yeah I uploaded all of them here https://www.beamng.com/threads/update-speculation-thread.20246/page-3938#post-1932434
So excited for the graphics overhaul, and the PS5 port will mean much deserved additional income for the dev team! Glad that we'll also see more optimizations coming to PC, hopefully meaning that mesh streaming will eventually allow truly massive, detailed maps to be in game. Once 0.39 drops, better dust and smoke effects will be all that is needed to make BeamNG on par with modern games (with dynamic dirt and mud textures being nice but much more challenging to implement).
I also think dynamic vehicle surface scratches would be cool. Like if you drive through a bush or drive against a wall, actual scratches will appear on your paint.
i have a question about the update to lighting/shadows in BeamNG currently, the further and further you get from world origin, the lighting and shadows will flicker due to float point error is this something thats going to be addressed in the new update? or will this still be an issue?
If i have on pc do i have to pay again for game on ps5? --- Post updated --- will my rx570x and rysen 5 2600 struggle more or less?
Yes, this is mostly fixed, but there are still some systems that get unstable far from the origin (for example debug drawer used for action boxes)
As for multi-player on ps5 when it eventually comes ( Will you need Playstation plus to use multi-player in beamng when it eventually launches on console with multi-play
So what you're saying is that flicker of assets and vehicle and related floting point errors have been fixed? that's so epic! is it fixed fixed or just a new larger limit? if so what's that limit?
That is one of the updates i was waiting for. Looks like objects can finally stop glowing in the shadows and overall not looking so much like 2005 pc game anymore. Finally. This will make modding so much more fun or in other words be more forgiving when certain things aren't fleshed out by the creator. Also i wonder if the new vehicle light system will have the color temperature change simulation that is still missing with the fairly recently light fade effect. Where the texture should get more orange towards less energy is transitioned. And also effected by environment temperature too. I noticed that only one of the screenshots shows the volumetric light effect from the headlights which is very suttle in the image. I wonder if this is like weather based. I wonder what kind of differences there could be based on the market region.
Couple quick questions about Vulkan: Is Vulkan basically a faster direct x12 now or do the vulkan specific issues like screen flashes remain? Have all the updates optimizations been brought over to Vulkan?
Yes, most of Vulkan issues are now fixed, including flashing. As for performance and optimizations, Direct3D 12 and Vulkan will be on par with all current and future features and optimizations possible. We decided to ship Direct3D 12 for Windows mostly because of compatibility with a wider range of hardware there, as I mentioned in this thread, there are some corner cases with Vulkan. In the end, it will benefit players as they will have the ability to use a renderer that works better on their computers, as Direct3D 11 will be phased out soon, and that would leave users with only 1 option. Personally, I use Vulkan on one PC and Direct3D 12 on a laptop because both have their strength on different hardware