BeamNG Receives Biggest Update to Date

BeamNG 027 Update 01.jpg
BeamNG has been updated to version 0.27, which adds new content and several gameplay and physics improvements.

BeamNG's 0.27 update is touted as its biggest to date. There is a bias toward off-road driving in this update, with no fewer than five new off-road vehicles on offer, and a mountainous desert map known as Johnson Valley to explore.

The perception of BeamNG as a legitimate driving simulator and not just a crash simulator has increased significantly in recent updates. The relentless dedication to vehicle physics established early within the title has served as a perfect platform to create a realistic driving feel for its growing list of content.


Unsurprisingly, a number of physics and gameplay updates also await players as part of the 0.27 build. Customizable bypass shock absorbers, revised EV modelling, 31 new missions, refueling in the Johnson Valley map, and improvements to audio filtering and the bloom effect.

Let us know your thoughts on this update, or anything else BeamNG related, in the comments below. What is your favourite thing about this title? What do you hope they improve in the future?
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Having a play with adding another vehicle in the view to use the headlights on the second vehicle to kick a bit more light into the shade side of the posed Rock Basher....much like adding a 'Reflector' in Photography to add fill light in the shadow areas.
I find this interesting anyway;):geek::redface:

1st Screenshot of Rock Basher, closest side in the shadows.
View attachment 625843

2nd Screenshot added a Stambecco with Headlights turned on to add some fill light to the shade side.
View attachment 625844

3rd Screenshot showing position of Stambecco with lights on
View attachment 625845

hit F11 to start up the editor and drag some lights in to where you need them, might be easier? I dont know how but looks like copy-pasta from an existing light is possible, just double click your PLAYER in the tree, copy his XYZ co-ords down, then copy paste a light in the tree and edit in the YXZ of your PLAYER. tweak to taste? i see you can even change the colour of the light etc .. might need to look into beamng modding, they certainly made enough tools available.
1671943046951.png
 
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On many maps I'm happy to get 50-60 fps on low, 40 fps with reduced traffic like Italy on 1440p, 49". Switching from 2080 to 3080 didn't do any improvement and upgrading my i7 10700k to a 13700k would in the best scenario give me 30% better framerates. Certainly not enough running VR and the devs should really start optimising their content. AC-conversions like the Nordschleife and Spa run about 3x better than similar BeamNG content. For me it seems that trackside objects have way too many polygons and if VR has one problem is rendering too complex mesh objects. So no way VR will be playable with this bad graphics optimisation and just surprised nobody is mentioning the elephant in the room. Only the desert maps provide reasonable performance and it seems major incompetence is the reason for that. They should ask this Kirby who did the AC-conversions to do their job. His first Nürburgring version had similar bad fps and than performance tripled without obvious graphic reductions.
Performance update: I've switched to a i5 13600k yesterday that should be 25% faster in games according to UserBenchmark, but no improvement in BeamNG compare to my old build with active XMP-memory-overclocking (about 55 fps on Italy with traffic). But I wasn't running XMP with the new chip and once activated the default-profile in the bios I got a nice boost in performance, now running around 70 fps average on Italy with traffic and default graphic-settings. So memory-speed seems the bottleneck in BeamNG and I'm still running the default 3200 Mhz, just with better timings. CPU comes 2nd (or probably rather hand in hand) while almost no improvement after my GPU-upgrade.
 
I gather recommendation for 32GB memory slipped by most :whistling:
Definitely better with, much the same as rF2.
 
I gather recommendation for 32GB memory slipped by most :whistling:
Definitely better with, much the same as rF2.
maybe a good point I'm running 64gb @ 3600 and i dont have the issues some are running into. I'll see how much ram it consumes next time i fire it up i guess. Ram is super cheap nowadays anyhow.
 
It is like rF2 with big fields heavy settings and heavy replays it uses most of 16GB
So to have lots spare for multi task browser apps tools steam etc is handy.
32GB in rF2 I notice after long sessions it drops back to ui faster where as
16Gb it used to hang-up / grey screen.
Also swapping out multiple chunks of physical ram is faster then swapping out virtual.
Still no other sim recommends 32GB ( don't quote me ) so understandable to overlook.
 
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Still no other sim recommends 32GB ( don't quote me ) so understandable to overlook.
Well I will be a monkeys uncle ( pass the bananas please )
RF2 now recommends 32GB memory, I knew it wasn't placebo ! :p

RF2 REC SPECS.jpg
 
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What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


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