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BeamNG.drive on PS5: what the announcement really changes

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01/06/2026

BeamNG.drive will arrive on PlayStation 5 in 2026. For many gamers, this means the arrival of a spectacular crash simulator on the console. But the announcement is broader than that: At the same time, BeamNG is preparing a major v0.39 update, and the studio has finally confirmed that official multiplayer is in development.

The three pieces of information deserve to be separated. The PS5 is announced for 2026. The v0.39 is scheduled for later that same year. Multiplayer is confirmed, but with no release window and not yet ready.

A very specific PC game now available on console

BeamNG.drive is a special case in the automotive landscape. Its appeal lies not just in the number of vehicles or game modes, but in its soft-body engine. Each car is simulated with elements that can bend, break or transmit forces, making damage dynamic rather than scripted.

It’s this system that has built the game’s reputation on PC. The PlayStation Blog points out that the physics simulation runs at 2 kHz, with the vehicle re-evaluated two thousand times per second. So, on paper, porting this type of engine to the PS5 is not just a question of resolution or graphics. It’s also a question of adapting the controls, interface, performance and general usability to a console audience.

BeamNG indicates that this optimization work will not be confined to the PS5. The improvements made for the console port are also due to arrive on PC with v0.39. This is probably the most important point for PC gamers: the console version also serves as an engine for cleaning up and modernizing part of the technical base.

v0.39 looks like an engine upgrade

BeamNG presents v0.39 as a major project for gaming. Graphics will be the most visible: Direct3D 12 renderer, HDR compatibility, natural tonemapper, volumetric clouds, reworked fog, finer lighting, dynamic reflections, stabilized shadows and improved night rendering.

Performance is also part of the program. BeamNG mentions better memory management, with potentially lower RAM and VRAM consumption depending on the vehicles, maps and mods loaded, as well as reduced peaks during certain loading screens. For a simulator that’s so greedy when you multiply objects and scenarios, this is something to keep an eye on.

On paper, the ride has also improved. The aerodynamic part should integratesuction, lateral drafting and bump drafting. On the force feedback side, dynamic damping should limit certain oscillations and make the signal cleaner. Here again, we’ll have to wait for the update to judge the real effect, but the focus remains clearly on simulation.

Multiplayer exists, but you have to be patient

The other important announcement is the official multiplayer. BeamNG clearly confirms that the project exists, and that development began several years ago. But the studio is cutting short any hasty expectations. The mode is not ready, has no date, and should arrive first as an initial implementation before being improved with feedback from the community.

That’s pretty sound communication. BeamNG doesn’t sell multiplayer as an immediate promise, and doesn’t artificially tie it to v0.39. So, for now, the real timetable is simple: PS5 in 2026, v0.39 later that same year, official multiplayer confirmed but still a long way off.

For BeamNG.drive, it’s a change of scale. The game remains true to its physics simulation DNA, but it’s starting to break out of its PC niche. If the PS5 version holds up technically, and if v0.39 really delivers the gains announced, 2026 could become a pivotal year for the title.

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