about the shader comment, id really like to see volumetric fog/clouds or something that makes the clouds more realistic. A skybox is loked to a TOD and the cloud layers are hard to get looking realistic throughout the day, cant even remember how many hours (days) ive spent trying to achieve a better result than the old Torque3D cloud layers. Ivve seen that Torque3D now has volumetric fog which would be a really nice addition to BeamNG GE nonetheless.
I was thinking of something, it turns out, for the remaster of the T-series, it's not the simulation of various hydraulic circuits that they lack. But maybe they want to make a realistic racing version and therefore adding a water brake cooling system, for which they would have several worries.
god a skybox/lighting update would be great. setting the cloud amount anything above partly cloudy just looks awful
Imagine proper smoothing/blurring shadows, or better yet, something like PCSS. Bloom on headlights made a whole lot of difference, proper shadows would push it even further.
They have been using a great SSAO algorithm called GTAO since 0.25 already. But they aren't using the temporal denoising part which in turn leaves the AO looking extremely noisy and ugly as it is. They don't have any sort of actually functional anti aliasing either so I really hope that they will implement TAA and use it to help with the AO noise. https://github.com/GameTechDev/XeGTAO Look at this image where middle is simple denoising without TAA and right is with TAA Middle is just like what Beam's AO looks like.
What's the performance gain that comes with it? If it's any significant, it may be better to leave it noisy, as everything is moving most of the time anyway.
Oh god this is so distracting and annoying. Poor AO quality/high amount of noise is also really visible to me in the denser foliage.
it would be right to leave the choice of settings to the player!) someone needs quality and someone needs performance, give us a choice