) then we won't be doing any terrain generation, low fps here isn't related to the generation. Does your monitor display that resolution natively? I'd try a lower res and see how that works fps wise :) (also try lowering your super sampling to see what difference that makes)
A lot of the bugs we see are the general user config/different system issues which Beta's are for, we only see a couple of actual issues down to what the game is doing in terms of specific tasks.
Slopey: By way of feedback, I had Low FPS (12-15) on a GTX980 with the slider in the default position. So I moved it all the way to the right, and I now have +30fps solidly on planets (running tripleheaded at 5040x1050 on Ultra).
Isn't that working in the opposite sense? Should I not have seen a frame rate decrease with the slider moved to the right?
Matt: curious! I'd guess you get rid of the generation time quicker. I'll double check I got my facts right though ;)
The Law: Understandable, but still bad decision to use player computers for terrain generation in "real time". What I think happens:
  1. Player flies into new planet
  2. Player computer gets crunching, generating the terrain and landscape
  3. Player gets FPS drop due to this hog
Evidence clearly supports my theory, because I always see FPS dip when I first close in on the planet and then after a while the FPS levels back to 60 again.
I think the servers should do the majority of work and send player the relevant data. On Earth-like world, it will melt even Nvidia Titans if terrain generation remains client side.
Matt: That's just not feasible, we'd have to generate the terrain on CPU if we asked servers to do it and that's much much slower (over 100 times slower), we're also generating ALOT of data, sending it would be slow and expensive. Anyone with a slightly less than awesome connection would see stuttering and lack of detail, it would also cripple solo modes ability to just use small amounts of data. We looked into different approaches into this back in the planning phase and while we have a big list of things to improve; using the cloud vs the players GPU isn't feasible.
Slopey: Yeah - it must have been CPU bound previously. I just threw that in there as "slider to right means < fps" isn't correct really - given the CPU needs to be factored in, so I guess pushing the work to the card on a slow CPU will increase fps, whereas taking some load off a weak GPU with a strong CPU may also increase fps.
Matt: Sorry, just to be clear in terms of the terrain work slider differences the cpu is largely irrelevant, the slider slides between allocating a small amount of gpu time or a large amount of gpu time. The work the gpu does would be done 100 times slower on the cpu if we did use it, which we don't
Slopey: Ok - so if the cpu is irrelevant, why do I get higher frame rates with the slider on the right, than with it on the left? I would have thought that if the GPU is doing more work (right side), I would get lower fps?
Matt: Context is important here. If you as a player are sat in the same spot for a minute or so I'm pretty sure the terrain won't be generating anything so the work slider at that point is irrelevant. Bad fps at that point should be unrelated to the sliders settings. If you want to test something separate I'd recommend picking the same altitude and flying in OC around the planet smoothly and watching the terrain.
Also don't forget that to see the changes in settings you have to exit to the main menu and reload to see the terrain quality and the material quality but the terrain work should work when you flick back to the game from options
hst12: On my system with a weak GPU (GTX 680M) the slider doesn't really make much difference. I suspect that systems with powerful GPUs that have some headroom to spare will benefit.
Matt: If you run with v-sync on then as long as you can run at the target FPS with the increased GPU allocation then you won't see any difference. For that reason It's worth trying with V sync off if your frame rate plunges!
M4MKey: Thanks for giving so much info about this. I don't have any issue with terrain generation and it's all happening smoothly for me. Only loss of framerate is when there is lighting sources on the ground ( SRV one for exemple ), I think casting shadows on the ground is a little bit too demanding. But that's not the point of my post.
On a subject relatively close but not really... I have found a planet near a red star, and the ground was still quite pale ( in terms of color ). It also seems to be something quite some people reported, the lack of color difference between planets. Do you know or have any information about this ? Will this be eventually improved, get a richer palette of color?
Thanks for your time
Matt: Have a screenshot? In the last update we allowed more of the stars colour to come through. The saturation of a star falls off over distance, planets near the star should receive more of the pure true colour while those away will receive a whiter less saturated light. Knowing the star type also helps :)
submitted by StuartGT to EliteDangerous

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