It's truly amazing, but there's one thing that caught my attention. From what I can see in the video, it looks like radial motion blur hasn't been applied to the wheels yet. Do you plan to add this in the future?
you all BLINDSIDED everyone.... me included. way to go. im not sure if microsoft will give you a headache but time will tell... I hope they dont
but seriously. BUILT IN DRAFTING AND VOLUMETRIC CLOUDS!? WHATS NEXT HAIL PHYSICS AND TORNADOS!? DYNAMIC RAIN!? *mind is blown* I hope im right aboout this but you all apparently kicked open the doors to WAY more.
Also when BeamNG in Microsoft Store? --- Post updated --- Also, does anyone notice these cool blue/white skins on the HT55 and WL40?
Since the game receives a graphics overhaul and optimization (for consoles as well), when could we expect options like FSR and DLSS built in the game?
i love the fact that the music from the new trailer starts right where the original cryengine 3 showcase video from 2012 ends, it's like a continuation and it feels like it signifies the end of early access development.
I think with the PS5 port, I feel like BeamNG will probably no longer be early access by a year or two at least. I think 0.39 probably helped them finish/fix things, with maybe some other final beta updates before the 1.0 transition to fix everything else.
I'll definitely be picking this up on PS5 despite having a good PC but I'm curious as to whether or not there will be any sort of user accessible graphics adjustments on the console, or perhaps a "performance" preset and "quality" preset? I know a couple other console games have this. Or the ability to turn on/off things like motion blur? Anyways fantastic work, this is kinda surreal lol never thought I'd see the day.
This is a great move for Sony, they just don't know yet. Some deep players of Beam that didnt thought to go back to console are now thinking about it. Its my case. They achieveng something that even GTA wasnt able to do for me. And at least in my mind it got sense, no good beam machine costs less than 1k today, only my proccessor costs more than a regular PS5, and with ram prices now, buying a new PS5pro dont seem to be a waste of money. Congratulations to devs for achieving this, as old videogames developers, they proved wizardry skills optimizing this game. Watching the full experience of develop from user perspective is just like watching a piece of art being made
i got question and im sure many other people feel the same way and hopefully someone from the dev team can answer me, i noticed throughout the post that it was never mentioned about any improvements to the antialising solution for the game, the current smaa/fxaa is pretty bad, i got a more than power enough pc to run beamng maxed out but as someone that play on 1440p (ultrawide) the game is a jagged edges mess, and upscaling the resolution isnt enough either, even on 4k there's still some jaggies, along the other graphics improvements is there the posibility that dlss/dlaa or taa is gonna be added natively to the game?
How is the performance? Does the graphics rehaul make the game harder to run or did you optimize it to make it run basically the same? Would really interest me.
i have a question. will the performance on lower end devices take a big hit or will it be comparable to pre 0.39 performance?
Is there ever going to be an update were you can actually break things like bushes, small trees, guardrails? That i think is one thing still missing from BeamNG.
I don't see a major performance downgrade, but the slowest device I tested was the Steam Deck. It's not easily comparable because settings have been overhauled quite a bit, and there are a lot of new settings to make them more fine-grained and easier to understand
Does this update have any improvements for VR support? Will VR use DX12 or will it still be exclusive to Vulkan? Wonder how VR performance is gonna improve with the graphics overhaul optimizations.