boing --- Post updated --- poll for what i should port to Car Mechanic Simulator 2018 next https://strawpoll.com/g38arrba OT: bad pic of me taking the hopper offroad
Authorities caused collateral damage, I just hitched a ride on back of the UTE thing. Sounds of this car are really good, bit funny that 3rd person shooter has better engine sounds than most realistic games.
It's crazy how much better Beam's assets look when they're in a graphics engine that's actually half decent. PCSX2 I assume? Try using a deinterlacing type that isn't Blend if there are any that don't make your screen shake. Also maybe see if the game has progressive scan options, either of those will get rid of the ghosting blur.
Funny thing about BeamNG is that when you look cars really close they look a alot better than when you look them from bit of distance. Where as for example Final Fantasy XV that has quite nice light effects etc. has cars that don't look that good at all when looking close up, but from distance they are much nicer, of course that is not a car game. Even weirder is that Just Cause 3 runs much better than BeamNG, GPU usage is less, but terrain is huge, forests are incredible and cars really pretty, CPU load is of course lower, but BeamNG physics don't explain difference, it is just BeamNG engine causes quite high load for GPU while not being quite par with other games in visual quality, especially light and shader department is lacking, but also terrain size is quite small in BeamNG. So surely devs are making a really incredible work out with engine that just is not very good in few areas. Also it is quite unfair to compare to AAA engines, sale volumes are quite different, beamNG has sold 600 000 in whole existence while Final Fantasy probably did sell more in first day, Square Enix has quite many games made that have sold more than 1 million copies during the time BeamNG has existed, so licensing Havok (Just Cause 3) is not much of a problem for them. BeamNG can't afford good engine, their sales are so small, but they are trying to do best what they can. In FF there is also quite nice bokeh, there is automatic screenshot taking function in it and these are from that, I think it had Nvidia grass, hair and shadow technologies, which probably all cost a lot to license, but way light and shadow works in that game is really impressive, even they took shortcuts on some things, floating rocks, water hose and that water hose is really low poly, if one would put BeamNG car to that engine it would really look incredible, but 100k might not be enough to have that kind of graphics engine for BeamNG (all of these are ingame): (My computer is really not running that too well 1050Ti is not enough for FF, 1060 would be minimum unless you want to run lowest detail level and limited resolution, it drops below 60fps during fights) Just Cause 3 is not of course best looking game out there, but if BeamNG could have terrain like that, it would be too good. I was really surprised that 1050Ti can run it perfectly, terrain is huge and has really a lot of detailed stuff in it, but GPU load is very consistent, also CPU load is spread quite evenly among all threads, while in BeamNG one thread is always overloaded and limiting performance quite often. Lights are what really make visual appearance, of course shaders too, but soft light from low angle, shadows that don't look digital and you have something pleasing the eye, even the model itself would be a bit weaker. Generally simulators are quite low volume products and can't utilize same kind of graphics engines as shooters that sell 10 fold volumes, fusing sim part of game engine to some engine shooters use might also bit quite bit of task, but maybe some day we can see some soft body simulator that has great visuals, but BeamNG is not going to be that, those graphics engine changes would of been made in early stages of development, making them now is quite unlikely as it would require too much work. Assets are much better quality than appears though, you can see that when looking very closely, but dull shaders and simple yet heavy light and shadow part is hiding beauty of assets. As BeamNG will be finished in 1-2 years and they are focusing less to games in future, that makes it likely that they are fixing things up, finishing new stuff they have been working on and focusing putting game to finished state instead of rewriting graphics engine or lighting and certainly not going to redo assets with new shaders etc. I can be wrong of course, but I would think it is more realistic to think there will be no huge changes to visual quality of the game during last 2 years of development. Beta phase will take probably some time from that and during that new features will not be likely at all.
Yeah, I tried different interlacings, Blend seems to give the best results (bob shakes and weave is even less clear) running at 3x native resolution (4x and up it starts to lag) Not too sure about the progressive scan, a quick google yeilded a no... Might be possible that some of the ghosting blur in that shot is just motion blur could just be the ghosting blur is more severe on moving objects fake takumi