thelongdrive.dev

TLD RevaMP vs. the base game

TLD RevaMP is a mod for The Long Drive's beta branch by Normal99 and AnonymousTLD: a from-scratch multiplayer and 51 fixes to the game. Everything below is measured in the game.

Download RevaMP Source code

+40%FPS with 16 parked cars in view
+43%FPS with 300 items lying around
−50%worst stutter while travelling
−96%garbage-collection pauses

Measured: the same runs, with and without RevaMP

One copy of the beta game, the same world (seed 20260924), the same settings and the same scripted runs, once with only the mod loader and once with RevaMP 0.69.0 added. Three runs each, alternating; the numbers are the middle run (median), with the range of all three in brackets.

Frames per second (higher is better)

All results

RunBase gameRevaMP 0.69.0Change
16 parked cars, 30 s looking at them51.6 FPS (44–52)72.3 FPS (68–74)+40%
  slowest 1% of frames23.3 ms18.1 ms−22%
300 resting items (bottles, cans, canisters)96.8 FPS (72–115)138.2 FPS (135–146)+43%
Travelling 1.5 km at 30 m/s (world generating ahead)158.1 FPS (123–173)188.5 FPS (178–190)+19%
  worst single frame30.6 ms15.3 ms−50%
Travelling 1.5 km at 60 m/s163.0 FPS (144–173)189.5 FPS (189–192)+16%
  slowest 1% of frames16.9 ms11.5 ms−32%
New world: start area ready3.56 s2.79 s−22%
  slowest 1% of frames while loading64 ms36 ms−44%
Standing at the start, 30 s173.3 FPS (131–186)186.1 FPS (171–190)+7%
  slowest 1% of frames11.2 ms11.6 msabout the same
Garbage made per second (travelling at 30 m/s)17.9 MB1.5 MB−92%
  garbage collections per second2.10.08−96%
Memory kept in use by scriptsabout 90 MBabout 125 MB+35 MB

Garbage is memory thrown away and later cleaned up by a garbage collection, which can freeze the game for a moment; RevaMP reuses memory instead, which is also why it keeps a little more in use.

How it was measured

  • Game: The Long Drive beta (2024.11.26b_test), Unity 2022.3.12f1, BepInEx 5.4.23.5.
  • PC: AMD Ryzen 9 7950X3D, NVIDIA GeForce RTX 4070, Windows 10. 1280×720, the game's Ultra preset, vsync off, no frame cap.
  • A separate measuring mod drives the runs and records every frame; it works the same with or without RevaMP. The travel runs follow the main road from the start, and the route was checked to be identical in every run.
  • Frame times are measured on the game's main loop (the processor side, where these fixes work).

Multiplayer, rebuilt from scratch

RevaMP doesn't extend the beta's own multiplayer; it replaces it.

  • Host and join from the game's own Multiplayer menu (F11 in game). Steam friends see your game; no port forwarding.
  • Play anywhere on the map: each machine simulates what's near its own player.
  • Shared: players (on foot, seated, driving, as passengers), cars (driving, crashes, damage, parts coming off, fuel and fluids), loose items, building doors and gates, creatures, guns, bullet holes and explosions, sandstorms, tumbleweeds and the radio. Players can stand in a moving bus or on a car.
  • Text chat and proximity voice (heard within 60 m).
  • Mod transfer: a player missing a mod the host uses gets it from the host, if it's on RevaMP's approved list.
The host generating the world around 10 playersBase gameRevaMP
Frames per second2742
Slowest 1% of frames160 ms35 ms
Frames over 50 ms–none

Measured with RevaMP's own multiplayer benchmark (version 0.31), from its architecture notes.

51 fixes to the game

Each fix targets something measured in the base game. A few of them:

WhatBase gameWith RevaMP
The frame when the world re-centres itself (every ~4.5 km of driving)163 ms41 ms
Small car parts drawn when 16 parked cars are in view~2,500 extra objectstiny ones skipped: +12% FPS
Wheels of parked cars updated every frame~3.8 ms per frameskipped at rest: +25% FPS
Grass camera drawing every frameevery frameevery 3rd frame: +9% FPS
Roads generated at once when a building looks for a roadstutters of 50–130 msspread over worker threads
Each new piece of terrain~5.5 ms on the main threadbuilt on a worker thread
A building filling itself with itemsup to 54 ms in one framespread over several frames
Frozen bats far away writing to the log1.6 million lines in 2 hoursnone
Characters at the haunted mansion looking around1.2 MB/s of garbagenone from this

Most of these give exactly the same world as the base game: they were checked result by result against the game's own code.

Bugs in the base game, fixed

  • Cars could vanish from the road when one of their parts was far away.
  • An emptied bottle came back full (30 L) after reloading.
  • Items fell through the world when you arrived faster than it generated.
  • A bus's rear wheels were saved hanging in the air.
  • Lamps in buildings were lost when the building streamed out first.
  • A car's radiator couldn't explode properly; a worn hat could flood the game with errors.
  • Trailers couldn't be hitched at all in the beta.

Brought back and added

  • Rabbits and sandstorms: still in the beta's files, but nothing started them.
  • Trailers that hitch, brake with the car, and don't creep away when parked.
  • Driving assists (all optional): trailer sway reduction, roll correction, traction control.
  • In-game mod browser (Settings → Revamp → Mods): install, update and remove approved mods (next release).
  • One-key bug reports (Page Down): a zip with a screenshot, logs and your hardware.

Get it

  1. Switch The Long Drive to the beta branch: Steam → right-click the game → Properties → Betas → beta.
  2. Download the latest RevaMP release and follow the INSTALL.txt inside.
  3. Back up Documents\TheLongDrive\Saves first: these are test builds.