The Secret BeamNG Setting No One Is Talking About

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Published 2023-05-10
BeamNG's graphics have had a massive glow up, but some things just do not make sense
But as with all things, there is a solution, and it fixes almost all of its issues

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All Comments (21)
  • @MuYe
    Your computer be like :_JackCry:
  • It's like when you think you're seeing fine but it turns out you needed glasses and now you see everything in 4K
  • 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.
  • @Neilogical
    Car Killer also made the photo studio map that i use for like half my thumbnails lol
  • @Mt.Everest
    Most of these settings are able to be edited in the map Editor.
  • 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.
  • @adasdasas9405
    i always wanted to crash a car with realistic physics in 69k
  • @profanedgod
    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
  • @klaussfreire
    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.
  • @gamlng36
    Thank you, now I can have true max graphics with my pentium 4 integrated graphics :_TrollHappy:
  • @quinnobi42
    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.
  • @BADBADGER18
    You can actually increase the resolution of the shadows in the world editor under the “sunsky” tab
  • @MIGGET
    He really used the How Its Made theme when showcasing the medium end pc.......I love it. Absolute masterpiece.
  • 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)
  • @bullet4346
    Certainly one of the muye videos ever made
  • excited for the vulkan api update, should significantly reduce CPU Overhead on the graphics side freeing up performance for more frames
  • @plasuma
    that "it is as shrimple as that" really fcking cracked me up.. for reasons, of course