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BeamNG.drive adopts PBR textures

The developers of BeamNG.drive preferred a video rather than a long technical talk to illustrate the upcoming integration of PBR textures and an upcoming lighting review in the game.

PBR textures (Phystically Based Rendering) are on the rise. All games in search of realism integrate these renderings based on the physical characteristics of materials, the majority of graphics engines supporting them. This was clearly not the case with the beamNG.drive engine, until now. In this short video, we can see the work done on paints, tires, and interior plastics, but also headlight plastics, which have light reflection and scattering effects specific to each. For a title that always wants to go further in realism, this graphic update is welcome.

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The headlight plastics have a rougher appearance than before, while the reflections, and especially the light diffusion of the paintings, are much more marked.

And there was light

But this texture system only really expresses itself with adequate lighting. This is why the developers have also revised the mood and specular light. The rendering is more contrasted and coherent, with reflections on the bodywork that take into account the color and the radius of incidence of the lighting, creating more realistic glare effects and more marked shadows. On the video, we can see that it puts more emphasis on the small details, whether on the sets or the interior views.

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PBR textures take into account the reflection capacities specific to each material. Here the tires shine and reflect the lighting.

For the moment, no date has been communicated on the arrival of this update 0.23.