Of course, but that guardrail looks unnecessary. At least in Utah, there are guardrails on turns with dropoffs, but it's just a field behind that guardrail.
Disagree, I like them. Crashing in of itself tends to bore me these days. It's not really why I play. I prefer satisfaction that comes from tapping those rails while drifting those wonderful roads, but to each their own.
That's a little premature. It's one guardrail on only one side of one turn. Not much to make a judgement off of I think. Still, this is the first generally encompassing European map with different infrastructure practices, so the hill passes will likely be windier and much more heavily built with rails and walls compared to the Utah region (I question that you'll actually slide smoothly against the stone walls as they look intentionally more jagged), and the countryside areas will be what you're looking for. Also, Utah has more artificial barriers than either Small Island, ECA or Jungle Rock Island I'm pretty sure. Calling trees artificial walls seems a bit strange. PS, I personally like having the possibility to salvage a wall crash when racing, and there's an element of rarity to launching over the wall in unlucky crashes, but, preferences.
It's probably that someone has crashed to those trees. That is how guardrails are placed, first something happens and after that problem is 'fixed' by lowering speed limit and possibly, but not necessarily, placing guardrails or something other things, or maybe even trees are removed. It does not matter if one that crashed was heavily drunk and drove over 100mph, still speed limit will be decreased and possibly guardrail installed. So I call it realistic.
How much of the update is completed as I would really like to see it around good Friday as if it takes longer the game looses interest from players.
Physics performance improvements from ~100 to ~160 in Banana bench, that is not a small improvement, need stronger engine to T-series and drive to trailers too, to keep up with that Linky https://www.beamng.com/threads/physics-performance-tracking-thread.24031/#post-577362
Averaging the first two versions and the two most recent versions, that's a 55.43% increase in physics performance. I'm struggling to process just how much better that will play, but I'm pretty sure that will be the biggest performance jump to ever happen between updates if it holds true across most computers. Edit: Almost didn't notice he posted the numbers for a laptop as well. The improvement on that is an even better 61%.
This is awesome. I sadly have a crappy i3 Haswell Refresh CPU, and I wonder how much better my game will be. I hope for a 20% increase maybe.. That would be neat.
That looks great. My 6600k @ stock clocks doesn't like more than 4 cars now. Hopefully that will increase
I have not been that interested in the new update, but performance improvement seems very nice. I wonder if there's still much to optimize? Either way, this is bananas.
I bet that must be either one powerful/OC'd processor or something beyond a quad core. Diamond Robotnik's Mean Beam Machine.
Not really, I bet they will be awesome, but even now I don't have the time to play with all the cars. However, 200+ mbeam/s sounds really good. I also wonder if this means that FX series is good enough for beamng in the future? Possibly?
So for example from 6 cars to 9 cars roughly, maybe even more? I guess they have to focus GFX side to get all of that performance improvements from physics to use, or then more physics stuff could be added.
Right now... my APU (yes... an amd a10 APU) can only handle 2 moving cars at most in realtime with the current version of Beamng we have, and then adding that third car drops my frames just below 20 fps which I've heard is slower than realtime. I wonder my these performance improvements are gonna look on an a10? only time will tell, since I have no plans on doing any computer upgrades.