Why do the light spots on the orange Vivace seem to be at a lower framerate than the rest of the game? Is PBR being faked with dynamic reflections? See 0:13 and play at 0.25x speed, you will se that the specular highlights update slower than the game itself. I hope I'm wrong because I will be very unhappy if my suspicions are true. EDIT: I am an idiot, that is the sun moving. Never mind
I believe (hope) this is due to the changing time of day, as seen by the shadow moving very quickly on the ground. I think it's just from the sun moving in the sky quickly and not smoothly. I think the effect is amplified a bit by the curves of the car as well.
...oh, that would explain it perfectly So, about Automation vehicles: That game has used PBR for a very long time. Can we expect better parity between what we see in Automation and what we get in BeamNG? And will you be able to tweak all the parameters of the car paint from the menu, or is it back to the old days where you had to edit the jbeam or use the level editor?
That Wigeon is like covered with panels Matra P28 prototype: https://www.allcarindex.com/concept/france/matra/p28/ https://www.carstyling.ru/en/car/1982_matra_p28/ Might got some inspiration of that and similar designs, but P28 has quite a lot of aspects similar to Wigeon, minus the bodypanels of course. If that is coming in new update, then hopefully there is stripped version at least as a mod as that is properly weird vehicle to be interesting.
I don't know if this means anything, but the T-series exhaust disappears at 0:33, and the trailer gets some new rust at the bottom, where previously the trailer was spotless.
I think the disappearing exhaust is just a detail that the devs forgot about when making this video, or they changed the T-Series in the video to have one exhaust stack. The rusty trailer is probably a completely new texture from the PBR.
NOW pbr is confirmed Cant wait to see if I can hack this to work on models too. Thats gunna be some fun. (assuming support isnt there already and its just that none of the maps are updated for it)
I've recreated one of the scenes from the teaser, and oh boy does it look great! Seeing the two screenshots next to each other really shows just how much of an improvement PBR is. The tires and wheels look absolutely amazing!
First off great comparison, matched the framing perfectly. Secondly, it's moments like this that make me reassured ditching the CryEngine didn't really matter. The devs have shown us time and time again that they are more than capable. Beamng is a work of art imitating reality.
Does PBR require a high end graphics card? I'm not huge into gaming computer technology. Wondering if my GTX 950 can run it.
Can you run space engineers? That game uses PBR materials as far as I know. The game is pretty demanding since usually your rendering PBR materials with asteroids/planetary bodies/other spaceships. If you can run that okay than I think beamng PBR would be close
I think I read a few posts back that Automation uses PBR and I don't seem to have issues running that game. I wasn't sure if PBR was like RTX Raytracing that requires a computer that's more expensive than my car.
Dynamic reflections play an important role in PBR, because in PBR every material uses the dynamic reflection cubemap as a 360 degree lighting source. Rough and glossy surfaces both reflect light from the surroundings, but in different ways: the rougher the surface, the more scattered the light (and the more blurred the reflection) becomes. Something extremely rough like the tread of a tire is just as reflective as shiny plastic of a similar color, but since the roughness scatters the reflected light so much, what you observe on the tire tread doesn't register to the human eye as what we normally think of as reflection, but more like diffuse lighting. The neat thing about this is that as you're driving along and different colored surroundings flash by, they illuminate all parts of the car, from tires to paint to windows, just as they would in reality. The previous settings for dynamic reflections still play a role here, so if you want higher precision PBR you can increase the resolution and update rate. Even with dynamic reflections disabled though, all the PBR principles of roughness, fresnel and metallicity are applied to the static cubemap, with far better results than before.
Would BeamN.G eventually support FSR? As it was recently lauched and supposedly easy to implement, could FSR improve performance fora BeamN.G on lower end PCs? I know it may be only a thing for the future at least, as I imagine this new PBR implementation takes a lot of time and fine tuning, so I know it isn't going to be supported right now, but would it be benneficial?
I had nothing better to do and it can be an interesting comparison showing just how much PBR changes reflections so, here is me using my hacked in paint material in the sameish pose
If we're getting a miniscule drop in performance, then I think there should be an option to run at lower resolutions in windowed mode, but still fill the whole screen, or at least provide a scaling feature like Automation.
Could we see a comparison shot between how a vehicle would look with dynamic reflections off versus with it on? I'm quite curious how well it holds up Also, are there any plans to add pbr materials to maps, in the future?
Did anyone notice that the Dry Van trailer is getting a new skin. always thought that it looked too tidy for what it is.