As the author of the original ‘Cycles BMW Benchmark’, I thought it would be interesting to see the same car running in the game engine. So I spent a weekend redoing the scene, materials, lighting, and geometry to make it more game-friendly. The result is this:
That looks very realistic, I have been watching your twitter and the screenshots you share there of EasyMaterial, It’s looks like a very good addon. That car looks very high poly…
Nice work, mike, as usual. If you don’t mind, I think I’ll make some modifications. Also, do you have a low poly version of the model? My computer doesn’t seem to like 98,000 polys.
Of course you are welcomed to play with the file however you want. I am still optimizing the scene myself. The only geometry change I did was replacing the tires/tyres with a simpler mesh.
Currently the bottleneck seems to be the mirror reflection routine. If I disable that, I can get a solid 60fps. With it on, I can only get 30fps.
You can get a low-end GT610 for £40, or a GTX 460 (my card) for about £40-50 (should be cheaper, surely these days), and that can run at 30 fps, no trouble.
Yes, but I meant GTX9xx series with second number bigger than 6… Theese cost at least €300,00, but usually about €500,00. Also, Titan Z costs more than €1’700,00…
The Titan Z right now is geared more for those who are using a GPU to render images and animation in software like Cycles, it’s currently a bit overkill for game development (even in engines such as Unreal 4).
A GTX 970/980 should be enough to play most games on high settings for the next few years.
I know how to make it drive, but… Yeah… That’s will be problem for me… Anyway- limit max velocity of car and make it force motion or use property speed combined with multiple motions(like in my 6th Gear game)