geo-11 fix for BeamNG.drive, in its (default) DX11 renderer. This fix isn't based on the original fix that DJ-RK made. Shaders changed too much at this point.
Tested up to version 0.39. I expect future game updates to break the fix, so I'll fix it again if that happens.
Update (2026-08-08): fix updated to support the v0.39 version of the game.
Update (2025-08-23): fix updated to support the v0.36.4 version of the game.
Update (2024-09-20): fix updated to support the v0.33 version of the game.
Update (2024-07-14): fixed one shaders related to GPS decals and mission lines that broke at some point.
Update (2024-01-08): fix updated to support the changes up to the current version, 0.31.
Fixed- Haloing issues.
- Shadows.
- Lighting.
- Water.
- Water caustics.
- Fog.
- Light shafts.
- Decals.
- Disabled an invisible layer that was breaking smoke.
- Disabled 2D lens flares.
- Stereoized specular reflections.
- Motion blur.
- Volumetric clouds.
- Ambient occlusion and its temporal component.
Known issues- The "Dynamic Reflection" isn't supported. I wasn't able to fix car reflections reliably.
- The "Enable multi-monitor render" option makes the water caustics fix be imperfect, and it also makes autoconvergence not work.
- The sides of the screen clip the lighting, due to the way I had to fix some lighting shaders.
Installation-
geo-11 (with build v0.6.182): download
this file and extract its contents in the "
BeamNG.drive\Bin64" folder, where "
BeamNG.drive.x64.exe" is. Remember to edit "d3dxdm.ini" to change your "direct_mode" to the output you need. For 3D Vision monitors, only "nvidia_dx11" works properly, when playing in fullscreen.
- Run the game.
Hotkeys- F3: convergence presets (0, 0.5, 1, 2, 3, 4). 2 by default. This key only works if you disable "dm_autoconvergence" in "d3dxdm.ini".
If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com