Depends on your bottleneck. If its a heavy GPU one it might be a bit, but if your CPU is limited it would be 0.
Wow! Looking forward for when this is released. I wonder if metallic paint, etc. Will be under "Paint Design", which might restrict the option of having an eg. Metallic police car... maybe there will be another drop down menu eg. "Paint effect"
Why would they replace it? Does adding a metallic option require removing the chrominess option? They could have both
because the chrominess slider just adjusts the specular value, which is no longer used. to make a car a mirror, just give it 0% roughness and 100% metallic. to give a car an old matte paint job, give it something like 70% roughness and no metallic. every bit of control you could have with the specular control, and much more, can be done with roughness and metallic.
Interesting, I thought it would look "fake" if you tried to simulate chrome using metallic and roughness, I guess I was wrong. I wonder what weird combinations you can make with these 2.
oh, I see... i wonder how it will implement with the rusty skins, where the chrominess slider doesn't do much in the current update.
I'd imagine the metallic would be derestricted, but the roughness would be limited so you can't make it perfectly shiny.
Not much. For most people using the supported graphics cards, their cpu would be used lots more than their GPU. In this situation the cpu would be the bottleneck in most situations in BeamNG purely because it doesn’t take a lot of GPU power to render a frame in this game. Also please god enable dynamic reflection for all vehicles, not just the one you are using.
Yeah, my GPU sits on 100% usage and my CPU usually doesn't pass 40%, so it would be a heck of a boost, and they support up to 5 year old cards, said it was easy to implement with the code in hand and as I said in the Update speculation thread, it would benefit both lower end users trying to make the game playable, and high end users using bigger resolutions to get better FPS, it's a win-win situation.
Any chance we could get one of those fun comparative slider image thingies so we can get a better look at the changes? --- Post updated --- There usually isn't in reality. Though the lighting and in particular shadows aren't exactly great and could use some work. Like in this picture, there's light and shadows being projected through the tree, but for some reason there doesn't seem to be shadows really on the road or under the truck, combined with the bad AO which has a light spot under the tires with an awkward, unrealistic dark spot around them. Actual shadows would make it fit a lot better. --- Post updated --- Try out Blender and the Principled shader. --- Post updated --- They would have to have a map for that to split the metallic and roughness, unless you assume the paint is also worn out and rough, though with a map they could be at different roughness levels.
I am really excited for this update, the video has my hyped. Totally agree. I don't want to hate on the update as it's a huge improvement but something stood out as wrong and to my eyes it's mainly the shadows. Like here for example, the shadows under the tyre are very light right next to the tyre and seem to get darker further away. I believe the opposite should be true. There is also an absence of the "dark spot" under the car. It gives the impression the car is floating above the tarmac rather than sitting on it. Previously I have never looked at Beam as a "graphics game" but now I'm looking at the details it does stand out. *small love note to devs to balance out the criticism*