I recently got a 900 degree rotation wheel, and after playing with just a gamepad for a long while, have been having a huge blast playing BeamNG this way! Especially delivery missions with a trailer, euro truck sim style (coming back to ETS2 now is impossible, everything just glides so simply on the road...). I love driving from the interior view and hitching up trailers to drive around with (as well as just driving normally from interior camera). But, as has been the case for a while now, the rear view mirrors from the internal view don't line up properly with what they should be displaying (imgur album attached: https://imgur.com/a/LVcf9Lg). As well as the resolution being quite poor. Now, I (think I) understand that the mirrors are not treated specially, unlike how they would be in most games. They seem to follow the same graphic settings and calculations as all the other dynamic reflections. Setting all dynamic reflections to a high enough resolution to have the mirrors with a good resolution will probably take a drastic impact on performance. Perhaps there is a way to treat them differently from normal reflections, to "cheat" on the mirror reflections to somehow just be a PIP for what should be behind (with the correct angle of reflection). Totally backseat game-dev-ing here, just throwing out how I think these things are implemented here, and how they are usually implemented. Might be completely off. Bug regardless, I was wondering if other people would like to see an improvement of the mirror reflections, so that mirrors are higher quality and better oriented than the other reflections (which are mostly on the car body I believe). Thanks.
Totally agree ! I've just stated it again two days ago in update speculation thread and that wasn't the first time. I believe I read in an older thread/post a while ago someone said that devs had said it would be too much of a performance loss. There's 2 things that come to mind when I think about that. One, the devs could be right, as they very often are. One could say "How hard can it be" but maybe it's due to the architecture of the game engine that spawning an extra (or more) camera views(s) might be really impractical. If not, why, after 6 years, isn't this a 'mainstream feature' after all ? This is the benefit of doubt speaking to me. Now, the second thing that comes to my mind is the one that keeps returning and seems way more convincing to me : Even the first car games and flight sims in the Eighties had working mirrors and/or multiple cam views. I remember myself driving in cockpit view in those games while literally seeing what was going on behind me. Thus, if you compare the levels of code sophistication between an old game like that and a modern sim it rather seems ridiculous to me to think that something like this would be so exhaustive on the performance of the game/sim. I think those old games are of a spectacular brilliance and maybe as a programmer or dev they deserve being looked into a little closer cause if those games were able to create multiple views seamlessly and Torque3D (or whatever BeamNG is depending on what concerns the view port(s) isn't able then I think something of our (general) understanding ain't right here. I also stated before that the graphical quality of the mirrors has not to be equal to the main view. ( like the mirrors can always reside in the lowest setting, or adjustable if you will) Maybe that is a problem to accomplish in the current architecture? I have been exploring those core files related to camera spawning a few times and surely they are no walk in the park. I think the objective is obvious : 2 camera views (if 2 work than 5 or 6 will too) up running at the same time AND being able to run them in separate quality modes. The latter might be the biggest challenge but my level of understanding the architecture can't judge that.