Would be interesting to also mention, which hardware needs to carry the extra weight. Since BeamNG is pretty CPU heavy and also RAM hungry I can imagine that in a lot of scenarios it wouldn't even drop the FPS at really, if you are CPU bound with AI cars and it mainly needs GPU power.
I have an RTX 3080 and an R5 5800X3D with tuned bdie and on Ultra preset 1440P I fell from 150ish fps to around 135 on this recommended preset solo on Italy map. 100% GPU Bound
@@josteinbrekke4343 So I found with higher end cards that running the game normally will not use most of your GPU even if it seems GPU bound. But running the game in vulkan will bump up your frame rate and use more of your GPU. This is most notisable in AMD cards like mine 6600XT and can net a 30+ FPS bump... Hope this helps
@@josteinbrekke4343 You really should be getting more on RTX 3080. I'm getting 120 on GTX 1080Ti, same res and settings (granted, I have intel which is better for simulators, but still).
The 1060 had one hell of a run. Time fly's and all but it's weird to think its probably considered a low range card now. Years from now I'll still be thinking the 1060 is pretty decent.
It all depends on relativity. If we're just talking about the current gen, then 3060 is midrange. If we're talking about literally any gpu being used by a decent number of people, including 9, 10, 20 series etc, then it's probably high range.
The likely reason for low res shadow maps is VRAM budget. All games are developed with a VRAM budget, and shadow mups use quite a bit of VRAM. Different maps use different texture sets and the one with higher res shadows probably is the one with fewer textures, so it had enough space in that budget for higher res shadow maps. You should measure VRAM usage with those mods to see how big of an impact they have. I don't expect the GTAO to have a huge VRAM impact, but the shadow ones probably does, not to mention RAM bandwidth.
you can edit a lot of these by pressing f11 and going into the world editor. I've been increasing shadow resolution and tweaking the settings for the sky that way for a while.
I still think, development time/priorities asside, raytraced reflections would be a massive boost to both visuals AND performance (hear me out). Currently, the dynamic reflection system tanks even the highest end GPUs. It's effectively rendering the entire game 6 times + the main camera (total of 7), every frame if you tell it to! That may have been the fastest way to do it before but now that raytracing is hardware accelerated most games with basic RT reflections don't even come close to the same performance hit as beamng with dynamic reflections. Thats without mentioning the obvious visual advantages of a view aligned resolution, cars reflecting themselves and wings, intakes, etc occluding the sky (fixing the glowy look we have now)
@@jwalster9412 ooooh, absolutely not. I'm a huge fan of unreal, I use it a lot (even as I write this), but the assumption that it's the best pick for every game just because of the visuals is founded in a misunderstanding of game engines. Unreal engine tries to be a jack of all trades, which is great, but it ends up bloated and heavy. Beamng has fine tuned the physics engine to be relatively realistic and performant. Moving that to unreal would be a massive undertaking. The engine they have is very lightweight and easier to add features onto as needed, rather than rely on what Epic Games decided to include.
@@jwalster9412 Hell no! Unreal engine is not meant for vehicle simulators. Look at the disaster Unreal 4 did to ACC. Plus, it'll take years to port everything from their current game engine into unreal. It'll also take a while to strip everything unnecessary in the engine. It's best they stay on their own and improve upon. It's already looking good for today's standards and I think it'll improve in the future.
RT Reflections and RT shadows would be my biggest wants for BeamNG. Shadows so you can get multiple shadow casting lights and proper soft shadowing from light sources.
@@crestofhonor2349 RT shadows can still do a lot more than rasterised ones, as you mentioned they can have accurate softness for example. The issue with multiple lights casting shadows however is one that beamng already supports. It's detrimental to performance, especially if beamng doesn't use a deferred renderer (idk if it does or not), so shadows are infrequently enabled. If the alternative is the even heavier performance hit of RT (which can still be enabled/disabled per light) then rasterised shadows are still a good option. The exception to this is full path tracing or even just global illumination. That would inherantly cause every light or bright object to emit light and cast soft shadows without having to enable anything, but that's even heavier still.
@@beamboy07 oh it’s not going to reduce performance, and would also most likely be an optional setting. Vulkan reduces cpu overhead but doesn’t add gpu overhead per se.
exactly everything looks jagged especially trees bushes and lines on a car. i use 1080p monitor but downscaling resolution from 4k makes the game so crispy
There was one way to improve shadow quality. Choose any map, then press F11 key and find the sunsky or sun_sky or ScatterSky (idk) find "texSize" in the properties of the thing and change it to a higher value like 2048
I don't understand why game devs don't implement a more clever LOD loading system. Pop in is one of the worst things in games it ruins immersion so much.
probably because just about everyone would notice the pop in even at the best LoD oading systems so they didnt bother. people who play these graphically intensive games are absolutely anal about it.
Game dev here, dynamic shadows are one of the most intensive things to compute, so lowing the resolution of the shadows saves u a lot of frames. The reason why in some maps it is higher resolution is bc those maps aren't as detailed as others
Since invidia released it as an entry to mid range card.. considering every card with the exception of the 3050 is better than the 3060, I’d say mid range is being generous
Somewhere in this world people using Maybachs as Taxis, and recycle 1 year old bikes. These facts are the proof that the internet is an evil creation. It reveals too many things, we're better off to never know.
@@IntegerOfDoomnot sure I'd fully agree especially if we're talking temporal AA , I do agree beamng could use better AA methods but they'll get round to it
@@IntegerOfDoom not a complete lack, it does have smaa and fxaa, but those are just basic post processing and msaa and taa would be a lot higher quality because they get their information from the actual scene
Funny ending lol. Great video, gonna play around with this when I get home. My dad whos 65 and retired loves Beamng and I was thinking of building him a whole new pc to play it. He’s on a gtx 770 so hes really really bogged down and slow with the new updates. It was slow before but now boarders on unplayable. I will try to see if the performance optimization of this mod will help him for the time being without upgrading his whole rig.
I was literally playing BeamNG today and I crashed because an orange barrier appears on a road out of nowhere. The recording thing BeamNG has showed it the entire time 💀💀💀💀💀💀💀💀
you can also go into world editor to change the shads so that they are sharper. in fact you can do loads in world editor to change the look. like change the sky detail.
is there any way to improve quality of grass being loaded like stripes? I know that increasing resolution partially solves this, but to some degree, not fully. so at 1080p grass (and some trees) looks like fence or stripes or whatever you call it, until you come closer to make it fully load
FPS-wise, i like how people built a plane, capable to fly above the clouds, but still are trying to get closer to space, where it makes no difference, apart from consuming more resourses. 60 is a live picture. You can get the double or triple death sentense, but you can only die once. "Loosing 144 to 70~ish" topic roughly resembles "deleting the badge on the Porsche to make it more aerodynamic". I know it does, but really..
Listen man, this game was never meant to be the way YOU personally desire. It was simplistic at first, yet with enough depth to entertain you for hours. The beauty of the game was also that you didn't need an insane rig in order to play it. Its come a long way already, and its more then enough for 99 percent of the people who play it.
How does gatekeeping features the game already has help people play it on lower end hardware? Nobody's forcing you to use max settings if your rig can't handle it.
i feel like each update i loose 5fps and everything is glitchier graphics wise. when i bought the game in 2020 it looked fine. but things like slow menus and stuff phasing through the car in cockpit view are most frustrating. i just want some simple smooth graphics and the rest, just make it a true to live driving sim.
I honestly quite like the way Beamng looks right now. I wouldn't want beamng looking like the next forza game with oversaturated reflections and where the main focus is graphics over physics. Beamng has a very original look and it distinguishes it from other games.
I'm a 3D Tech Artist that specializes in render pipelines. This guy is right to criticize things that seem to be a simple fix by "cranking up the numbers" in the game engine. However, I'm not sure if he's joking or this guy has no clue about what he's talking about but expecting a real-time engine to have path-tracing is like expecting your toilet to shoot itself to space and orbit around the Earth while giving GPS data - It will never be possible. As a side note for those who are interested in how ambient occlusion works: non-material Ambient Occlusion (or non baked AO) is a real-time screen space effect and it works by placing probes around mesh intersection points. The probes shoot ray's all around to check whether or not a ray intersects with another mesh - darkening the albedo if ray intersection is true. The improved AO simply adopts a probabilistic Monte Carlo method of averaging multiple ray samples over a period of time rather than true real-time sampling, ultimately producing a smoother AO effect. Game engines use AO because, as I said, path-tracing is not possible in a real-time engine. AO's sole purpose is to "cheat" soft shadows in a 3D scene. In Global Illumination, soft shadows and bounced lighting go hand-in-hand and they are produced by modeling how a photon would behave in the real world. A photon, or a light ray would hit and bounce off a surface, lose some energy to the surface, scatter into multiple new directions and keep going until the light ray has completely run out of energy - gradually becoming darker with less color data until reaching total darkness. This is how physically accurate soft shadows are produced in the real-world and in path-tracing. It is also important to note that path-tracing and ray-tracing are two completely different techniques of calculating illumination in a 3D engine. Disclaimer: I'm not affiliated with this game, I'm just annoyed that some read a sentence in wikipedia and throw around game engine technology terms they do not understand.
Wow, thanks for this. One of the reasons I stopped playing Horizon 5 was my setup wasn't strong enough to run "extreme" settings, and all other settings included horrible pop-in.
It's mental to me that my computer can even run this game considering how old it is now, but I have played VR successfully, it looked like an N64 game and the pop-in was horrific, but it was playable, but I might see if this mod helps reduce the pop in. I mean, pacenotes are good but sometimes I can't see the corner the co-driver is describing because it's not rendered yet.
Weren't we able to change this settings a few versions ago? I remember having crippling performance drops because I messed too much with the LODs and shadow resolutions...
Your computer be like
Ea games be like
Just get more money bro its that easy.
Yes, on fire
My PC when opening steam sounds like a ps4
Yes
Thank you to whoever gave 400 or whatever gift subs during the lemans race. I like being able to watch Muye before I’m supposed to.
me too
You arent lol
same
lol
same
5:41 my dumb*ss brain imediatley read GTAO as Grand Theft Auto Online.
u aint alone
i cant unsee it anymore fuck...
Good to see some stupid people like myself
same
just say dumbass oooooo just type dumbass ooooooo!!!!!
It's like when you think you're seeing fine but it turns out you needed glasses and now you see everything in 4K
I got glasses in 7th grade (way to late) and boy my eyes were definitely F* up more than I thought.
@@jwalster9412 I got mine at 11th grade 💀
imagine having glasses (jk)
That is exactly what it felt like (I have never worn glasses in my life)
@@MuYe your right I've never seen you wear glasses ever in my life.
Would be interesting to also mention, which hardware needs to carry the extra weight. Since BeamNG is pretty CPU heavy and also RAM hungry I can imagine that in a lot of scenarios it wouldn't even drop the FPS at really, if you are CPU bound with AI cars and it mainly needs GPU power.
I got the i5-4690K, oc at 4.5 ghz, gtx 1060 6gb and 16gb of ram. I have around 40-50 fps with these settings. Sometimes around 30
I have an RTX 3080 and an R5 5800X3D with tuned bdie and on Ultra preset 1440P I fell from 150ish fps to around 135 on this recommended preset solo on Italy map. 100% GPU Bound
@@josteinbrekke4343 So I found with higher end cards that running the game normally will not use most of your GPU even if it seems GPU bound. But running the game in vulkan will bump up your frame rate and use more of your GPU.
This is most notisable in AMD cards like mine 6600XT and can net a 30+ FPS bump... Hope this helps
Running 5700x with 1080 8gb 24gbddr4 get about 130-144 max settings with a single car and about 70-90 with 10-15 cars
@@josteinbrekke4343 You really should be getting more on RTX 3080. I'm getting 120 on GTX 1080Ti, same res and settings (granted, I have intel which is better for simulators, but still).
i love how he said i5 10th gen 3060 mid range... that is literally high end over here and a pc with 1060 is considered mid range
The 1060 had one hell of a run. Time fly's and all but it's weird to think its probably considered a low range card now. Years from now I'll still be thinking the 1060 is pretty decent.
fr bro thats high end lmao
It all depends on relativity. If we're just talking about the current gen, then 3060 is midrange. If we're talking about literally any gpu being used by a decent number of people, including 9, 10, 20 series etc, then it's probably high range.
@@Squify69 1060 is low range what are you talking about???? A 1060 can play even some of the heaviest of modern games at atleast medium settings.
@@Squify69 i have a 1060 and i can play beamng on ultra graphics with no lag
Car Killer also made the photo studio map that i use for like half my thumbnails lol
Hi lol
interesting
He really is doing the most hahaha
Most of these settings are able to be edited in the map Editor.
Yeah but it's more complicated and the settings gotta be saved individually for each map
basically, the devs need to intergrate this into the game.
@@LaVaZ000 naww it aint complicated at all
but with the mod is less complicated
@@LaVaZ000 and my game completely shits itself when i try to load in the save
The likely reason for low res shadow maps is VRAM budget. All games are developed with a VRAM budget, and shadow mups use quite a bit of VRAM. Different maps use different texture sets and the one with higher res shadows probably is the one with fewer textures, so it had enough space in that budget for higher res shadow maps. You should measure VRAM usage with those mods to see how big of an impact they have. I don't expect the GTAO to have a huge VRAM impact, but the shadow ones probably does, not to mention RAM bandwidth.
But dynamic, real-time shadows, like the one of the car, cannot be baked, and thus are not part of the shadowmap.
@@ambientconclusion you may be thinking of light maps. Shadow maps are dynamic in nature.
Thank you, now I can have true max graphics with my pentium 4 integrated graphics
Let him cook, literally
Pc more like personal fire hazard
I hope you have a cooler made out of liquid nitrogen
i always wanted to crash a car with realistic physics in 69k
Nice
Nice
Nice
Nice
Nice
You can actually increase the resolution of the shadows in the world editor under the “sunsky” tab
you can edit a lot of these by pressing f11 and going into the world editor. I've been increasing shadow resolution and tweaking the settings for the sky that way for a while.
He really used the How Its Made theme when showcasing the medium end pc.......I love it. Absolute masterpiece.
I came to the comments just to see if anyone else had realized 😂
I still think, development time/priorities asside, raytraced reflections would be a massive boost to both visuals AND performance (hear me out).
Currently, the dynamic reflection system tanks even the highest end GPUs. It's effectively rendering the entire game 6 times + the main camera (total of 7), every frame if you tell it to!
That may have been the fastest way to do it before but now that raytracing is hardware accelerated most games with basic RT reflections don't even come close to the same performance hit as beamng with dynamic reflections.
Thats without mentioning the obvious visual advantages of a view aligned resolution, cars reflecting themselves and wings, intakes, etc occluding the sky (fixing the glowy look we have now)
I think they should (in the long run) switch the game engine to unreal 5. This game would fare so well from that I think.
@@jwalster9412 ooooh, absolutely not. I'm a huge fan of unreal, I use it a lot (even as I write this), but the assumption that it's the best pick for every game just because of the visuals is founded in a misunderstanding of game engines.
Unreal engine tries to be a jack of all trades, which is great, but it ends up bloated and heavy. Beamng has fine tuned the physics engine to be relatively realistic and performant. Moving that to unreal would be a massive undertaking. The engine they have is very lightweight and easier to add features onto as needed, rather than rely on what Epic Games decided to include.
@@jwalster9412 Hell no! Unreal engine is not meant for vehicle simulators. Look at the disaster Unreal 4 did to ACC. Plus, it'll take years to port everything from their current game engine into unreal. It'll also take a while to strip everything unnecessary in the engine. It's best they stay on their own and improve upon. It's already looking good for today's standards and I think it'll improve in the future.
RT Reflections and RT shadows would be my biggest wants for BeamNG. Shadows so you can get multiple shadow casting lights and proper soft shadowing from light sources.
@@crestofhonor2349 RT shadows can still do a lot more than rasterised ones, as you mentioned they can have accurate softness for example.
The issue with multiple lights casting shadows however is one that beamng already supports. It's detrimental to performance, especially if beamng doesn't use a deferred renderer (idk if it does or not), so shadows are infrequently enabled. If the alternative is the even heavier performance hit of RT (which can still be enabled/disabled per light) then rasterised shadows are still a good option.
The exception to this is full path tracing or even just global illumination. That would inherantly cause every light or bright object to emit light and cast soft shadows without having to enable anything, but that's even heavier still.
Certainly one of the muye videos ever made
It's certainly a video
upgrade
100% one of the videos ever
12:19 a 3060 is a mid range gpu?? I’d consider it a high end tbh
Compared to his 4090 yes it is a midrange GPU
@@danstransportspots what about 3070
Jesus. 3060 is mid range now? What is 1070 now then 💀
@@RandomGuy37 Bro the APU´s are ps1 now 💀
because it is high range. the most average and common card on steam is the 1660
excited for the vulkan api update, should significantly reduce CPU Overhead on the graphics side freeing up performance for more frames
What, you saying there will be more strain transferred to the GPU instead of cpu?
@@beamboy07 basically yes
@@FutureKLX300SMowner thats not good, my gpu is the bottleneck here
i bought a decent cpu specifically for this gmae
@@beamboy07 oh it’s not going to reduce performance, and would also most likely be an optional setting. Vulkan reduces cpu overhead but doesn’t add gpu overhead per se.
@@beamboy07 my apologies, my explanation wasn’t very clear haha. If you’d like to learn more, do some research on OpenGL vs Vulkan.
Those people with potato PCs (including me):
*SHADOWS?!*
that "it is as shrimple as that" really fcking cracked me up.. for reasons, of course
the shadow edges and lod pop have been bothering the heck out of me lately, i cant wait to try this out
0:27 What pisses me off? That now i meed a graphics card to play this game
I think the biggest issue is the lack of good anti aliasing. The edges only look good in 4K but most of us can’t run that
exactly everything looks jagged especially trees bushes and lines on a car. i use 1080p monitor but downscaling resolution from 4k makes the game so crispy
Just stop being poor.
@@aidsfaceIkr just buy a house 🙄
@@2hotflavored666 Exactly.
Playing at 5120x1440 it still has jaggies. I use FXAA, and SMAA added with reshade to try and crisp the AA since its weak maxed out.
The devs just wanted to get a bit quirky with it.
They just forgor or something idk 😭
On god.
3:05 "Isnt that right Volvo?" got me rolling for some reason
1:47 that transition thoo
0:06 Graphics from far cry 3
There was one way to improve shadow quality. Choose any map, then press F11 key and find the sunsky or sun_sky or ScatterSky (idk) find "texSize" in the properties of the thing and change it to a higher value like 2048
and logweight 0.990 or 0.996
I don't understand why game devs don't implement a more clever LOD loading system. Pop in is one of the worst things in games it ruins immersion so much.
probably because just about everyone would notice the pop in even at the best LoD oading systems so they didnt bother. people who play these graphically intensive games are absolutely anal about it.
Muye absolutely borked explaining what ambient occlusion is😂😂
I realized I was watching the video at 360p when the video was about to finish. I was starting to think MuYe finally went crazy.
slow internet?
a mid range build will forever be one with a gtx 1060, i refuse to ever change my opinion
mans really called a RTX 3060 mid range lol mid range would be like the 2000 series
i have a 2060 12gb variant
I have a 1070 😭😭
Mid range is the 4060 Ti and 4070 Super not 2000 series
@@gold1divisionthe most crazy thing ive heard
*meanwhile PCs with integrated graphics*
Next video idea: Every Time I Crash, One Engine Part Gets Removed
Hello there MuYe, I absolutely love all of your videos. But possibly some more every time I crash? 😀
Next week
Game dev here, dynamic shadows are one of the most intensive things to compute, so lowing the resolution of the shadows saves u a lot of frames. The reason why in some maps it is higher resolution is bc those maps aren't as detailed as others
SINCE WHEN RTX 3060 IS MID RANGE??????!!!!???? BLUD LOST HIS MIND 🔥🔥🔥‼️‼️‼️💀💀💀💀
Since invidia released it as an entry to mid range card.. considering every card with the exception of the 3050 is better than the 3060, I’d say mid range is being generous
@@kylermccombs2645 it's a real workhorse. It's mid to high tier considering the current statistics.
Somewhere in this world people using Maybachs as Taxis, and recycle 1 year old bikes. These facts are the proof that the internet is an evil creation. It reveals too many things, we're better off to never know.
@@kylermccombs2645erm idk i have one, pretty much every game at around 1440p can run ultra 60-120fps
i love seeing people who complain about groundbreaking graphics and im just over here playing in 10p and pissing myself over those amazing graphics
I got a McDonalds ad right after 3:51 😂
omg... you put the "How It's Made" intro music 😲😲
Antialiasing is the biggest problem in BeamNG. You don't really notice it in 4k, but it is a big problem in 1080p.
@@IntegerOfDoomnot sure I'd fully agree especially if we're talking temporal AA , I do agree beamng could use better AA methods but they'll get round to it
@@IntegerOfDoom not a complete lack, it does have smaa and fxaa, but those are just basic post processing and msaa and taa would be a lot higher quality because they get their information from the actual scene
As a person with intel graphics, I see this as an absolute win.
You know you can make the god awful sky and lighting better in the world editor? And also the LODs and shadow resoluition can be edited.
I am too stupid for the world editor, and yes, I have seen the atrocious skies some people have been cooking up 💀
Update on CarMighty. He finished sunbathing and when he was driving back his goofy ahh miata combusted on the spot. And he died.
It’s as shrimple as that
It really is
it’s actually very clamplicated
Very nice and informative video! Installing this mod right away :)
6:04 Your probably watching this on a tiny phone screen, Me watching on my school chromebook
Funny ending lol. Great video, gonna play around with this when I get home. My dad whos 65 and retired loves Beamng and I was thinking of building him a whole new pc to play it. He’s on a gtx 770 so hes really really bogged down and slow with the new updates. It was slow before but now boarders on unplayable. I will try to see if the performance optimization of this mod will help him for the time being without upgrading his whole rig.
Im pretty sure that shadow resolution you can change with ingame World Editor lol
You can, but imagine having to resort to the World Editor to change any other graphical setting 💀
I was literally playing BeamNG today and I crashed because an orange barrier appears on a road out of nowhere. The recording thing BeamNG has showed it the entire time 💀💀💀💀💀💀💀💀
We need to take a note that the dev still hiddes the "ultimate graphic settings" like we see on the 0.27 release video.🤷♂️
What? Where?
Finally 50k likes. Can’t wait for those juicy mods.
you can also go into world editor to change the shads so that they are sharper. in fact you can do loads in world editor to change the look. like change the sky detail.
Reusing that old clip (which was how I first found you Lolol) was the most Muye thing ever
My laptop is going to get airtime with the amount fan speed it'll need to cool itself once I try this mod
Ah, the Crusader Kings graphics mod. The crossover I didn’t know I needed.
is there any way to improve quality of grass being loaded like stripes? I know that increasing resolution partially solves this, but to some degree, not fully. so at 1080p grass (and some trees) looks like fence or stripes or whatever you call it, until you come closer to make it fully load
this is one of the best mod showcase videos I've seen in a long long time, thank you MuYe
they fixed it after a year
yay
Thanks muye, now i can play bmng whilst cooking at the same time 😌
certified classic
this video screams “tell me you just bought a 4090, without telling me you just bought a 4090”
"it is as shrimple as that-" got me laughing
why is there seemingly not a part that says how to open the menu for this ?
The Fun thing you can change all of them in editor mode (for example the shadows sharpness)
"disable settings persistence" is a fancy way of "don't save settings in case I crash the game whist experimenting"
FPS-wise, i like how people built a plane, capable to fly above the clouds, but still are trying to get closer to space, where it makes no difference, apart from consuming more resourses.
60 is a live picture. You can get the double or triple death sentense, but you can only die once. "Loosing 144 to 70~ish" topic roughly resembles "deleting the badge on the Porsche to make it more aerodynamic". I know it does, but really..
13fps on lowest settings on 2.5k laptop 💀
2,500 dollars???? cap
@@mynameisname6162MacBook maybe?
Only way that makes sense
Probably has their display plugged into the motherboard.
@@josephjunagee4363 On a laptop…?
45fps on ultra settings with CK graphics mod on 2017 Razer Blade 14 gaming laptop for 1k
still cannot believe 2017 specs can run BeamNG ultra settings
So i clicked on your video, burped, then the intro burp hit and i strongly considered the possibility of me losing it.
I love this idea, so original 😍
Haha get out of here
I’ve never noticed any of these things before but now that I have they can’t be unseen.
Listen man, this game was never meant to be the way YOU personally desire. It was simplistic at first, yet with enough depth to entertain you for hours. The beauty of the game was also that you didn't need an insane rig in order to play it. Its come a long way already, and its more then enough for 99 percent of the people who play it.
How does gatekeeping features the game already has help people play it on lower end hardware? Nobody's forcing you to use max settings if your rig can't handle it.
i feel like each update i loose 5fps and everything is glitchier graphics wise. when i bought the game in 2020 it looked fine. but things like slow menus and stuff phasing through the car in cockpit view are most frustrating. i just want some simple smooth graphics and the rest, just make it a true to live driving sim.
I honestly quite like the way Beamng looks right now. I wouldn't want beamng looking like the next forza game with oversaturated reflections and where the main focus is graphics over physics. Beamng has a very original look and it distinguishes it from other games.
Imagine caring about shadows
Shadows are literally one of the main graphical affects
I'm a 3D Tech Artist that specializes in render pipelines. This guy is right to criticize things that seem to be a simple fix by "cranking up the numbers" in the game engine.
However, I'm not sure if he's joking or this guy has no clue about what he's talking about but expecting a real-time engine to have path-tracing is like expecting your toilet to shoot itself to space and orbit around the Earth while giving GPS data - It will never be possible.
As a side note for those who are interested in how ambient occlusion works: non-material Ambient Occlusion (or non baked AO) is a real-time screen space effect and it works by placing probes around mesh intersection points. The probes shoot ray's all around to check whether or not a ray intersects with another mesh - darkening the albedo if ray intersection is true. The improved AO simply adopts a probabilistic Monte Carlo method of averaging multiple ray samples over a period of time rather than true real-time sampling, ultimately producing a smoother AO effect.
Game engines use AO because, as I said, path-tracing is not possible in a real-time engine. AO's sole purpose is to "cheat" soft shadows in a 3D scene. In Global Illumination, soft shadows and bounced lighting go hand-in-hand and they are produced by modeling how a photon would behave in the real world. A photon, or a light ray would hit and bounce off a surface, lose some energy to the surface, scatter into multiple new directions and keep going until the light ray has completely run out of energy - gradually becoming darker with less color data until reaching total darkness. This is how physically accurate soft shadows are produced in the real-world and in path-tracing. It is also important to note that path-tracing and ray-tracing are two completely different techniques of calculating illumination in a 3D engine.
Disclaimer: I'm not affiliated with this game, I'm just annoyed that some read a sentence in wikipedia and throw around game engine technology terms they do not understand.
Tutorial starts at 13:30
Speaking of graphics, I still can't believe Driveclub on PS4 looks better than Gran Turismo 7 on PS5...
Ion kno man to me ur complaining about stuff most wouldn't notice
0:00 Well finally a TH-camr with a good intro! Not that shitty HEY GUYS WHATS UP EVERYBODY. A burp suffices!
wow, so original content
Haha get out of here
And here I thought my 2019 build with a Ryzen 5 2600X, 16GB RAM, and a water cooled 1060 from some company in Macau still counted as "midrange"
who is trying to hit 50k likes
Not me🫵🤣
i actually laughed out at the 'as shrimple as that' joke. Man what a fucking stupid drama that was from all sides
I cracked down so hard when saying it lmao
0:02 *shitty ps5 game* :(
Wow, thanks for this. One of the reasons I stopped playing Horizon 5 was my setup wasn't strong enough to run "extreme" settings, and all other settings included horrible pop-in.
I like how you used “how it’s made theme” in the video 👍 12:52
Im not over the How It's Made music chilling towards the end of this
6:59 "And if you're British, even to your teeth." The truth hurts. I need summa tha Modded Ambient Occlusion on these pearly yellows
Com'è fatto's music is a touch of art.
Its a game made for crashing cars they dont need hella high quality stuff on anything besides the cars and damage physics
It's mental to me that my computer can even run this game considering how old it is now, but I have played VR successfully, it looked like an N64 game and the pop-in was horrific, but it was playable, but I might see if this mod helps reduce the pop in. I mean, pacenotes are good but sometimes I can't see the corner the co-driver is describing because it's not rendered yet.
“A decent looking sky” don’t forget about the tire popping physics
Me with a PC that can't run high settings: "Yup, I wish the graphics could be better"
Me watching Muye complain about graphics while I have to turn down half of my settings 🗿
12:50 the "how it's made" opening music 😂😂
Thank you Muye, I can finally play BeamNG on my Dell Latitude D410
"But you can choose what ever you want. Even the power butto..." Genius ending!
Me putting the video quality at 2160p60, my 2020 iPad: AHHHHHHHHHHHHHHHHHH
Really helpful video, subscribed.
Weren't we able to change this settings a few versions ago? I remember having crippling performance drops because I messed too much with the LODs and shadow resolutions...