It is quite an impressive difference between these two, possible new shaders, as the lighting is different (even though we have had a change of these graphics recently), the new tire texture with writing on it made of the rubber, kinda like our consumer grade tires, the tires themselves show a little bit of wear, maybe we get an option to different wear levels or tire heat and wear are REALLY on the way, the chrome of the wheel is different, possible due to the different shader os something like thath, but the texture themselves haven't changed, but dang, this made me hyped, There was a Thread recently that some people discussed on the tires being too black, like brand new tires and only some offroad tires was different. but it seems like they are doing a gradual overhaul of the whole game, remastering older vehicles and adding all of these physics changes, it's going to look like a brand new game.
The devs are back at it again, surprising us in the upcoming update! I knew that the devs were testing around with PBR in one of the posts in the developer sections, but I couldn't find it. However, they have been planning PBR and Vulkan since they posted this on 2016-06-10. Scroll down to where it says The Future and then you will find that the devs said that they would implement this in the future. Looks like that is becoming reality now.
Damn, I can physically feel the texture from the image, hoping this paves the way for sharp and crisp textures, which I feel beamng lacks in a lot of areas.
I expect those tire textures to be somewhat downgraded for those who run beamng on their moms chromebook.
The textures and lighting on that... just... Beamng has really been lacking in the graphical department for years now. They've made huge strides with aesthetics on the map revamps, but something still feels lacking. Hopefully that teaser is more than just tire texture revamps. The lighting there looks really good and I hope it carries over well to the release build. Release date will probably July 8th or later. I become unavailable on July 8th, and they seem to have a history of releasing updates when something comes in between me and my PC.
Oh my lord PBR textures in Beamng i never thought i'd see the day! Also, compare the lighting on the truck's cab and o even the wheel hubs and rims- seems like whatever new graphical changes there are may be engine/texture wide, not just for tires! it kinda looks like a hint of GI to me, with the way the light is gently refracting within the rims and on the back of the cab, but i could be wrong.
In a way, it seems almost logical. The Torque 3d 4 release candidate posts on their discord (hidden now) had pbr working in their pre release builds, and could be used in playable tech demo.
considering they just recently finished that texture baker, they're probably using the opportunity to go through and replace particularly bad textures. considering the pigeon, wigeon, and likely the bolide are all coming in .23, i'd imagine the semi isn't going to get a full remaster just yet. then again, the pigeon and semi were originally released it the same update, so maybe they want a nod to that by remastering them at the same time.
The normal maps(?) on the semi look slightly smoother, but that could just be the newer graphics making textures look a lot smoother, or even just new textures for the semi in general
I never thought a jpeg of some truck tires would make me feel like ascending to a higher state of being, but here we are
The reason for the omission being... what exactly? And isn't the lack of fuel filler doors something that's never been directly confirmed as a stylistic choice? I thought those were on long-term hold until the team made a decision on how to handle in-game refueling. There's a certain level of detail I don't think is worth reaching for (for example, most real-world tires carry an insane amount of regulatory / standardized information raised on the sidewalls, sometimes duplicated for multiple regulatory zones), but I do think that there might be some merit to having some of the basic information readily visible. Tire Manufacturer - helps flesh out the in-game economy of car parts; provides a handy reference for the parts purchasing system that will be essential to the eventual career mode Tire Size & Type (radial, t/a, etc.) - allows a quick, at-a-glance look at the tires fitted to a configuration without having to go deep into the parts selector. There have been many occasions where I've had to dive deep into the suspension drop-downs to find out what tires a particular config has so that I can copy it over to a new config I'm building/ Tread Type / Recommended Use - this is already baked into the parts selector, but it can't hurt to have it marked on the tire too.
I could be wrong but I believe thats something to do with how the model is mirrored for symmetry, changing one side to have fuel doors would just add unnecessary polys. idk thats just what I remember reading back in the day, but I might be completely incorrect.
I'm not texture artist, but please remember that textures have limited size, and a lot of tires have the same common materials for all sizes of tire. Using different material for each size with high resolution texture to make these information perfectly visible would generate a lot of additional work for renderer, and gpu memory. Just look roughly through part selector how many different textures, materials we would have to use Tire manufacturer and type is not too hard for game engine, offroad tires have that already, just super specific information is too much, imo. The best way is to find good compromise
The only thing i could think of there is to have a small textured area which uses an identical material to normal tires but instead contains a texture sheet with a list of tire sizes which can be different for each vehicle, like with how the badge textures work on car sometimes. Still a bit janky and not really optimal though