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Direct3D 12 – Feedback, Known Issues, and FAQ

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Car_Killer, Jul 29, 2026.

  1. SemKill

    SemKill
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    Joined:
    Feb 5, 2021
    Messages:
    329
    My issue with testing the new API on my mobile RTX 3050 is that the game runs smoothly at 60fps, but once the VRAM limit is hit, the textures look "washed out"—as if nothing is loading, And the shadows in low quality with Ambient Occlusion have noise. —which makes me realize that even when there is still graphics processing headroom, the system forces you to need more VRAM. So, in my view, if you have 6GB or less, forget about this API and stick with DX11.
    --- Post updated ---
    my game look like this too
     
    #41 SemKill, Aug 1, 2026
    Last edited: Aug 1, 2026
  2. zxcvr

    zxcvr
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    Joined:
    Aug 12, 2023
    Messages:
    6
    only have 4gb so its maxed, runs at almost 60fps on normal/high so i dont get what the issue is, ran at 45 on dx11
     
  3. brunifdez

    brunifdez
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    Joined:
    Nov 8, 2023
    Messages:
    243
    For anybody struggling to run Direct3D12 with 4GB GPU's here are some settings that worked for me with an RTX 3050 4GB


     
    • Agree Agree x 2
  4. HybridRooDragon

    HybridRooDragon
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    Joined:
    Jul 30, 2024
    Messages:
    470
    Hello
    I just wanna remind the devs to open their mouth and breath. You are all awesome.
     
  5. kookymonkey6823

    kookymonkey6823
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    Joined:
    Sep 10, 2019
    Messages:
    30
    I noticed the ambient occlusion is a lot less noisy and visible compared to pre-0.39 with the de-noiser, but it all returns with a bit of camera movement. Maybe a graphics setting slider could be implemented where the resolution/quality of the ambient occlusion could be increased past High to reduce the noise during movement?

    Overall love the update, DX12 has much less stutters than DX11 on my RTX 4080 Mobile and i9-14900HX laptop. I am using a 2560x1600 resolution with FXAA
     
    #45 kookymonkey6823, Aug 3, 2026
    Last edited: Aug 3, 2026
  6. Esten 2

    Esten 2
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    Joined:
    Aug 3, 2026
    Messages:
    1
    Hello

    Im having issues, with Direct12x texture streaming.I have 8gb of vram and its still gives me low resolution textures.
     
  7. DEMVN

    DEMVN
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    Joined:
    Feb 16, 2023
    Messages:
    47
    Fps is now 2 times lower then 0.38:(
     
  8. majteu

    majteu
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    Joined:
    Nov 27, 2021
    Messages:
    11
    The lights seem to ignore effects like sunrays and such, they look a bit weird upload_2026-8-4_13-3-36.png
     
  9. auggatronic

    auggatronic
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    Joined:
    Aug 7, 2026
    Messages:
    1
    Physical link between my monitor and GPU breaks when launching game in Fullscreen DX12 mode.

    The issue ive noticed:

    When launching the game in DX12 mode while the game is in Fullscreen mode, or setting the game to Fullscreen mode while the game is running, the physical connection between my GPU and Monitor breaks down.
    It sounds really weird because it is. My GPU is an RTX 5060TTI 8gb. My monitor is an ASUS VK246H from 2010. I am using a passive HDMI (from GPU) to DVI (to monitor) cable, as early HDMI does not look good on this monitor.
    The issue persists in DX12 Safe Mode, and does not appear in DX11.
    The issue is resolved when I physically unplug and replug the DVI cable on my monitor, or when i ensure the game does not launch in Fullscreen mode.
    The issue does not happen on my secondary monitor, a Dell 4:3 using an active DP to VGA adapter.
    Borderless and Windowed mode is completely fine.

    This happens when:

    When Beamng is launched in DX12 mode while in Fullscreen mode (not borderless, not windowed), or when i set the game to Fullscreen mode from Windowed mode, it seems like the physical connection between my GPU and Monitor breaks down.
    GPU is outputting through HDMI, the monitor is getting a DVI input. This is through a passive HDMI-DVI cable, as the two technologies are compatible.
    Happens in Safe Mode, and does not happen in DX11.
    See attached videos and pictures.
    When screenshotting the buggy mess using Windows Snipping Tool, the screenshot turns out fine.
    The breakdown persists after closing beamng, and can only be resolved when unplugging and replugging DVI, or restarting computer.

    My specs are:

    AMD Ryzen 5 9600X
    Nvidia RTX 5060 TI 8gb (Driver 32.0.16.1088, DX12)
    32GB DDR5
    2010 Asus VK246H 1080p 60hz monitor. Using DVI input, HDMI output from GPU.
    2007 Dell E157FP 1024x768 60hz monitor. Using VGA input, DP output from GPU via active adapter. Zero problems.
     

    Attached Files:

  10. cvand140

    cvand140
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    Joined:
    Jun 14, 2018
    Messages:
    7
    Hi, I'm coming across an issue where there are no tire sounds when listening to a replay (or there are some, but only momentarily when locking up the brakes for example), but they are present in real-time. Here's a video of the issue: https://medal.tv/games/beamng/clips/niVR3gjbfMeIN19ao

    Windows 11, R5 5600, RX6600 6GB, 16GB DDR4 RAM
     

    Attached Files:

    • Agree Agree x 1
  11. AERO JEKS

    AERO JEKS
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    Joined:
    May 29, 2022
    Messages:
    172
    Direct3D 12: Crashes my pc
    Vulkan: Simply freezes, blackens the screen or just doesn't start
    Direct3D 11: 30 FPS

    I updated the GPU. Idk atp if I just need to get my pc fixed
     
  12. Driver5070

    Driver5070
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    Joined:
    Aug 16, 2026
    Messages:
    1
    Hi everyone,
    Since update 0.39, I've been experiencing severe VRAM management issues and random crashes when running the game on DirectX 12.
    The Issue: VRAM usage spikes rapidly, leading to stuttering, texture streaming errors, and eventually crashing the game to the desktop.
    Temporary Workaround: Switching back to DirectX 11 solves the crashes and stabilizes memory usage, but DX12 remains unstable on high-end configurations.
    System Specs:
    GPU: NVIDIA GeForce RTX 5070
    CPU: Intel Core Ultra 9
    RAM: 32 GB
    GPU VRAM:8GB
     
  13. Sajmonnnnn

    Sajmonnnnn
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    Joined:
    Oct 13, 2024
    Messages:
    104
    yeah all good for maps like utah but not wcusa
     
  14. talkingerbil

    talkingerbil
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    Joined:
    Jun 17, 2022
    Messages:
    33
    Is this what you see in that map with those settings?
    upload_2026-8-25_21-39-50.png
     
    • Agree Agree x 1
  15. brunifdez

    brunifdez
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    Joined:
    Nov 8, 2023
    Messages:
    243
    Those settings were actually tested in WCUSA, and for me it works for all maps alright!
     
  16. OSHR

    OSHR
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    Joined:
    Aug 27, 2026
    Messages:
    1
    Almost every time I play the game, it crashes and gives me the following error: 0x0000005-STATUS_ACCESS_VIOLATION
    I've tried it on Vulcan and D3D11 and it doesn't happen. It crashes my graphics drivers every time as well. I never use more than 7GB of VRAM and my GPU has 12GB. It also crashes when launched in safe mode. It tents to crash sooner/more often when doing challenges. I play with a MOZA R3 in case that's important. The best way to recreate the crash is to launch the game in default, enter career mode, go on the computer, click APM Career Paths, click Cargo, and play the second challenge. Every time I've done that, it has crashed. If you haven't played career mode before than you need to buy a vehicle first. out of all the times I've launched the game since 0.39, it has crashed around 90% of the time. My temperatures on my GPU and CPU never get high enough to worry about. I usually run it on mostly high settings. Please help. I was so excited for this version.

    Specs
    Graphics Card: AMD Radeon RX 6700 XT
    Graphics Driver Version: AMD Software: Adrenalin Edition Version 26.8.1(and all previous versions I have used since 0.39 came out)
    Processor: 11th Gen Intel Core i5-11600KF @ 3.90GHz
    Memory: 32GB DDR4
    Renderer: D3D12 Screenshot2026-08-26234819.png Screenshot2026-08-27000837.png Screenshot2026-08-27000853.png
     
  17. TiliteLvr1

    TiliteLvr1
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    Joined:
    Jan 31, 2018
    Messages:
    17
    There seems to be an issue (possibly on my end not sure) where the external lighting is so over exposed at night that the headlights and roof lights shine into the truck's interior, overexposing it as well, giving the interior a really ugly orange glow. The glass also turns orange to a degree, making seeing outside the truck next to impossible unless I use another camera view to drive. I can't drive at night using driver camera view because of this problem.
    Specs:
    Alienwae 51m-R2.
    I know it's an older gaming laptop, but it hasn't caused me many problems with BeamNg.
    Nvidia GeForce RTX 2070 Super (Laptop)
    I ran the game after clearing the cashe (multiple times) problem still persists
    I've disabled all my mods and ran the game in safe mode, problem still persists
    I did check the integrity of the game files, problem still persists
    I finally did a clean install, removed all of my mods, vehicle configs etc. When I brought up the default MD -series, the problem still existed and still exists.
    I decided to just enable all my 30 mods again because nothing else was making a difference.
    Any help would be greatly appreciated, God Bless
     

    Attached Files:

    • screenshot_2026-09-06_14-13-50.png
  18. dyoody

    dyoody
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    Joined:
    Apr 22, 2026
    Messages:
    1
    I wanted to share a fairly significant performance difference I noticed between Direct3D 12 and Direct3D 11, along with a possible feature suggestion.

    My CPU is an Intel Core i5-9500. When running BeamNG using Direct3D 12, I was getting roughly 75 FPS on one of the more demanding maps I tested. After switching the same setup to Direct3D 11, performance increased to roughly 95 FPS.

    That's around a 20 FPS improvement just from changing the rendering API, and the difference was very noticeable during gameplay.

    Because Direct3D 12 is now the default renderer, I wonder if it would be worthwhile for BeamNG to automatically evaluate renderer performance on a user's system.

    For example, BeamNG could potentially run a short comparison or monitor performance and, when there appears to be a large advantage from another renderer, show a message such as:

    "Direct3D 11 may provide significantly better performance on your current hardware. Would you like to try it?"

    Even if D3D11 is eventually being phased out, some form of automatic renderer suitability/performance detection could potentially be useful for D3D12 vs Vulkan or other available backends as well.

    Without manually experimenting with the renderer settings, I probably would not have realized I was leaving this much performance on the table.
     
  19. Zs0l1

    Zs0l1
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    Joined:
    Nov 4, 2015
    Messages:
    28
    I'm not sure what info I would need to provide additionally to report this bug, but my issues is since the 0.38 update texture streaming hasnt really been working for me. Ican play for like 5-10 minutes on the west coast USA map and then the vram starts filling up and the game starts skipping loading the high resolution textures, as if the vram wasnt being cleaned out and just gradually filling up and then when its full i only have low res textures. I have a Ryzen 9 5900XT 32GB DDR4 ram, and a Intel branded B580. also my storage drive was at first a ssd cached hdd, and i thought at first that that was why textures werent loading, it was just slow, so i bought a kingston fury renegade ssd and it still persits.i refuse to play on dx11 mode, because i loose like 20-30fps with that renderer, and vulkan also does this now. before 0.38 i always used vulkan and it worked perfectly until this update.
     
  20. MrJonton01

    MrJonton01
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    Joined:
    Apr 19, 2022
    Messages:
    48
    Hey, I noticed a pretty annoying (and reproduceable) crash. Well, at least it's reproduceable on my system.

    The issue you’ve noticed:
    The game tends to crash pretty quickly (time frame between a few seconds and a few minutes) as soon as light bars are activated.

    This happens when:
    1. Start game in DX12 mode (also happens in Safe Mode for me)
    2. Select an emergency vehicle (in my case for the testing I used the H15 Police Transport Van, but other vehicles "work" as well)
    3. Load into a complicated map (WCUSA, Italy, ...; this issue doesn't happen on GridMap, as far as I can see)
    4. turn on light bar and start driving around
    5. ???
    6. Profit (in this case, said profit is a game crash...)

    Interesting to note is that sometimes, a small lag spike happens right before the crash (as if something was loading in). These lag spikes happen on DX11 and Vulkan as well, however in DX12 these are accompanied by a crash.


    My specs are:
    (Include Windows version, CPU, GPU, RAM, graphics driver version, selected graphics API, and any relevant display or HDR setup.)
    Windows 10 Home 22H2 (19045.6466)
    AMD Ryzen 7 5800X3D
    32 GB DDR4 RAM
    Nvidia RTX 4070ti (freshly reinstalled 617.42)
    DirectX 12 (Issue doesn't happen on Vulkan or DX11)


    Logs:
    See attached ZIPs.
    The "5d0dd..." one is the log where I immediately turned on the light bar after spawning and then started driving.
    In the "e6eeae..." I started driving without emergency lights (this went without any issue for a few minutes), then turned on the lightbar

    Interesting to note is that the failure hash is always the same {7b367f86-064a-2e05-5dc0-760739d560ad}, as well as the id INVALID_POINTER_READ_c0000005_nvwgf2umx.dll!Unknown
     

    Attached Files:

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