That is reassuring, I take it I was right about the sun moving as well? The updated graphics make the old ones look like crap anyway, can't wait to try it out myself How resource intensive is the direct specular lighting? Can it be enabled on its own?
I was just thinking of the same thing, a nice more of an open solution for upscaling. But, who would actually use it? A gpu that supports FSR already runs beamng just fine. It would be a very limited audience, I think some gtx 1050ti owners would be happy but that's it. So I don't think it's worth it, not going to happen.
That's the sun disc being visible in the dynamic reflections (while the sun was moving). Footage was recorded at something around ~90FPS, but I forgot to up the reflections Update Rate to something higher than 1, so they were not as smooth due that.
Sounds sort of, kinda like, just maybe one bounce GI type behaviour, as long as all things have the PBR maps? Is it? Is it really that?
no, its using the dynamic reflection map as the cubemap for reflection for other objects, like the tires and probably the car internals as well. Not light bounce, just reflections and spec hits
Ive been thinking about using dynamic reflections as a 'cheat' GI much like the tire tracks on the drag strip. Anyways, the quote is this, which sure does sound like its a light/illumination source: "because in PBR every material uses the dynamic reflection cubemap as a 360 degree lighting source." Of course relections are light in reality but you know what i mean.
Yes I know how it sounds, and I may be wrong, but it does seem like it means 360 lighting source in the sense of lighting specular. Previously iirc it was just a flat image and any spec hits came from other means, but now it can have spec hits from the dynamic image. Almost as if the 360 lighting source was an hdri and can emit light itself, just for specular only. That is how it sounds at least
Then we're thinking of more or less the same thing, in different wording. When i say one bounce GI type behaviour, im talking about taht and only effective on pbr materials. Anyways, we can leave that. Im looking forward to it nonetheless.
Oh boy, the current game looks flat --- Post updated --- Just made a little something (*the two pictures are not mine!*)
PBR is simply an amazing addition to BeamN.G, The rubber looks more like rubber, metal loks more like metal, and the car paint doesn't even fell the same, even the glass looks better. --- Post updated --- Yeah, depends on what the "just fine" would be, I have an RX570 4GB, and it suffers a lot on bigger maps, ususally getting around 58-59 FPS, on smaller ones I can get up to 70 unless there are many trees, but I run the game on low settings, not lowest (I know it boosts FPS a lot, but takes away a lot of immersion), I know the effects of FSR on 1080p gaming for higher end GPUS are minimum, but it would also help people playing on higher resolutions and higher end GPUS to get more FPS, and it wasn't shown the effects on lower GPUS yet, but I think it would be considerable, as the tests shows that it is at least better than running the game as 720p.
PBR makes this game shine. also, to me it feels like it needs a tiny bit more contrast to make the shadows a bit (a teeny tiny bit) darker.