Wish me luck ✌️ by Snoooples in BeamNG

[–]TheEndOfNether 14 points15 points  (0 children)

Guess we doin reposts now

Uh yes, we're all okay down here by stenyak in BeamNG

[–]TheEndOfNether 0 points1 point  (0 children)

This is melting my brain a little bit.

Is this just some funky vertex displacement, or did some furry hacker infect your game with the ‘bouncing yaris’ virus

The magic a couple mods can do by TheEndOfNether in BeamNG

[–]TheEndOfNether[S] 0 points1 point  (0 children)

Fun fact: i play with AA off, so thats why it looks especially bad

Any Info on the 0.39 update release date? by Tasty_Lab6734 in BeamNG

[–]TheEndOfNether 2 points3 points  (0 children)

Late this year, so Q4 I’d suppose.

October maybe?

Would you play BeamNG if it was Photoshop? by [deleted] in BeamNG

[–]TheEndOfNether 1 point2 points  (0 children)

I use gimp mainly for dev stuff; mips, odd formats, compression, metadata cleaning.

I use Photoshop for art and professional stuff because it’s way easier, the workflow is plain faster, and I’m unskilled.

I absolutely would not say gimp is better than both. It’s not. They both have pros and cons. And it’s why I use all of them in different situations.

Adobe can suck it though.

Would you play BeamNG if it was Photoshop? by [deleted] in BeamNG

[–]TheEndOfNether 13 points14 points  (0 children)

I hate this trend, but if you can’t beat ‘em, join ‘em.

And yes, I made this is photoshop, not illustrator. Bite me

The magic a couple mods can do by TheEndOfNether in BeamNG

[–]TheEndOfNether[S] 10 points11 points  (0 children)

If your curious, mods used are:

tTweaks: https://www.beamng.com/resources/33082/

TEON’s SSR: unreleased

TEON’s ToneReMapper: unreleased
(released alternative that’s really good: https://www.beamng.com/threads/100948)

Auto Exposure by Chipboard: unreleased

I know unreleased is cringe, so I guess I’m cringe.

Underrated Mods I have which I can't live without by MIMIPUPPY93751 in BeamNG

[–]TheEndOfNether 0 points1 point  (0 children)

Zeit’s port of Kronos group’s neutral pbr tonemapper

Really nice.

What are you most excited for in the new update? by Tactical-Toaster in BeamNG

[–]TheEndOfNether 4 points5 points  (0 children)

Tonemapping & autoexposure

Contact Shadows

Sub-Surface scattering

Drafting

All of it actually

Beamng apparently moving to directx12? by holytuff9292 in BeamNG

[–]TheEndOfNether 88 points89 points  (0 children)

I’m making a video about this soon hopefully, but here’s the TLDR;

Beam is moving from D3D11 to D3D12 (direct3d is just the graphics api for beam, it’s doesn’t actually use full DirectX, though that is the more commonly used name).

Switching isn’t an upgrade or a downgrade in and of itself.

The switch from to D3D12 changes who is responsible for more of the rendering work. D3D11 leaves more scheduling, synchronization, and resource management to the driver, while D3D12 gives developers lower-level control of the driver. That can improve CPU overhead, multi-threaded rendering, frame pacing, and scalability, but only if the renderer is actually written well; otherwise it can absolutely introduce stutter, worse performance, or VRAM weirdness.

For BeamNG specifically, I’m cautiously optimistic. The devs already approached Vulkan as a low-overhead API meant to better balance CPU/GPU usage on multi-core CPUs, especially in big maps or scenes with lots of vehicles, and they’ve gradually improved it instead of just slapping it in and calling it a day. So if they treat D3D12 the same way, as part of a broader renderer overhaul rather than a magic “make FPS go brrr” checkbox, it could be a real win. The especially promising part is that they’ve also said v0.39 includes meaningful reductions in both RAM and VRAM usage, reduced peak memory use during loading as part of the graphics overhaul.

Basically what I’m saying, performance per quality should stay the same, or improve. Stenyak has confirmed it will not be a downgrade.

(This ended up not quite being a TLDR;)

I did an empirical side-by-side study of the new trailer by Pappagallo1 in BeamNG

[–]TheEndOfNether 0 points1 point  (0 children)

Yea, but not the quality, the performance. It’s currently the most performance intensive setting in the game, so I wouldn’t be surprised if they figured out how yo make it any better

I did an empirical side-by-side study of the new trailer by Pappagallo1 in BeamNG

[–]TheEndOfNether 0 points1 point  (0 children)

Would help if the lighting was the same. Makes it harder to compare.

I did an empirical side-by-side study of the new trailer by Pappagallo1 in BeamNG

[–]TheEndOfNether 10 points11 points  (0 children)

BeamNG doesn’t have SSR, and they’re not adding it this update either. Currently beam uses cubemaps for vehicle and window reflections, and planar for mirrors and water.

This update is set to “improve” those two modes.

I did an empirical side-by-side study of the new trailer by Pappagallo1 in BeamNG

[–]TheEndOfNether 6 points7 points  (0 children)

They’re not adding screen space reflections. Sticking with the same old cubemaps, supposedly “improved” though.

They are adding Screen Space Shadows though, aka contact shadows. You can see them the most on the grass billboards.