I have to say the new Utah with the graphics improvements almost looks like a real photo, incredible! Also, the ETK in the last comparison photo has different brakes, just something I noticed. So all these improvements may not be in the next update, but I'm super eager for the final product
New stuff in the blogpost looks nice; this game makes me so glad I built a proper PC back in August. Hopefully we will see some more types of paint finishes soon, that K-Series looks nice.
M a k i n g t h e s c e n e r y b l u r r y w h e n y o u g o p a s t i t w i t h h i g h s p e e d Motiones blorres
https://blog.beamng.com/color-space-lighting-and-hdr-rendering/ Blog post has some new images of the Utah remaster. This area got changed a bit:
To be honest, I don’t really like the new lighting on vehicles, as they seem like they are made out of non-reflectic plastic. You can see this effect on the K-Series and D-Series comparison pictures. On the other hand, maps look much better now.
Agreed, it reminds me of the reflection systems in the oldest versions of BeamNG (which I think was due to a standard white cubemap for reflections). The current lighting may not be realistic either, what with its practically mirror-like reflections in vehicles, but for me it's more appealing to look at.
They might just be using flat paint instead of chrome too. I also wouldn't be surprised if dynamic reflections will be removed from the game when the new lighting effects come. I personally like the new look Looks like West Coast USA is getting minor touch ups. Unless the new lighting effects are so good that they reveal paint that was hidden before.
Yes on the pickup scene. No on the ETK scene, as that level is not meant for them (there are many lights around the cars though) Anyway, reminder that you are judging work-in-progress things, vehicles are completely un-touched material wise and use their original specular values! What you are seeing regarding specular is the fix they received. Before any object with cranked up specular (like vehicles) would barely show them, because of some problems in how they were calculated. Now that those are fixed, those object correctly show their specular values. Original paints seems also to be slightly more opaque for the same reasons. We will be tuning vehicles appearance as we go.
If you mean with static reflection, we need to see. That's not a bug, but a missing feature. Static reflections, as the name suggests, are static and do not change with the time of day. So you get the same weather it's night or day, because it's static. And at night it will obviously appear pretty bright. That does not occur if you have dynamic reflection, which unlike static reflections, are not static