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You could map your truck to 30 textures and probably not notice any additional lag because the textures are already loaded into your cards memory, but i assure you that anyone else in the game will get a pretty good hit when you come into their view unless they're driving the same truck.
The texture data of a truck is not sent over the net to opponents when playing online. Only position, speed, orientation type of data is sent to the other players so their machines can render the opponent's trucks in the same attitude, altitude and velocity.
For anyone to see my truck while playing online, they would have to have it downloaded and installed on their PC already, and so the textures of my vehicle should be pre-loaded into their memory as well as mine.
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For tracks it's essentially the same, ie there's a certain number of textures that can come into view at a time before you get hit even if you're driving a stock truck, if you're driving a custom truck with say 10 textures then that threshold decreases in proportion to whatever track you are on.
A good track example would be kodiak island . The unique base textures on that track pretty much max out the limit so adding models was a problem so most are set to complex to make it more driveable in sparse. Try running it in sparse then in complex with and without a custom truck, you'll see lag with or without the fr display when additional complex model textures come into view.
Like I said before, my arguments do not apply to tracks & their texture counts.
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As for a truck example?, try this beta of L&O. Take it out on c98 and do a lap, then on the second lap flick on the lights to bring up another texture. I think you'll see some lag that's drawn purely from texture memory strain.
The semi-transparent light textures are a completely different animal.
When I originally made my UFO model, I had installed 4 colored lights around the perimeter, with VERY WIDE light cones emanating from them (distance, or length of the cones remained stock). I just increased the terminating point diameter to a much larger size to make wide beams, like floodlights.
For some reason, this created a great amount of lag and loss of frame rate and frame stutter. When I reduced the cone's end diameter back to normal headlight dimensions, the lag disappeared. The number of textures remained the same throughout the experience.
As a result of this experience, I think using the light textures as an example of how the quantity of truck RAWs affect frame rates doesn't apply here.
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There are so many variables in this game that this's not that big of a deal, but I do know beyond a shadow of a doubt, from experience, in both tracks and trucks that excessive textures in a track or a truck will cause lag. There is no argument, it exists.
From my own experiences over the years of NOTHING BUT truck-making and experimenting with unusual designs and set-ups, I have to say there is a very good forum for debate here.
Does any lag at all exist with trucks with greater numbers of textures? Perhaps, but it's so small that it can be ignored in most, if not all cases. It all depends on what is meant by "excessive textures".
I have seen trucks with as many as 22 separate RAWs (axles and tires not included), and have seen some lag from them, but they were built somewhat sloppy by rookies. If you need an extra 256x256 texture or 3 to finish your truck, you can add them with little or no worry.
I can see that we will probably never reach a point of agreement here, but as long as the EVIDENCE I see verifies my argument, I have to stick by it. No offense intended bro.