BeamNG.drive is a vehicle simulation game developed and published by Bremen-based video game developer BeamNG GmbH. The game features soft-body physics to simulate realistic handling and damage to vehicles.[1][2][3]
The game was initially released as a tech demo on 3 August 2013 along with paid access to an alpha, and was later made available on Steam Early Access for Microsoft Windows on 29 May 2015. BeamNG also develops a fork of the game designed for education as well as industrial and academic research entitled BeamNG.tech.[4]
BeamNG.drive features various gameplay modes and scenarios such as campaigns, time trials, as well as a freeroam mode. Campaigns are collections of small scenarios based on specific themes, including races, chases and stunts. In time trials, the player selects a vehicle, map, and route, and competes against their own best time. In freeroam, players can explore and experiment with maps, allowing them to operate, place, and manipulate objects and vehicles within the map. They can also change environmental properties such as gravity and wind. Players can utilize various objects ranging from road barriers to weapons such as cannons in order to inflict damage on other vehicles.
BeamNG does not include real vehicle manufacturers due to licensing costs, however, included vehicles resemble various real-life vehicles, such as ETK resembling BMW or Gavril resembling Ford. With the use of mods, real cars could be added. In-game brands and vehicles have fictional origin stories attached to them. The vehicle selection is being extended every few releases.
As of alpha release 0.26, the game features an experimental version of a career mode accessed by clicking the main menu button labeled "Career (coming soon)". This gameplay mode features four career progress trackers: Motorsports, Laborer, Specialized, and Adventurer. Completing missions awards the player in-game currency and two types of experience points: Branch EXP, which is experience points gained within specific branches, and Beam EXP, the overall amount of experience points. On September 20, 2023, with the release of update 0.30, the career mode was completely updated - now including a tutorial and uses for the Branch EXP and Beam EXP systems. Starting with 0.30, players may buy cars with an in-game currency called BeamBucks and customize them (both features early in progress).[5] Career saves created 0.26 through 0.29 are incompatible with 0.30 and later.
BeamNG.drive uses soft-body physics to simulate vehicle dynamics and collisions between objects and vehicles.[2][6][3] Algorithms have been created and optimized for the game's physics system.[7] The game relies heavily on code in Lua, and uses packets of local data using the Lua network system while the game is running. The game's engine calculates physics equations and problems in real-time during gameplay.
Vehicles in the game consist of a soft-body node-beam structure similar to those in Rigs of Rods. Node-beam structures are represented in a JSON-like text file format, called JBeam.[8] The physics engine simulates a network of interconnected nodes and beams, which combine to form an invisible skeleton of a vehicle with realistic weights and masses. In terms of soft-body physics, vehicles realistically flex and deform as stress, such as impacts from collisions, is applied to the skeleton.[9][10] Aside from body deformation, various other types of damage are simulated such as degraded engines, detached doors and shattered windows. If a vehicle is severely damaged, the engine may fail, rendering the vehicle unusable; additionally, the vehicle will also fail from overloading the driveshaft, clutch, and other important components that can result in catastrophic failure to the vehicle. Tires can be blown out and fuel tanks may explode after an excessive number of collisions or due to a direct hit to the rear of the vehicle.
BeamNG.drive has native modding support, and mods can be installed from an officially maintained mod repository which can be accessed both from the website and within the game itself. The mod manager automatically checks for updates and partially manages dependencies.[11] The mod repository's policies prohibit the modification of core game files.[12] The game also accepts mods from outside the repository, however such mods do not get automatically updated by the game mod manager.
In 2011, some Rigs of Rods developers gathered and decided to improve upon the open-source software with a new product.[13] BeamNG opened its website, beamng.com, on 8 May 2012 to deliver news of the game's development.[14] On 28 May 2012, BeamNG released a YouTube video entitled "Revolutionary soft-body physics in CryEngine3" that featured the vehicle deformation technology. The video, according to Marketing and Communications manager Nataliia Dmytriievska, got over one million views overnight.[13][9] Originally, BeamNG.drive was to be based on CryEngine 3, but its use in a driving game uncovered numerous bugs, leading development to be rolled over to Torque 3D.[15]
On 15 June 2018, BeamNG announced a partnership with Camshaft Software, developers of Automation, revealing the addition of an exporter feature that allows players to export vehicles made within Automation as fully drivable vehicles in BeamNG.drive.[21]
On 25 April 2022, BeamNG announced they were ceasing development of the 32-bit branch as of alpha release 0.25. They stated that less than 0.5% of players were using the 32-bit version and that the decision will speed up the game's development and allow the developers to take full advantage of newer technologies.[22] The latest 32-bit public release branch is 0.23.5.2.[a]
is someone out there playing BeamNG Drive with an RX 6800 and confirm that it is working without errors `? On my new build BeamNG is constantly crashing the system to a black screen. I switched my 700W power supply to an 850W psu which didn't changed anything. I also swapped the RX 6800 out to an RX580 which runs fine. So I'm pretty sure it is the graphics card in combination with BeamNG. Everything else is running fine!
The BeamNG support couldn't help me either, so I just like to hear if someone of you tried BeamNG with an RX 6800 without problems.
Did you try manually setting the min/max GPU clocks to within 100Mhz and turning off the zero RPM fan option? See my post on RX 6800 Impressive for what I set mine to and have no game issues. It may also need PysX from Nvidia to run properly. You'll need to search that out. I had to do it for NFS Shift 2 that wouldn't run without crashing to black screen. I think I simply downloaded it from Nvidia, just PhysX not the entire driver for a card. Your game uses the Torque game engine and it needs PsyX most likely to run correctly.
Hey there, Yes i tried setting the clock within 100Mhz of Max and zero RPM is always off. Even with the min clock set to 100Mhz within the Max Clock the GPU had an max clock around 1300Mhz while playing. My card is sadly not as good as yours and doesn't run on that high clocks.
Try downloading PysX from Nvidia. It's a standalone component and is open source. It won't affect the AMD driver. To be clear, it only does this with this game? Also, don't copy my setting per se, just leave your max gpu clock alone and move only the minimum clock up. Most RX 6800's as reference cards won't hit 2500, more like 2300 on the max end. The VRAM is in it's own world where 90% of cards can only do 2100 max but it's perfectly fine to not bother with VRAM period. Turning off zero RPM should affect nothing but temps. Being you have an OC type "partner" card, defective card is a possibility but I'd say you'd need to have multiple game failures for that.
I didn't just copied your settings, I dialed in my max clock but also tried it with stock clock and just raised min clock. I tested RAM and reseated it. Didn't changed anything. Isn't the game installing PhysX on its own ?
BTW: Thank you for all the tips, but please don't waste your time. I'm kinda sure that it is not an Hardware Problem, what I wanted to find out in the first place. Now I'm really just searching for someone who runs a RX 6800 with BeamNG to find out, if it is the game in general or if it's just at me to further rule out an hardware issue!
PysX is not included with the game. It's coded into it and primarily Nvidia's thing but it is open source meaning older AMD cards used it. I mean way older cards. I can download Beaming but the fact that you say some Battlefield crashes happen tells the story. You do have another issue of some kind. My Battlefield games do not crash at al, nor do any title I own. No one else is reporting a problem on Steam about this issue either, so it's either a PhysX thing or RAM OC settings a very strong possibility. I had a crashing problem develop over time that indeed turned out to be me pushing the IF to 1866 to match my 3733 RAM. I needed to use DRAMCalc to find better timings and custom calculate the tRFC to fix it. I now run at 3600 RAM, 1800 IF, CL16 and custom sub timings.
I found it to be far better than Memtest x86 and I bought the Deluxe version so I could test all the RAM, CPU cache for a longer time period, and to be able to make a bootable version. I found errors after the 100% coverage mark or my 16GB's RAM. Failures due to RAM timing can happen intermittently and be extremely difficult to figure out by trial and error. It may only affect one game.
At any rate, you answered your own question in that it's not hardware in the sense of anything defective other than possibly an OC setting. Apparently no one runs that specific game on here, however after looking at who makes the game engine, etc. the game is a 2013 remake and still uses the Torque engine which uses PhysX. Software wise, it may be a hidden solution. Given the other info about Battlefield crashing and the RAM OC, I'd go that way first. Never a waste of time to ask a question here for us, only for you if you don't like the answers.
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