I sent the team a mention on bluesky because I managed to get 16 PEOPLE.... IN A SEMI TRUCK AND FULLY LOADED TRAILER IN UTAH... in mp. the lowest our fps all got was like 5 average. it mainly stayed around 14 fps. way more than the 8 fps from about a year ago if we did this then. im extremely happy to know that the optimizations HAVE HAD an effect on the game and they arent bluffing when they say they optimized things. --- Post updated --- theres like 10 or so screenshots of me with a ton of other truckers next to me not griefing or anything. we actually got it to sync up and the trailers to behave. when you spawn or reset a trailer. you have to manually disconnect the trailer. pull forward. everyone should at that point sync and reset both you and your trailer on their end if needed. then you roll back till the king pin engages COMPLETELY on everyones screen. easy to do if you know how to quickly disconnect and reconnect the trailer without clicking L
Is there a estimated quarter on when this game will release, I own the steam version but don't have a pc strong enough to play it and I have a ps5 so I would like to know a estimate if possible.
I've been with BeamNG since before it, back when Gabester made Gavril cars in Rigs of Rods, following them here and happy with the growth. I am glad the game has taken such a diverse inclusion of various vehicles and the Careers section. It deserves to be a great enjoyment across a variety of platforms and play styles as we all enjoy it to be thusfar.
Q3 (July to September inclusive) is most likely, but that's a 3 month range. There's a possibility that some unexpected critical bug appears and it won't be released until Q4, but I'd say that's very unlikely.
how will they integrate all the controls into the PS5 version? will there be like button combos you have to press, something like pressing the triangle and the square buttons to bring up a menu for example. either that or you would have to use a keyboard and mouse alongside your controller. what do y'all think?
They have that already; they're called modifiers, so they effectively can almost triple the amount of buttons you have on a controller. Tdev says they've improved the controller functionality further for .39 as well. I mean console users can either memorize modifiers for in-game actions, get proficient with the radial menu, or plug in a USB keyboard as well. I honestly don't think it's that crazy. I play with a controller and use the mouse and keyboard primarily for quick menu navigation. I just think the console players will be slower at things like vehicle editing. We'll see how they handle doors and latches (which should be easy with a few tweaks). The node grabber is the one that seems the hardest tbh.
Is there any update regarding anti-aliasing and support for Vulkan-based systems, such as Linux? Will those systems be receiving the same optimizations and graphical updates, and are there plans to maintain support for them? Additionally, are there plans to include debris during collisions, such as smaller particles like glass and metal chips, as well as land deformation and damage to world objects?
Will the upcoming multiplayer support Steam Datagram Relay (or something else that works the same way) to simply play with friends (perhaps with mods) without having to do port forwarding and all the work behind? This could be nice for people who don't know anything about server hosting and don't want to play on public servers, mostly for people on PS5 who don't have all the advantages of a PC player.
They will continue to support Vulkan the same way they do DX11/12. All meaningful updates will come to both. Anti-Aliasing is on their to-do list, they've confirmed. Just curious if you're aware that the planned multiplayer is P2P based?
Oh I see. But then what about worldwide multiplayer? This won't fix BeamMP breaking BeamNG as players will still use it then.
I guess this means no more 24/7 servers, unless someone leaves their game running in the background on another computer which is more intensive than running a server.
we don't know what the devs will do, the option of dedicated servers could also be a solution, but the P2P idea would at least allow you to play MP if the official servers were to ever go down.