Column: Is Bringing BeamNG.drive To Consoles An Impossible Task?

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Ever since its early-access launch in 2015, BeamNG.drive has stood as one of the most advanced soft-body physics simulation games on the PC games market. With the landscape of sim racing and simulation titles evolving and demand for console ports of PC-exclusive titles growing, could BeamNG.drive ever find itself available to console gamers?

BeamNG.drive has been pulling in fans for years, especially sim racers looking for the next big thing. The new rally and drifting update hints give us hope for the future, but what about the console racing crowd? Some have been waiting years for a BeamNG.drive release. Is it ever going to materialize?

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BeamNG.drive on low settings still showcases impressive lighting and shadows.

The challenges of a console port​

While the idea of BeamNG.drive on consoles excites many current and potential fans, there are several significant obstacles. The game relies on an incredibly advanced physics engine that demands high computational power that asks a lot of high-end PC setups. The game can push modern computing hardware to its limits, especially if it is not top-of-the-line, so a port of BeamNG.drive to consoles would have to be a severely diluted interpretation of the sandbox simulator.

The open modding ecosystem is an arguably essential aspect of BeamNG.drive, where players can create and share custom cars, maps, scenarios and apps. To shoot another arrow into the console crowd's hopes of seeing BeamNG.drive on their platform of choice, a console version would need to introduce built-in mod support or implement a curated content system—an almost impossible task on the scale of the BeamNG.drive mod repository.

Next-Gen Consoles: Why are they not a turning point?​

Even with the current processing power of the latest generation of consoles, such as the PlayStation 5 Pro, a BeamNG.drive port is still far from a technical standpoint.

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BeamNG.drive on low settings still showcases impressive lighting and shadows.

The PlayStation 5 and Xbox Series X boast significantly upgraded CPUs and GPUs, but they are still incapable of handling BeamNG.drive's advanced physics calculations. In a world where the game could run on consoles, an additional SSD storage would have to be included to help with loading large maps and assets, making the gameplay experience even less seamless, something that attracts millions of payers to consoles in the first place.

BeamNG.drive to console: An impossible mission, or simply a façade for something new?​

While the developers at BeamNG.drive have remained largely silent on a console port, they have expressed interest in expanding the game's reach. In past Q&A sessions, they acknowledged the demand for a console release but cited technical challenges as the primary hurdle in making feasible progress.

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Off-road Autobello Piccolina configuration. Image: BeamNG.drive

The hardworking and passionate team behind BeamNG.drive has slightly slowed down its update cycle and, according to our sources, is seeking collaborations in several areas across the company, including Cross-Platform UI/UX Solutions and Licensing.

This could mean that the team behind BeamNG.drive is considering creating a separate entity for a console release, which resembles BeamNG.drive but has console-friendly running requirements.

At this point, BeamNG.drive remains a PC-exclusive title with no official confirmation or expansion on a console release. However, as technology advances and player demand increases, the possibility of seeing this popular physics simulator on PlayStation and Xbox is not entirely out of the question, albeit in another form.

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Multiple vehicles could cause serious performance issues on consoles. Image: BeamNG.drive

This is purely speculation, the product of a late Saturday night spent piecing together jigsaw puzzle pieces that could eventually lead to nothing. However, one thing is clear: console gamers are ready to experience the thrill of soft-body physics simulation, and the team behind BeamNG.drive could be the ones to offer that in the future.

Would you play BeamNG.drive or an equivalent title on consoles? Let us know your thoughts in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

The PlayStation 5 and Xbox Series X boast significantly upgraded CPUs and GPUs, but they are still incapable of handling BeamNG.drive's advanced physics calculations. In a world where the game could run on consoles, an additional SSD storage would have to be included to help with loading large maps and assets, making the gameplay experience even less seamless, something that attracts millions of payers to consoles in the first place.
These are assumptions which sound plain wrong and are based on what exactly?
 
OverTake
Premium
These are assumptions which sound plain wrong and are based on what exactly?
The assumption is based on how SSDs work; a bigger and better SSD would help consoles load the amount of data present in BeamNG. In a hypothetical world, of course, because we all know that probably won't happen!
 
OverTake
Premium
I still don't get it. Why consoles would need bigger and better SSDs when they have big and fast SSDs already. Why would they be incapable of handling the physics calculations?
Compared to an average PC that can run BeamNG, the SSDs in the consoles are pretty weak. They were just one example of hardware that would need upgrading :)
 
Compared to an average PC that can run BeamNG, the SSDs in the consoles are pretty weak. They were just one example of hardware that would need upgrading :)
I am sorry but I am with Kelvin on this one. Aren't consoles the ones that need a pretty fast NVME as minimum to be even compatible? While for PC one can get cheaper SATA SSDs with lower speeds? (And things still work fine)
 
Premium
How much RAM do modern consoles have? Beam is a memory hog, 16 gig is bare minimum to play on a PC. Maybe they have enough, I don't know. I don't have a modern console.

Either way, the game would need serious optimization to play at a decent frame rate on a console. It would be great if they could make it work. It would sell millions of copies.
 
As soon as games go to console they start dumbing down the PC versions to accommodate the lack of buttons and graphics ability.
 
If it can run on my Laptop from 2017 (940MX - 8 GB RAM), though with heavy limitations, graphics set to lowest and only one car; and on my current (below average) PC (GTX 1050 - 8GB RAM) with not minimum graphics and around 4-5 cars, then a modern console should easily tackle the challange.
 
Premium
If it can run on my Laptop from 2017 (940MX - 8 GB RAM), though with heavy limitations, graphics set to lowest and only one car; and on my current (below average) PC (GTX 1050 - 8GB RAM) with not minimum graphics and around 4-5 cars, then a modern console should easily tackle the challange.
Yes, but most people won't want to play with "heavy limitations". They will want what they see on youtube videos.
 
Premium
Hmmm, seems basic facts make it clear, there is zero technical limitation.

An 8TB 7500mb/s NVME SSDs on PS5 Pro are more than capable and better than 95% of the slow AF storage in PCs based on steam hardware surveys.

7800X3D is an 8 core Zen 4 chip, so hte PS5 has 8 cores and a few less clock cycles and gen revisions back.

GPU is 9070 slightly lesser comparably though with 40 CUs on the PS5Pro versus 56 on the 9070.

Then the requirements make it abundantly clear it is beyond the recommended specs minus the ram. This would likely need implementing/improving streaming from the SSD to be a non issue, or constraints on content to "fit"

Computational complexity is not an issue.

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Premium
Sidenote, it's a shame consoles don't have cartridges anymore. The old games that needed extra memory would include soldered extra memory chips. Having a beamNG.drive cartridge to plug in with an extra 32GB DDR5 ram memory module ( ~$75 retail bump ) and having near zero load times...
Bianca Bustamante GIF by Prema Team
 
Porting to console is the end of the game as pc sim. Than it will become arcade crap with aweful menu ui structure. So I hope its impossible
 
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Next generation of consoles it might be a possibility... Might...

Given the financial state of things on a global scale... The impossible task might be simply affording one of those next gen consoles...
 
I don't think its the fault of the consoles that PC games are so poorly optimized.

Sure, if they were ported over, They would be unplayable, But dedicated console developers have achieved some acceptable results with lesser titles.
 
Premium
Sidenote, it's a shame consoles don't have cartridges anymore. The old games that needed extra memory would include soldered extra memory chips. Having a beamNG.drive cartridge to plug in with an extra 32GB DDR5 ram memory module ( ~$75 retail bump ) and having near zero load times...
Bianca Bustamante GIF by Prema Team
Games are too big for that now. Taking 100 to 300GB is no exception anymore.
The slots would wear out too, from replacing.
How about buying a larger SSD for a few tenners.
 
Premium
Next generation of consoles it might be a possibility... Might...

Given the financial state of things on a global scale... The impossible task might be simply affording one of those next gen consoles...
A Playstation 5 would do fine for this.
They can do many more drawcalls than your average gaming PC.
Even with lesser hardware.
It's unified memory is large enough and super fast.
Doing a whopping 450GB/sec.
Where your average super deluxe gaming PC, its DDR5 memory does about 15 to 20 GB/sec max towards your CPU.
So you can't compare a console 1 on 1 with a PC.
Even if the hardware is similar.
 
A Playstation 5 would do fine for this.
They can do many more drawcalls than your average gaming PC.
Even with lesser hardware.
It's unified memory is large enough and super fast.
Doing a whopping 450GB/sec.
Where your average super deluxe gaming PC, its DDR5 memory does about 15 to 20 GB/sec max towards your CPU.
So you can't compare a console 1 on 1 with a PC.
Even if the hardware is similar.

You can't compare 1.1 but that however makes it harder to make a console port... Faster speeds can cause all types of havoc to a game with so much model vs physics interaction...

Just having the tyre sidewalls flex is enough to cause havoc on tyre models in other games that is different depending on how much FPS you run personally...

So I highly doubt a PS5 could handle BeamNG easily... After a year or 2 of development focused on that port alone... Maybe... But it's better to wait until the next consoles are released for a lot of reasons, chief among them economic ones...
 
Premium
iceWaiting's ExoCross and 4CPT physics: Fully-simulated chassis and suspension components and a soft-body tire model create realistic weight transfer and understeer/oversteer and runs on a steam deck.

Knowing the basics of profiling and how little computational slice physics takes up compared to rendering should be a fundamental knowledge before making unfounded doubts and random beliefs.
 

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