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I removed it while cleaning the code for the last update as it seemed useless and overcomplicated. Especially lod bias slider. And the map sadly...
Lights should work the same on Vulkan and D3D11. I'm not changing anything, you only get a warning in imgui window. Some lights are off if you are...
Hey, I just posted a hotfix for missing cubemap textures, I forgot to rename one path...
Tokyo Highway map is a map port from PS2 in the end, it's got very low poly meshes and low-resolution textures. This map port is from a PS4 game...
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That's how those games are made. Whatever is our source that ends up converted to BeamNG, nothing more nothing less. You need to remember in those...
The best way to improve performance at night and in tunnels is by changing shadows visibility to partial in-game settings. I'm aware of this...
What do you mean by that? I don't really see a difference in how we make those maps other than missing some lua features on super small "showroom"...
Hey. I believe the game should be running on Wayland just fine. I've tested it on GNOME and KDE on Wayland and there weren't any different issues....
No big news on that map or other Criterion ports for now. On Burnout Paradise I'm adding traffic support slowly, there are so many roads. It's...
Some work on lights and materials for Kamurocho 2018 (Judgment) port that I work on with @AgentMooshroom5 [ATTACH] [ATTACH] [ATTACH] [ATTACH]...
Yes, exactly. 1 vehicle is running on a 1 thread. The more vehicles you spawn the more threads are used :)
Ryzen 9 5950X with PBO on OpenSUSE Tumbleweed AMD AGESA V2 1.2.0.C [ATTACH]
It's not even related to the size of mods but how they are made. If your 10 mods are overwriting game files and conflicting with each other this...
The occlusion culling that you are talking about is an old system from the Torque 3D engine. It's using a single CPU thread to cull objects. It...
Hey. We just released a hotfix that fixes this issue :)
We are investigating the issue, sorry about that :(
You can just disable them in map imgui
You should try running the game with -gfx vk debug however, you might need to install additional Vulkan components on your Linux install such as...