Uploaded July 2022 | Updated September 2026, 2 weeks ago
As of BeamNG 0.27, these fixes no longer work. BeamNG has since implemented a new and advanced bloom shader; however, auto exposure is still broken and cannot be fixed by modding as far as I know.
ORIGINAL DESCRIPTION:
The BeamNG devs haven't fixed the bloom or autoexposure shaders in a few years now, so I fixed them myself.
Available here: beamng.com/threads/fixed-bloom-and-auto-exposure-postfx.87100
Because it's not using ReShade or any other injector, the UI doesn't get affected by bloom or auto exposure, as you can see in the video. The built-in PostFX also has access to the internal HDR and luminance framebuffers, which means that the sampling for bloom and auto exposure is performed accurately in linear HDR space without quality loss or banding.
Here's what changed:
Bloom no longer has a blocky appearance and now looks rounder, wider, and softer.
The Auto Exposure now has a slow adaption rate to mimic the human eye (broken in vanilla as the exposure changes instantly).
Tonemapping was changed from new default ACES to Uchimura/GT Sport and tweaked for BeamNG.
As of BeamNG 0.27, these fixes no longer work. BeamNG has since implemented a new and advanced bloom shader; however, auto exposure is still broken and cannot be fixed by modding as far as I know.
ORIGINAL DESCRIPTION:
The BeamNG devs haven't fixed the bloom or autoexposure shaders in a few years now, so I fixed them myself.
Available here: beamng.com/threads/fixed-bloom-and-auto-exposure-postfx.87100
Because it's not using ReShade or any other injector, the UI doesn't get affected by bloom or auto exposure, as you can see in the video. The built-in PostFX also has access to the internal HDR and luminance framebuffers, which means that the sampling for bloom and auto exposure is performed accurately in linear HDR space without quality loss or banding.
Here's what changed:
Bloom no longer has a blocky appearance and now looks rounder, wider, and softer.
The Auto Exposure now has a slow adaption rate to mimic the human eye (broken in vanilla as the exposure changes instantly).
Tonemapping was changed from new default ACES to Uchimura/GT Sport and tweaked for BeamNG.




![[Assetto Corsa] N64 Royal Raceway WIP
Just a small experiment. Looks great in the AC engine.
Big thanks to Ray Koopa from models-resource for the track model and textures. [Assetto Corsa] N64 Royal Raceway WIP](https://i.ytimg.com/vi/Fm-vUdLnFtk/mqdefault.jpg)
![RPCS3 0.0.6 PR 6213 - More Gran Turismo 6 Improvements (Comparison + Gameplay)
EDIT: As of July 17th, 2019, this PR has been merged into the master build.
kd-11s new Surface Cache fixes improves the appearance of car reflections in Gran Turismo 6, while also fixing graphics issues in other games as well! Good work RPCS3 team!
PC Specifications:
i7-9700K 4.9Ghz
16GB DDR4-2133
GTX 980 Ti
Windows 10 1809
Gran Turismo 6 [BCUS98296] v1.05
RPCS3 0.0.6 PR 6213
PPU LLVM
SPU LLVM
SPU Mega
TSX Enabled
Vulkan
Multithreaded RSX Off
Force CPU Blit On RPCS3 0.0.6 PR 6213 - More Gran Turismo 6 Improvements (Comparison + Gameplay)](https://i.ytimg.com/vi/Fs4p-38n0Fg/mqdefault.jpg)




