Probably because of all the high resolution textures, I am currently working on optimizing them further
VERSION 26/08/2026 (Gheo_Nordschleife_2026V26082026.zip) Optimized a good portion of the textures for less VRAM usage & smaller file size PBR adjustments to a couple of materials Updated thumbnails In my findings this update brought the VRAM usage in 1440p to below 6 GB, this value obviously varies based on resolution, graphics settings and vehicle(s) spawned. Need to grab a fresh link from BMC as usual.
Hello, Love the map! Here is how it looks while time is set to 4pm. I am not sure whats wrong but it doesnt really look great. too bright and bloomy
VERSION 27/08/2026 (Gheo_Nordschleife_2026V27082026.zip) Added real life coordinates & updated TOD Fixed blurry graffitis Reduced bloom on guard rails Removed unused objects Removed unused textures Need to grab a fresh link from BMC as usual. Thanks for the report, I am able to manipulate how most textures interact with the sun but I cannot manipulate the sun itself and its lighting, not after the 0.39 update; if you are still unhappy with how this one looks then I don't know how to help you
You mentioned in UPDATE v23/08/2026 that you've added time trials to the map but it doesn't show up as a map option when I go on there? Any ideas why this is? Love the map I've played in free roam but time trials are my main mode to play
very cool map ! but I do wonder how it would look like if you managed to replace the 2d trees w the 3d trees of the etk test center map
One could do that, but I'm not sure how the performance would be as it's already a relatively hard to run map
You could add them but leave them hidden/disabled by default in the world editor. Also have the 2D trees under their subgroup so that people can swap between them. But it's probably a lot of work so I don't know if you'll want to do it. Also if you were going to do it's probably a good idea to only have the trees near the very edge of the track be BeamNG 3D trees. This map isn't a freeroam one so I don't think it'd be a bad idea. It only needs to look good close to the track.
A lot of work for most people to never even bother changing between the trees; which would also require me to slice up the 2D models right now so that you'll have 2D trees in the distance & 3D ones close by - I can't justify spending that much time right now, perhaps when I'm really bored and have nothing else to do I'll do it
I don't really think we need 3D trees. We are all racing around the track at high speeds, we don't even look at them. It isn't worth the performance loss.
I found a tire popper in that area, kinda hard to pinpoint exactly where it was it happened so suddenly. Burst my rear right tire. Location : Between "Caracciola-Karussell" & "Hohe Acht"
I was able to find some odd looking stuff in the collision mesh so I fixed those - thank you for the report! I'll see if I can find anything else before I push an update
VERSION 09/09/2026 (Gheo_Nordschleife_2026V09092026.zip) Fixed a tire popper Fixed a collision issue at Nords entrance Minor PBR tweaks for trees & entrance objects Added emissive textures to a couple of textures at the Nords entrance Added a couple of normal maps Removed unused textures Need to grab a fresh link from BMC as usual.
VERSION 10/09/2026 (Gheo_Nordschleife_2026V10092026H.zip) Sorry for the frequent updates Optimized meshes for better performance & smaller file size Added subsurface scattering to trees Added more emissive maps to various textures Changed the default starting date (now 09/09/2026) Slightly changed the starting time of the day Removed a couple of unused textures Added normal maps to more textures Converted a handful of textures to PBR Fixed a couple of no-texture issues Other small PBR tweaks Feel free to let me know if you gained/lost any FPS with this release Need to grab a fresh link from BMC as usual.
VERSION 15/09/2026 (Gheo_Nordschleife_2026V15092026.zip) Opened up the entrance path to the track Parked vehicles now cast light Added more lights around the track Added two enterable garages Added a couple of new normal maps Added a new spawn point Added a new cubemap Changed default spawn point Optimized more meshes for better performance & smaller file size Optimized more textures for less VRAM usage Tweaked a handful of materials & PBR Need to grab a fresh link from BMC as usual.