Look's like I'm the one and only human being genuinely not hyped by this announcement... and not only like the embittered fool I am to have spent enough money on my pc not to have to buy a White Toaster 600$ (before taxes and paying a multiplayer service) to see the same games on my tv, but also because the trailer doesn't make me dream, it's a laborious 30 fps with good looking sky and laborious medium quality foliage, and what concerns me the most is that double the platforms = double the problems, the glitches and issues to consider and debug before finally releasing an update... let me be clearer, i find cool and important that more people is gonna be able to enjoy this game in more decent ways than their school laptop allows them, but I can't help but worry about the how the development speed will be impacted...
I am excited to hear about the multiplayer. Please release a dedicated server. Bonus points if you maintain a docker container image for it. Being able to host my own server is important to me. BeamNG is already my favorite multiplayer game, official multiplayer will be great.
Dear BeamNG devs, I wish you success and few obstacles in your plans, I look forward to everything going well
Is the update going to include more flexibility on the the sun's path? e.g. changing sunset and -rise times, elevation, to reflect different locations on earth on different dates. That would be pretty nifty imo
“I noticed in the new video that the shadows are still dancing around erratically, just like before. What’s causing this? Am I right to think this is just something I’ll have to accept and live with?”
I would also like to second a question posted earlier from Neverless! I'm working on level mods that will allow users to drive around all of Norway in game, and there is a few things I'm hoping to see in future updated that would allow that experience to be completely seamless, and that's loading and unloading prefabs in the background, and rebuilding collision in the background.
For now, only textures are being streamed in and out of memory on PS5 and on PC on Vulkan and Direct3D 12. Mesh level of detail streaming is planned, but for now, gains come from other places. We changed the memory allocator, added tools to debug what exactly is using memory in the game engine, and then we started fixing the worst offenders. A few updates ago, we also introduced tools to debug memory usage on the GPU side, so we started optimizing things there. In overall, it's a lot of small things that add up to pretty nice gains.
This might be a silly question, but will the game still be updated? It is just because there is so much potential to this game!
Do you know how hosting servers/using mods will work in multiplayer? You guys are amazing and I can't wait to see everything!
With the graphical overhaul, will streetlights finally turn on at night? EDIT: this question has been answered
Cool update. I have a question — there’s still an issue that has been breaking immersion since the very first versions of the game: all vehicles look way too perfect (sterile, almost like straight out of a 3D render). There’s a lack of dirt, dust, and muddy tires. It feels like it could be solved with something relatively simple, like adding a new shader slot for vehicles material and plugging in a dirt map that will blend with the vehicle UV textures. It wouldn’t even need to be dynamic — maybe just auto-generated/baked somehow and then gradually blended in over time (and later washed off at a car wash, like in GTA SA, where it worked great). I really want the cars to actually look dirty. I’ve been waiting for this feature forever, but it still hasn’t appeared Is it actually something difficult to implement in Torque3D, or is there another reason why vehicle dirt is hard to add there?
Personally, keep up the phenomenal work on the physics. I love that there is no such thing as an "easy" rating for any scenario as real world is almost always "super difficult". Love the visual candy but there are already a plethora of car games that provide that. BeamNG is the refreshing slap in the face that says "real world don't play that way". Don't water it down, keep it real, barrier to entry is what makes entry satisfying. We love you!!!
Been playing since (rigs of rods as a child lol) alpha, still load up 0.1 and 0.3 once in a while Excellent Work! Wow! ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
Although I’m primarily a PC user for BeamNG, enjoying features like triple-screen monitor support and multiple peripherals connected to my sim rig, this is still exciting news. BeamNG coming to the PS5 and PS5 Pro will expand its reach and allow even more gamers to experience and enjoy it. Wishing the BeamNG team the very best of luck with the launch.
Does this entail DLSS 4.5 & FSR 4? Does PS version use PSSR? More so now that game is utilizing DX12?