The core challenge in BeamNG is that the engine assigns each vehicle its own CPU core. If you spawn 8 cars but only have a 4-core CPU, the simulation speed will drop below 100% (Real-time). Modifying the configuration allows you to prioritize “Simplified Collision” and adjust the “Physics Update Frequency,” ensuring that even complex multi-car pileups maintain a smooth 1:1 simulation ratio.
Hardware Compatibility & Expectations
- CPU Core Count: The single most important factor. Total cars spawned = required threads for 100% speed.
- Physics Frequency: By default, the engine runs at 2000Hz. Lowering this via launch arguments can save “weak” CPUs, but it reduces collision accuracy.
- Vulkan Support: Using the Vulkan renderer (available in the launcher) often reduces CPU overhead, giving the physics engine more “breathing room” in heavy traffic.
Backup and Preparation
BeamNG’s settings are split between a .json for UI/Game settings and a .cs for engine parameters.
- Completely exit BeamNG.drive.
- Navigate to your User folder (path below).
- Copy the settings folder and save a backup to your desktop.
- Open settings.json with Notepad++.
File Location
The configuration file is located in your local user directory: C:\Users\%USERNAME%\AppData\Local\BeamNG.drive\[version]\settings\settings.json
Best Settings for Physics Performance
Search for these parameters in your settings.json. If they are not present, they can often be toggled in the Options > Gameplay menu to appear in the file:
{
"GraphicAntialiasing": "FXAA",
"GraphicMeshQuality": "Normal",
"GraphicLightingQuality": "Low",
"GraphicShadowsVisibility": "Partial",
"GraphicOverallQuality": "Custom",
"PhysicsSimplifiedCollision": true,
"TrafficPooling": true,
"MaxActiveVehicles": 3
}
Pro Tip: For advanced users, use the launch argument
-physicsfps 1000. This cuts the physics calculation frequency in half (from 2000Hz to 1000Hz), which can literally double your performance on older CPUs at the cost of slight “vibration” in high-speed crashes.
Key Parameters Explained
| Parameter | Recommended Value | Impact |
| PhysicsSimplifiedCollision | true | Uses a simpler hit-box for car-to-car impacts; saves massive CPU cycles. |
| TrafficPooling | true | Spawns a limited set of cars and “swaps” them out, keeping the CPU load constant. |
| GraphicLightingQuality | Low | Lowering lighting actually helps physics by reducing the “Inter-process” data transfer. |
| MaxActiveVehicles | [Core Count – 1] | Set this to one less than your CPU cores to leave room for the game engine. |
| Vulkan Renderer | (Launcher Toggle) | Drastically improves draw-call efficiency in CPU-bound scenarios. |
In-Game Settings vs. Config
To complement your physics-focused config, match these in-game Gameplay settings:
- Simplified Traffic: Ensure this is checked. It uses lower-fidelity physics models for AI cars.
- Sleep Entities: Set to ON. This stops physics calculations for cars that are far away or not moving.
- Dynamic Reflection: Set to OFF. This is a GPU setting, but it adds a tiny bit of “sync” latency to the CPU.
- High Performance Power Plan: In the “Other” tab, ensure the high-performance plan is active to prevent CPU downclocking.
Troubleshooting & Common Fixes
- Simulation Speed < 100%: This means your CPU is maxed out. Reduce the number of cars or use the
-physicsfpslaunch argument. - “Instability Detected”: This occurs if you set the physics frequency too low (below 1000Hz). The beams will “vibrate” and explode.
- Settings Resetting: BeamNG updates frequently. If your tweaks disappear, set the file to Read-only or re-apply after a major version update.
Frequently Asked Questions (FAQ)
Does RAM speed matter for physics?
Yes. Because the CPU is constantly moving “Node” data, faster RAM (3200MHz+) and dual-channel configurations significantly reduce the micro-stutters during heavy impacts.
Why use FXAA instead of SMAA?
SMAA is sharper, but FXAA is much faster to process. In a game where the CPU is the bottleneck, saving every millisecond of “frame time” helps the physics engine stay in sync.
Is the Vulkan renderer stable?
It is getting better with every update. If you have an AMD or modern NVIDIA GPU, Vulkan can provide a 20-30% FPS boost in traffic-heavy maps like West Coast USA.
Conclusion and Expected Results
By manually refining your settings.json and utilizing the -physicsfps argument, you are re-balancing the load between your GPU and CPU. You can expect a consistent 100% simulation speed, the ability to spawn more AI traffic, and reduced input lag during high-speed maneuvers.