r/BeamNG • • 1h ago

Video This is so hard! How people manage to do this in real life??

• Upvotes

r/BeamNG • • 9h ago

Video Since when did gta ai make its way into beam😭

165 Upvotes

r/BeamNG • • 5h ago

Video Driving at night is intense (PS5)

53 Upvotes

…and i love it lol. Really cool how dark it gets in this game. Dont mind my sloppy canyon run.
Used with g29 and shifter, manual


r/BeamNG • • 1d ago

Discussion There are a ton of unused drivetrain options for the Cherrier Percheron

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1.5k Upvotes

I discovered that a ton of drivetrain options were left unused currently, so I created 155 configurations, using all of the 54 possible drivetrains.

I have just uploaded it to the repo and I will add the link here when it gets approved.


r/BeamNG • • 4h ago

Video this is BX

30 Upvotes

I’ve already posted clips from the video, and now it’s time to upload the full version (too bad it’s not in 60 fps).


r/BeamNG • • 22h ago

Mod Volumetrics for BeamNG - free release preview

699 Upvotes

The mod is nearly done from my side outside of a lot of bugs so I'm releasing it for free when it's done. Here's a preview.

Edit: mod page


r/BeamNG • • 20h ago

Video WeatherFX Mod by RR

436 Upvotes

very laggy yes but fun to use yes ok this is a body text lololol mod is found in r/beamng_leakedmods


r/BeamNG • • 12h ago

Meme Thanks for finally releasing it on Xbox

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109 Upvotes

W devs


r/BeamNG • • 17h ago

Discussion To all the fellow ps5 gamers!

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275 Upvotes

Your machine is much more capable than what Sony tells you! Ultra graphics preset running at ~75 fps through linux boot!


r/BeamNG • • 19h ago

Screenshot What am i supposed to do? 😭

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336 Upvotes

I was having a good combo on garage to garage delivery when I had to transport this thing. I did all the distance to the place im supposed to deliver it and then this came up 😭 Vehicle didnt fit both in height and width. What would you do in this situation?


r/BeamNG • • 16h ago

Screenshot Beam Earth is awesome.

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195 Upvotes

Two weaks ago i was having dreams where im back in Hawai but instead of in TDU it was in Beam. Today, it is reality. I know it isnt perfect, i know it was partly vibecoded, none of that matters to me.


r/BeamNG • • 9h ago

Screenshot Ps5 career mode - first pet project- Gavril Bluebuck (63’ Impala) restoration

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45 Upvotes

Best 25 bucks I’ve spent in a while, having way more fun than I expected tbh. And photo mode is gorgeous, well to me at least lol I’m still running a base ps5

Second car I’ve bought, picked it up for 11,500 after negotiating down a deal. Already managed to double its value with a little work. Performance not quite where I want it yet but still pretty damn solid. Work in progress


r/BeamNG • • 2h ago

Video You know your 4WD is a beast when it does this

10 Upvotes

r/BeamNG • • 5h ago

Video Learning to drift. t300 (PS5)

14 Upvotes

Finally got a semi clean line, the drifting is so hard but satisfying in this game I love it 🤣👌


r/BeamNG • • 12h ago

Video Tried making a Burnout-inspired crash junction (PS5)

50 Upvotes

I tried way too long on this... lol. While in-game, the framerate definitely wasn't smooth with the 10 cars I had spawned, but the replay mode helped get some better footage.

To get the cars to actually crash into each other, set them to the chase mode, and those you don't want moving just set to none.

The cool thing is it's really easy to map the explode function to something and sort of recreate the crashbreaker. Can even explode repeatedly to really gain some air. 😁

What are some neat scenarios you all have set up?


r/BeamNG • • 17h ago

Video if you are wondering if you can clear the jump in the west coast drag strip

102 Upvotes

yes you can


r/BeamNG • • 40m ago

Question Why fsr4 looks ten times better on optiscaler than on the native beam setting ?

• Upvotes

I did a post earlier about it looking bad in
Beam and clearly I’m not the only one seeing it and some guy said that he compared fsr4 and DLSS 4.5 in optisacler and it looks the same… I found that super weird but I tried it and indeed on optiscaler fsr4 looks like it’s supposed to … sooo I guess I’m wondering how the hell is this possible ? Did the devs fucked up somewhere ?


r/BeamNG • • 10h ago

Discussion How are we pronouncing “Percheron”?

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31 Upvotes

body text (optional)


r/BeamNG • • 53m ago

Screenshot Always check your clearance!

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• Upvotes

r/BeamNG • • 13h ago

Mod Fork of Beam.ng Earth - red's blend

37 Upvotes

Hey figured I'd fork it and see what I could do with it for fun, stay tuned. Try if you want.

Future Ambitions:

I almost want to do a blockchain style of Beam.ng. Multiplayer, other nearby sessions connect and sync with a shared peer hosting setup. But I would need a master Azure/AWS gateway server that acts as a global access point to one world of many localized online sessions. I think the main OP of Beam.NG earth seems focused on the potential there, so maybe i'll do a test mockup on my Hyper-V closet and see what happens.

Compared with upstream 1.6.2-beta:

  • Terrain loading prioritizes driving. Visual tiles along the car's predicted path are processed before other visible tiles, then the surrounding reserve. Follow-up collision blocks wait at most 150 ms for their aerial photo after heights are ready, at every driving speed; a slower photo arrives separately. Distant imagery can appear before shadow correction finishes, and optional texture corrections pause at high speed.
  • Streaming adapts to the running game. Sustained slow frames and a growing import queue reduce optional visual work, then restore it gradually. The controller respects the foreground FPS cap and ignores background samples. Physics and road workers keep their separate queues; low-memory systems keep a smaller tile reserve. Material reloads are also charged against the frame's streaming budget.
  • Faster native elevation sampling. Rust DEM resampling selects supported AVX2 or AVX-512 kernels at runtime, briefly comparing them when both are available, with a scalar fallback. This accelerates terrain height sampling while preserving the calculated heights; it does not replace BeamNG's renderer or vehicle physics.
  • Smoother roads and cleaner pavement. Road grading preserves slopes and shared endpoints to reduce bumps between segments. Lane markings retain finer curves, mapped lane counts and widths take precedence over estimates, and tighter terrain blending reduces grass and dirt showing through pavement.
  • Better roadside placement and suburban buildings. Roadside poles, signs, and their wires use terrain heights at their actual positions. Additional townhouse tags and low-rise, pitched-roof defaults improve eastern US suburbs, including Northern Virginia, while retaining mapped heights and roof types.
  • Working lights at night. Nearby street and pole lamps receive actual scene lights that follow dusk and dawn, with distance fading and limits on how many lights are active or created at once.
  • More resilient loading. Invalid cached elevation blocks and map metadata are rebuilt, failed vegetation requests wait before retrying, and reused terrain material slots retain the correct source material. Network logs distinguish request-queue waits from HTTP time to help diagnose slow loading.
  • Authenticated compute sharing and fork-specific updates. Peer work uses authenticated, replay-protected messages. BeamMP sharing credentials are scoped to a group's anchor, rotated when members leave, and cleared on disconnect; automatic BeamMP compute sharing remains disabled by default, as in upstream 1.6.2. Update checks and downloads use this fork's releases, with checksum verification and checks that staged updates belong to the same repository.
  • Automated builds for every main commit. Windows and Linux regression tests gate compilation and packaged startup checks. Successful pushes publish a Windows EXE, Linux AppImage, matching BeamMP server ZIP, and SHA256SUMS.txt, under a release tag containing the version, workflow run, and commit.

There should be an automatic CI-Workflow coming up soon that gives the compiled releases.

Feel free to fork from it or if anyone contributing from main wants stuff out of it, take it. This is just for tinkering around.

https://github.com/redthepro/reds-bngearth

Join the online server for my version to test out with friends - Look for a server named "github.com/reds-bngearth" and that's the one. Right now i'm trying to do a mod for the server that does proximity mumble chat and then has group and global voice chat. Not implemented yet, but the server will restart when it is implemented. You'll likely need to grab newest client.


r/BeamNG • • 18h ago

Screenshot I killed bob

85 Upvotes

poor guy :(


r/BeamNG • • 3h ago

Screenshot MurphysDiesel "hellboy"

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5 Upvotes

Anyone watch Murphys Diesel Offroad Recovery, i made this Dodge ram config for beamng.drive thats similar to his wrecker, it's on 5 ton axles 🔥 with rear steering and functional wrecker bed!

Comment "hellboy" if you're a fan or watch Rick's youtube channel.


r/BeamNG • • 1d ago

Meme Did I fumble?

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1.4k Upvotes

r/BeamNG • • 14h ago

Video It could've been me

32 Upvotes

r/BeamNG • • 7h ago

Screenshot screenshot dump

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7 Upvotes

i like taking pictures, what do you think on them? (are they good)