BeamNG.drive VR Guide: Is It Any Good Or Does it Crash Out?

BeamNG.drive VR Guide.jpg
Image: BeamNG
BeamNG.drive is one of the most popular racing or car-based games on Steam every month. How does it hold up in VR, though?

Beam Next Generation, the Garry's Mod of driving simulators, or, as it is better (and officially) known, BeamNG.drive, is a soft-body, physics-based vehicle simulation with an extremely realistic crash model and highly realistic driving physics. VR implementation came late in the game so I wanted to test it out to see if it is any good, and what settings make sense as a baseline for acceptable performance.

I'm generally unafraid of complex sim software like BeamNG - my sim racing roots are in titles like rFactor 1 & 2, and I regularly fiddle around in Assetto Corsa with graphics and mods, these sims take time and a good amount of patience to get set up - so my rage-quit threshold is pretty high! This is why I'm slightly embarrassed to admit BeamNG is something I got into very recently, just a few weeks ago. Testing it out has always been on the backlog for years, but I somehow never found the time or energy. Until now!

BeamNG History​

BeamNG.drive has been around since 2015. Since then, it has amassed a gargantuan player base that regularly sustains 20k daily concurrent players. And occasionally, it even came close to 30k all-time concurrent players in the Steam charts, a truly out of this world achievement for a simulation.

One of the main attractions is the crash physics, the only sim that tries to accurately simulates the crumple zone and all kinds of parts damage. Unlike most other sims, you have to really look after your car. Because even taking what you think is slight damage can adversely affect the car in surprising ways and make it un-driveable.

But BeamNG unfairly gets put into the category of just a crash simulator - I say unfair because there are endless possibilities of game modes and physics experimentation, and just plain driving and racing to keep you busy. Want to drive with moon gravity? Want to hurl a car off a cliff and watch the hurling ball of fire, or just walk around the car in VR, pop open the hood and check out the engine? Want to deliver pizzas in a quaint Italian village, why not?

BeamNG_Drive_Main_Menu.png


BeamNG.drive in VR​

Official virtual reality support in BeamNG was only implemented in September of 2023. With VR compatibility come some very familiar challenges, mainly keeping performance from tanking. When compared to running on a flat screen, VR is vastly more resource intensive.

Any sim racing title that gets blessed with VR, either at release or later in the development cycle, has my interest. I'm always keen to try things out in virtual reality just for the experience. How well a sim runs in VR will determine if I end up spending time on it regularly. The time investment to set everything up properly for a new-to-me and somewhat complex title like BeamNG is not negligible. It requires testing and fiddling from the very start, not to mention getting to know the interface, which is not that intuitive.

The additional challenge of getting an acceptable frame rate in VR, just to avoid a jarring laggy experience, is most often the real time consuming part. While guides created by other players are extremely valuable resources, nothing replaces doing some of your own testing. So I thought I'd share my first findings and hopefully provide a few useful insights when starting out.

My PC Specs​

  • Graphics Card: Nvidia 3080ti
  • Processor: AMD Ryzen 7 7800X3D
  • 32GB RAM

VR Headset​

  • Playstation VR2 with PC adapter

SteamVR Settings​

  • 60% resolution is the highest I could run BeamNG without causing frame drops
  • Motion smoothing OFF
BeamNG_PSVR2_Steam_Settings.png


Nvidia Control Panel Settings​

  • Everything is left at default

Before Starting Up VR​

This guide assumes you know how to set up BeamNG in general, map your controls, set up your wheel and force feedback (FFB), and navigate the menus a bit.

Now we can get on with the VR focused bits. Although BeamNG has a very helpful documentation page for starting out, here are a few very basic steps before even getting started in VR that I've come across that might be helpful.

The HUD​

It's pretty important to be able to see the virtual tacho in cockpit view. This not the default, and confusingly the tacho disappears once you start driving.

To show and keep the tacho, you need to click on the top bar > UI APPS > VIEW APPS > then uncheck the Tacho widget where it says "Hide in Cockpit mode".

BeamNG_Tacho_UI_Apps.png


Not sure why they chose to hide that by default but it is a bit confusing when starting out.

BeamNG_Tacho.png


Controller setup: Press Pause!​

The very first thing I can recommend is to quickly learn to use the Pause button: the ESC key WILL NOT by default stop the game. This means in some cases just hitting ESC might leave your car rolling into a wall or ditch while you are messing around in the menus. On a direct drive wheel this can actually be quite dangerous! Opt to keep those precious opposable thumbs and get to know PAUSE, and preferably map it to a wheel button. I map PAUSE to the stick press on my Fanatec rim.

BeamNG_Controls_Pause.png


Force Feedback​

Again, if you're on a direct drive or a wheel that delivers a good amount of torque, keep the overall force LOW. I can't stress this enough. Even in game, BeamNG recommends to keep your thumbs out of the rim, so it must be for good reason! The FFB can spike abruptly and without much warning. In VR, this is even more important because of the lack of real-world visuals and subtle cues your wheel may give.

To help you with this, our very own @Connor Minniss wrote a useful guide on optimizing your FFB settings in BeamNG - check it out for optimal settings!

In-Game Graphics Settings for VR​

BeamNG has very nicely laid out documentation on their website with some VR optimization tips.
For sure worth a read if you can be bothered!

Spoiler alert: The game tends run best while in "re-projection", something I can confirm in my own testing. Why do I care and what does this mean, you might ask? The short of it is, if you have a moderate PC spec you'll want to set your headset to the highest refresh rate it has, for example 120hz for the PSVR2, because that refresh rate will be halved. So for 120hz you'll be running at 60 fps locked. If you set it to 90hz, well, you'll be getting a measly 45 fps.

Re-projection in BeamNG.drive basically equates to a much smoother experience with way with less judders and almost no dropped frames - can't drop what you don't have, am I right?

But seriously, my advice is to take the refresh rate hit at the expense of some visual crispness. I gave up trying to lower the graphics settings just to run at my headset's native refresh rate, even 90Hz (under 11ms) is almost impossible to sustain without constantly dropping frames. Dropped frames means very noticeable freezes, and in scenarios where there's a lot of car movement like off road, this will make you feel sick pretty quick!

I know what some of you VR veterans are saying: "This trade off is unacceptable! Re-projection is all things bad." I'm not at all a fan of it either and would never elect for it, however in BeamNG.drive, the re-projected image, with detail settings on high and full reflections, is arguably 10 times better than turning most settings down to low or off, which makes the whole scene look like Minecraft.

As a side note, although an important one, I also regularly test sims on the Oculus Quest 3 for comparison. For this test, I've skipped that as BeamNG recommends only using wireless VR with Quest because of "right eye stutter", which I can sadly confirm. That is a huge deal breaker. I have tried wireless and get all kinds of lags, stutters, and mushy steering input latency, so the Quest 3 did not come along for this one. I really hope this gets fixed in the near future.

Most settings need to be turned down or off to get under 11ms, therefore re-projection makes more sense as a compromise. The constant frame drops is clearly visible in the image below where I've set most every graphic setting to low or off, even when staying below 11ms.

Also easy to see in the image, the amount of detail lost in the graphics, which makes everything look dull and flat, not to mention all the pop-ins and texture weirdness it causes.


BeamNG_Graphics_Low_11ms2.png


So with that, I have opted for these general Graphics settings in-game:

Options > Display​

  • Mesh Quality HIGH
  • Texture Quality HIGH
  • Lighting Quality HIGH
  • Shadow Resolution HIGH
  • Shader Quality HIGH.
  • Shadow Visibility ALL
  • Shadow resolution Normal
  • Anti-aliasing mode SMAA which is recommended and looks better than FXAA.
  • Anisotropic Filtering 16x
  • Ambient Occlusion: Normal
  • Bloom is off: OFF I have never been a fan of bloom so mostly a personal visual preference
  • Light rays: ON Super important for immersion
  • Depth of Field: I systematically turn this OFF in most other titles. In BeamNG, however, DOF slightly blurs the textures when far away, making them less distracting when set to LOW.
  • Dynamic reflections ON
  • Detailed Mirrors OFF
  • VR resolution 75% - I experimented with setting this higher and it caused stutters and dropped frames

BeamNG_Graphics_Quality1.png


UI Settings​

Next, in the main menu, resize the UI. If you don't do this, while in VR the UI will be really far away with jaggy aliasing, and almost impossible to read the text. This took me a while to figure out.

Width and Curve​

BeamNG_Display_UI_Curve.png

Side note: At some point the whole UI and HUD disappeared in VR for me! I was never able to get it to show again in the headset. Quite frustrating as I have to constantly lift the headset to use the UI. Could be a button I pressed accidentally.

BeamNG.drive: How To Enable VR​

  • Start BeamNG via Steam
  • Choose "Launch Vulkan" for VR!

BeamNG_Choose_Vulcan.png


  • Once in game navigate to Display
  • Scroll down to the section Virtual Reality
  • Click Activate
  • And click Understood on the "early access and experimental" warning!

BeamNG_Activate_VR.png

BeamNG.drive VR: Testing & Impressions​

So where to even start with some basic performance testing? With a sim as vast and complex as BeamNG.drive, the possibilities are endless. So many diverse combos to try, plus mods, traffic, various game game modes...

For this guide, my focus is therefore mainly on the most commonly used in-game base maps and cars - and experimental rally stages of course, because rally! As with my last VR benchmarks on Assetto Corsa EVO I'm testing on the PSVR2, which has gloriously rich OLED displays. Below you will find some screenshots of the performance monitors for each map I'm testing on, which should give a rough idea of performance, but is by no means a very precise result. The objective here is to get a baseline and be able to enjoy BeamNG in VR without too many stutters and freezes.

A cross section of maps and stages makes sense. I decided on the following categories:
  • Heavy foliage
  • Desert
  • City map
  • The Experimental Rally Stages

BeamNG_VR_Guide.jpg

The Testing "Scenarios"​

Heavy Foliage​

Scenario: Mudslide Gladiator
BeamNGScenario_Mudslide_Gladiator.jpg


Observations:
Despite the jungle scene being very overloaded with leafy plants and trees, it is probably the worst case scenario in terms of the mix of shadows, lighting, reflections and textures, all close up and in abundance. However it still stays smooth thanks to steady old reprojection. The car movement on the other hand is so extreme even with lock to horizon at 75%, it is not ideal for those that suffer motion sickness easily. Thankfully I don't get motion sick in VR, but still, I'm not far off here!

Scenario: Jungle Gambler
BeamNG_Scenario_Jungle_Gambler.jpg


Observations:
Similar to Mudslide Gladiator Scenario above, this scene has very dense foliage which starts to weigh on the output, when you add the AI cars to that, the performance starts to drop and you see more dropped frames at regular intervals. An occasional dropped frame is something I can live with, but it is not ideal.

Desert / Open Landscape​

Scenario: Desert Rally
Scenario_Desert_Rally.jpg


Observations:
The desert scene runs really smooth, of course there is not much around to have to render, so not a shock. The very occasional dropped frame is all I noticed. I did manage to flip the car on its side and break the windshield, the desert looks quite stunning like that!

City and Buildings​

Scenario: Garage to Garage Delivery USA
BeamNG_Garage_to_Garage_Delivery.jpg


Observations:
City scenes in base game BeamNG look unsurprisingly basic, a bit flat and lifeless, but it still works to simply convey an urban environment. Framerate is stable but it struggles a bit the moment any other cars are around. I could imagine if a city scene is highly detailed it would really struggle to stay below the threshold before it starts dropping frames.

Scenario: Pizza Delivery
BeamNG_Scenarioo_Pizza_Delivery.jpg


Observations:
How can I pass up delivering pizza in a quaint Italian village? No big performance issues, just a couple dropped frames, but I didn't notice any freezes; the scene is pretty basic and there are no other cars so it makes sense. Driving down the stairs at the end ala Jason Bourne, is all I ever needed to do in a sim!

Experimental Rally Stages​

In anticipation of the new rally stages and further development announced in a sneak peek recently here at OverTake, it makes sense to try out the rally aspect of BeamNG. The developers seem to be really laying into the genre, and that is a good thing!

Rally: SS Clyde Peak
BeamNG_Scenario_SS_Clyde_Peak.jpg


Rally: SS Fatello-Norte
BeamNG_Scenario_SS_Fatello-Norte.jpg


Rally: SS Howler Pass

BeamNG_Scenario_SS_Howler_Pass.jpg


Observations:
All the rally stages are a blast and overall performance is smooth with minimal dropped frames and no noticeable stutters. The handling of the cars is engaging and rewarding especially in hairpins where the cockpit rolls around you into and out of the turns.

Additionally the environments and textures are highly detailed, as compared to other older base content, and therefore beautiful when the sun is low. The way the light spreads across the landscapes is stunning and immersive.

Conclusion​

The Driving Experience In VR​

Aside from the visuals in VR, BeamNG's driving physics and car movement is quite unique, it demands respect and finesse. And VR really takes advantage of this particular aspect of the sim: as the car moves around you it just conveys so nicely what it does in real life. The feeling of inertia and sweeping motion on acceleration in turns really comes through visually.

For me Gran Turismo 7 with the PSVR2 is the only other sim where road car movement feels so spot on, the result while driving looks ultra realistic because of all the subtle visual cues the car gives back. So far, BeamNG is the only PC sim I've tried in VR that gives this same sense of 'movement familiarity' particular to road cars. Most PC sims running road cars visually seem way too abrupt and choppy in the way they move, and therefore less convincing.

The Damage Model​

Damage is something I don't overly fixate on when driving a sim. In BeamNG, however, when you have a shunt any level of damage looks hauntingly realistic. You're trapped inside that cockpit with nowhere to move. Drive into a tree or a concrete barrier and watch as the entire front end come towards you crumpling in. Big crashes are a very jarring experience at first - especially if you have ever been in any kind of real car accident. Damage like this adds to the sense of realism, and danger.

What It Lacks Specifically For VR​

Dog Car GIF


So the immersion is there for sure, but if I have one thing I feel is really missing, that would be an in-car driver animation. In VR, as we all know, the driver animation is incredibly important that for feeling like you're in that car turning the wheel yourself, the driver hands become your hands. So not having any is something hard to get used to. It takes me back to Codemaster's first DiRT RallyVR years back, where if you enabled the driver animation cam it caused a huge performance drop. I did get used to the phantom empty car, but given the choice, I want some arms and hands!

As a side note / observation, I can see why it would be tricky in BeamNG.drive to include a driver, possibly because of the crash physics and the ethical question of what to do with a driver animation in a wrecked car.

User Friendliness​

Lastly, to the overall user friendliness in VR. BeamNG's UI is tricky to navigate through and understand the basic settings at first, but not impossible. Once you know what you're doing it's pretty straight forward. Admittedly I did have to watch multiple YouTube videos to piece together some of the basics.

Another aspect that's truly immersive that you don't see in many VR sims (aside from AC, which has a VR addons mod) is the car interaction in first person via the motion controllers or keyboard and mouse. You can walk around, open doors, pop the hood, trunk, hatch etc, even jump on your car and break the windshield and dent the hood. Of course I didn't do that! Walking around the car and literally hopping in and taking off is-just-cool.

Performance​

Performance-wise it would be a bit unfair to rate a 10 year-old game on today's VR standards. On the other hand, VR wasn't added that long ago, so it might be further optimized or get additional options. As of right now, VR is still more on the experimental side, as the in-game pop up politely warns you.

The fact re-projection is a requirement for steady image quality is a point against it, but it won't not stop me driving BeamNG regularly. The day VR is further optimized (or I get a better GPU) I will gladly shut reprojection off for good!

Final Word​

Is BeamNG.drive a fun, worthwhile, rewarding experience in VR?

YES!

Does it satisfy some need that is not already fulfilled by another sim out there?

My answer to that is: Probably! BeamNG is hard to compare to anything else, because there is hardly anything else like it.

What are your experiences in BeamNG.drive in VR? Did this guide help you? Let us know in the comments below and join the discussion in our BeamNG.drive forum!
About author
Christopher E
Project & Community Manager here at OverTake.
Long time simracing aficionado, and former producer on rFactor2 / Studio 397/ Motorsport Games. I've worked in simracing for over a decade, and have never stopped enjoying it!

Comments

Premium
I don't go along with this driver animation being important.

When is the last time you watched yourself driving, for real.

That is why you have switch to turn off virtual mirror wheel hands crap.
 
Last edited:
I don't go along with this driver animation being important.
Same. When driving in BeanMG on my wheel, I even turn off the ingame steering wheel as I find it a bit disorienting to see my own wheel & the ingame one (especially when both use a different steering ratio)
 
Premium
In some other sim dat do VR and if the driver animation is done right, my mind gets tricked, as if im looking at my own arms in VR.
For paddle shifting it's ok. But H shifting it's always half a second behind.
Breaking the immersion a lot.
Would be great if hand and arm movement is tracked also... in a not too far away universe.
 
Premium
I drive rF2 Longford through night I feel coldest just before dawn :laugh:
I drive it in AC I feel absolutely nothing.
Your mind tricks you into thinking that.
It's no different to arms or virtual mirrors to me, they just spoil my immersion.
I mean if that's what turns you on do it.
 
Last edited:
OverTake
Premium
Same. When driving in BeanMG on my wheel, I even turn off the ingame steering wheel as I find it a bit disorienting to see my own wheel & the ingame one (especially when both use a different steering ratio)
I'm curious are you talking about in VR? Because in VR normally your wouldn't see your own wheel, just the virtual one in the headset. When I drive on a flat screen I agree it makes sense to turn off the on-screen wheel and driver animation :)
 
Even in VR (in other sims) I turn off hands and leave wheel set to static so it doesn't turn. You get used to it.
 
Premium
Escaping the Flood in the VR article should be quite interesting. Just like delivering pizza.. with a lot of glances to see if the rising water is nipping at the tailpipe...
 
Premium
Absolutely brilliant article 'Christopher E', top marks:)

Although I haven't tried VR myself, it's exciting to see BeamNG continuously integrating and enhancing it alongside the game's development. BeamNG stands out as a unique simulation, diverging from the conventional racing sim formula. It's a matter of personal preference; you either love it or you don't;)
 
In some other sim dat do VR and if the driver animation is done right, my mind gets tricked, as if im looking at my own arms in VR.
For paddle shifting it's ok. But H shifting it's always half a second behind.
Breaking the immersion a lot.
Would be great if hand and arm movement is tracked also... in a not too far away universe.
One part agrees with you the other part knows i will be flipping everybody off..
 
I'm curious are you talking about in VR? Because in VR normally your wouldn't see your own wheel, just the virtual one in the headset. When I drive on a flat screen I agree it makes sense to turn off the on-screen wheel and driver animation :)
Talking about a flat screen usage in this case. In VR I think I would keep the steering wheel enabled but just disable the hands animation if a game has that; at the same time it depends on how fast-paced the game is that I'm playing as for something like ATS/ETS2 I don't really care about that where as in something like BeamNG, AC, iR etc. I would totally disable the hand/wheel animation, especially on a flat screen
 
Even in VR (in other sims) I turn off hands and leave wheel set to static so it doesn't turn. You get used to it.
Why? How is it immersive to be literally sat in the car but the wheel doesn't turn? I need everything as you see it if you were there, that includes body and hands.
 
So the immersion is there for sure, but if I have one thing I feel is really missing, that would be an in-car driver animation
Not coming. I want it too, but its not coming. I want to be able to not see driverless AI cars anywhere, but the game has decided to keep its age rating that it wont have anything, not even a shadow, not even a crash dummy, on the driver seats of any car.
 
Premium
Why? How is it immersive to be literally sat in the car but the wheel doesn't turn? I need everything as you see it if you were there, that includes body and hands.

Why ask why ? Persons opinion is their own no need for debate.

Well for mine in the real world you don't notice your steering wheel or hands unless you look at them.
Good way to have an accident ! :whistling:
I don't use wheels or hands so I never see them, VR would not change that, it's my Sim DNA for 20 years.
 
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Premium
P.S.

Another thing is unnatural is the wheel stays in focus.
If it was a blurry unless you were looking at it maybe would be better.


=======================

IDEA:
What we need is a sim engine with base VR and steering wheels are real time active so you could use buttons.
Then I would use them.

Instead of the real steering wheel they could match the most popular sim wheels to it.
Have view magnify wheel when you look direct at it to make key selection easier. :x3:
So I could have whatever Fanatec wheel I used in the car.

Another DD original out of the box idea 🤪
 
Last edited:
Why? How is it immersive to be literally sat in the car but the wheel doesn't turn? I need everything as you see it if you were there, that includes body and hands.

I change from VR to pancake quite a lot and it got annoying to constantly have to change the preferences. I tried without them and found I enjoy it much better without the distraction, even in VR. If I was VR only, I would probably leave them on.
 
P.S.

Another thing is unnatural is the wheel stays in focus.
If it was a blurry unless you were looking at it maybe would be better.


=======================

IDEA:
What we need is a sim engine with base VR and steering wheels are real time active so you could use buttons.
Then I would use them.

Instead of the real steering wheel they could match the most popular sim wheels to it.
Have view magnify wheel when you look direct at it to make key selection easier. :x3:
So I could have whatever Fanatec wheel I used in the car.

Another DD original out of the box idea 🤪

You can do pass-through now and see your actual wheel and button boxes, but the technology isn't that great yet. It's coming for sure.
 
I don't go along with this driver animation being important.

When is the last time you watched yourself driving, for real.

That is why you have switch to turn off virtual mirror wheel hands crap.
Started with VR somewhere around '15 and really committed in '16. Have been driving with the driver/hands disabled pretty much that whole time. More often than not the scale, grip and general positioning of the virtual driver do not match up to real life, nor do the animations. If you need to adjust your virtual seat, you end up offset from the virtual driver. Ends up taking me out of the experience more than putting me into it.

The human brain is pretty fascinating in how it observes and also creates reality. It does this neat thing where after the initial view of a "ghost" cockpit, your brain will start filling in the gaps and missing information. I don't notice that I have no hands/arms in VR because my brain tends to fill that gap itself and I can almost see my hands and arms in my head as I'm pushing around the track. Key is not to fixate on the lack of virtual arms and hands and instead focus on operating the vehicle like you would in real life.
 
Last edited:
Why ask why ? Persons opinion is their own no need for debate.

Well for mine in the real world you don't notice your steering wheel or hands unless you look at them.
Good way to have an accident ! :whistling:
I don't use wheels or hands so I never see them, VR would not change that, it's my Sim DNA for 20 years.
Of course you don't look at your hands while driving but you do. It's not like you physically don't see them, you just don't pay attention to them. If your hands were suddenly invisible while driving you'd notice straight away. I just find it odd to go the vr route and then remove things you do actually see.
 
Premium
"Crash out"? Been seeing that buzz term used so much lately. I remember it being called, "going postal".

But no, Beam did not go postal on me the one time I tried VR.
 

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