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.
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
| Run | Base game | RevaMP 0.69.0 | Change |
|---|---|---|---|
| 16 parked cars, 30 s looking at them | 51.6 FPS (44–52) | 72.3 FPS (68–74) | +40% |
| slowest 1% of frames | 23.3 ms | 18.1 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 frame | 30.6 ms | 15.3 ms | −50% |
| Travelling 1.5 km at 60 m/s | 163.0 FPS (144–173) | 189.5 FPS (189–192) | +16% |
| slowest 1% of frames | 16.9 ms | 11.5 ms | −32% |
| New world: start area ready | 3.56 s | 2.79 s | −22% |
| slowest 1% of frames while loading | 64 ms | 36 ms | −44% |
| Standing at the start, 30 s | 173.3 FPS (131–186) | 186.1 FPS (171–190) | +7% |
| slowest 1% of frames | 11.2 ms | 11.6 ms | about the same |
| Garbage made per second (travelling at 30 m/s) | 17.9 MB | 1.5 MB | −92% |
| garbage collections per second | 2.1 | 0.08 | −96% |
| Memory kept in use by scripts | about 90 MB | about 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 players | Base game | RevaMP |
|---|---|---|
| Frames per second | 27 | 42 |
| Slowest 1% of frames | 160 ms | 35 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:
| What | Base game | With RevaMP |
|---|---|---|
| The frame when the world re-centres itself (every ~4.5 km of driving) | 163 ms | 41 ms |
| Small car parts drawn when 16 parked cars are in view | ~2,500 extra objects | tiny ones skipped: +12% FPS |
| Wheels of parked cars updated every frame | ~3.8 ms per frame | skipped at rest: +25% FPS |
| Grass camera drawing every frame | every frame | every 3rd frame: +9% FPS |
| Roads generated at once when a building looks for a road | stutters of 50–130 ms | spread over worker threads |
| Each new piece of terrain | ~5.5 ms on the main thread | built on a worker thread |
| A building filling itself with items | up to 54 ms in one frame | spread over several frames |
| Frozen bats far away writing to the log | 1.6 million lines in 2 hours | none |
| Characters at the haunted mansion looking around | 1.2 MB/s of garbage | none 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
- Switch The Long Drive to the beta branch: Steam → right-click the game → Properties → Betas → beta.
- Download the latest RevaMP release and follow the INSTALL.txt inside.
- Back up
Documents\TheLongDrive\Savesfirst: these are test builds.