I completely agree, I didn't think about all the offroad-related content we got in the last couple of updates when writing that. Maybe for v0.36 lol
I honestly gave up all my hopes for any actual performance updates in the future. I don't want to be the prophet of doom and gloom here, but so far they've been adding more content to an already exhausted engine, without any substantial updates to the engine itself. Yup, the Vulcan renderer is here, but even when it works properly*, it doesn't seem to make the game run much faster. Sure, a rewrite to a better renderer is nice, but just a rewrite may not be enough – it should be accompanied by a major rework**. And I doubt this is something the devs would try to do so deep into a project. At best, we can hope that the new stuff they implement doesn't increase the performance overhead much. * It's still WIP, so it's understandable it often doesn't. ** Lights, shadows, water, particles, AO, that damned alpha blending bug... The list goes on and on.
I kinda agree with ya tbh now.... (Although i did mention the hit of the stuff that they're adding, so i wouldn't be easy to make performance optimizations, but now...)
The Hopper is in a weird place among the unremastered cars. It isn't the oldest unremastered car in the game (Moonhawk), the longest to go without substantial content or adjustments (Sunburst, maybe 200bx), nor is it as slim in configs and customization options as some of the legacy cars (Miramar and Burnside). But its abyssal interior color does pose a genuine technical issue that makes the vehicle truly difficult to use in first person. I don't know if fixing that issue warrants a full remaster, but it being difficult to use does bump up its priority in my opinion.
Well, Vulkan reduces CPU load but increases GPU load, so if your GPU is already bottlenecking you won't gain performance. I personally see no difference with 1 car and as soon as the load increases (2 cars, or the new T-Series) i get half the FPS
I know it's an article from old and outdated BeamNG wiki, but I stumbled across something worth noting... Here's the link to where I found this: https://wiki.beamng.com/Modeling_and_Texturing_Guide.html
Content is usually muuuch more straight forward to make than optimization (game engine related), vulkan, new features as such, and i doubt people that make content would also work on game engine / vulkan / features. I usually see people ask for optimization focused update for countless games, but that would pretty much mean that 50% or more of the team would do nothing.
Things don't always go to plan... we were supposed to get a new tire model like 5 updates ago, but it had to be delayed, it also took 8 years before we finally got that career mode Not criticising the devs of course, i know how hard it can be to develop a game
To be fair, technology is also advancing. A full-blown, decked out computer from the early or even mid 2000s has no chance at running any semi-complex game from the modern era, while many new laptops can. I'll admit, BeamNG isn't the fastest game out there, but it's no slack considering the amount of processing that must be done.
What I'm wondering is where the AMD optimization that we were promised ages ago is? Over the last few major updates my FPS has been nearly halved with the same graphics settings. My computer runs other games very well, so I don't want to shell out a ton of money that I'd rather spend on my car for a new GPU + CPU.
Absolutely. In fact, I am playing Beam on a few years old mid-tier laptop, and I get 60+ FPS on ultra on many maps. But this shouldn't be an excuse for poor optimization. This game indeed is impressive for what it does, but I'd still argue that updating i.e. shadows to a more modern standard could potentially decrease GPU load, making way for other things happening in the game.
I'm not sure if it's a matter of optimization, but rather that Beam is simply ahead of its time. It is an utterly phenomenal mathematical engine that just happens to look good and be playable. To manage maps and vehicles that posses such a high caliber of detail, while simulating each and every component of them at a few thousand times per second is not cheap in terms of performance, and it is in fact quite baffling for how smoothly it runs on even intermediate devices with all things being considered. While I do agree that shadows and sorts could be improved, there's a lot going on in the background. Someday we'll get there, but not yet.
Yeah Vulkan for me is either -20 fps, +20 fps or literally 0.5 fps. I’ve been trying it over the past 7 versions, with 5 CPUs, 5 GPUs and many different windows installs, and it just never works great. I always wanted to play VR on beammp but it lags so much I get 0.5 fps.
I'm sure that any graphical changes/improvements/optimizations are on pause until they can completely switch to Vulkan. It makes no sense to write something now for both DX11 and Vulkan only to scrap the DX11 part soon after. Motion blur was probably easier to add than new shadows or lighting system, so they did it. But I'm not expecting any other changes in performance or graphics until Vulkan support is finished and DX11 is deprecated.
i really like the idea of using vulkan, it's easier to support on linux, and on Mac, via wine. it's great that we can finally have beamNG in vr, but man is it ever buggy