Brooo my pc is not even that old and the game just runs bad now, between ultra and lowest settings it barely gives or looses fps, it just sits at a low number
Hello, after updating it launches with dx11 instead of dx12, even tho it ran perfectly fine with dx12 before. I got a GTX 1660 Super with 6GB of vram, had 0 issues with vram before, was solid at like 4-5GB usage. Would be good if it didnt force dx11 for some unknown reason.
all things considered, this patch note is kinda ironic might be placebo, but i definitely noticed a slight performance improvement with my 210H and RTX 4050 (despite the texture streaming issues caused by low VRAM. Nvidia you bitch ) --- Post updated --- 4050 with 6GB's of VRAM as well. poor thing constantly kept running out of VRAM for me, which caused Texture Streaming to not function, as thats VRAM dependent. its possible that its falling back to DX11 as a failsafe, as it doesn't use TS edit: yeah, just checked. mine started falling back to DX11 as well. unfortunate, but from experience; reasonable (i fucking hate you Nvidia)
Having the same on my pc (3050TI), 4gb of VRAM is not a lot these days, but on 38.0 it was running better with D3D12 than in 38.1 with the forced D3D11. Game was very good looking in HDR, and very playable to depending on the level. Potential solution: allow sub 6gb of VRAM user to make the call, just like it was in the previous version instead of the "fake" choice, with a warning of low VRAM memory and the consequences. It might also help to leverage the extra cpu cores and support lower tier GPU's this way.
If you hit J for pause before pressing escape this problem shouldn't occur. The game used to not automatically pause when you hit esc a few updates ago. You can also rebind the pause button to whatever you want in settings and controls.
These two colors for the ardente I suspect have internal naming schemes, bc of the 400z prefix on them referencing the nissan Z prototype vehicle and wheel colors and this one just aggressively says PINK
Another issue I found is that next checkpoint seems to be too dark. It is very hard to identify if it is next checkpoint, or checkpoint after the next one. I hope it will get fixed and next checkpoint light will be red like it was before.
Idk what absolute potatoes you guys are using but im on a gtx 1080 on vulkan and im getting solid 60fps on medium settings, stop being so hostile to the dev team. They're tryna iron out the problems :/
Aight, most cars are perfectly fine now, only one that still has problems is the I-series. I appreciate the devs for their hard work.
New UI is absolutely horrendous, I don't care what you think, old UI was superior, you could press escape once and find anything you wanted, now everything is buried under 40 different subcategories, I don't care about making it easier for navigation with a controller, keyboard+mouse should be the no1 priority.
im surprised these posts are still being made, considering it was added in February autonomous delivery van, only as a simplified traffic vehicle
I do still miss the old boxy ui design, but the layout is more important than the design and the new layout is objectively awful, I have no idea what the devs were thinking.
I'm not sure if my first post is shown to the public here yet since it says it's still awaiting moderator approval, but I have a part two, smaller this time. Today, I discovered that when you set the UI resolution to "Unlimited" (4k monitor) with a scale of 150, a lot of the older parts of the UI completely break. The mod manager/repository menu has multiple overlapping elements, and trips over itself. Same thing with some HUD apps, the advanced wheels debug app trips over itself and needs to be resized to quite a large size. The Shift Point Debug app is also a little problematic, but it always has been. Wish it got a small revamp. Also, when you put a HUD app with not much height at the bottom of the screen, you can no longer edit/move/hide it in first person, and you have to completely delete the HUD app and re-add it. There seems to be like a deadzone for any kind of function at the bottom 50 pixels of the screen (even with the UI safe zone set to 0). Speaking of the UI safe zone, I have completely no clue what it's purpose is since it does nothing but make the ui look less clean and ruins any hopes for a custom HUD. The auto exposure continues to be buggy, and it seriously needs tuning. I am also not sure if it is the auto exposure being a problem or lights, but some lights are still extremely hard to see at day (and even at night). The dashboard indicators on the ETK800 are extremely hard to see at all times of day, and then the gauges themselves and the navigator in the dashboard blind you at night. Speaking of the ETK800, the digital part of the dash is still broken, there is some sort of black square that should be the background of the screen but it overlaps the gauges. (image attached)
Thank you for looking into it! I was also surprised about this bug happening since I couldn't find any changes in the BeamNG Documentation regarding the Sound API. I want to emphasize again that this doesn't apply to just this mod, but to all the Siren Packs/Mods (incl. Improved Siren Mod) I have tested.