Since version 0.39, BeamNG uses a Gran Turismo 7 tone mapping, replacing the previous ACES tone mapper. This updated system is designed to better preserve physically based lighting values while providing more consistent and higher quality results across both SDR and HDR displays.
It is important to distinguish between HDR rendering and HDR output, as they serve different roles in the pipeline.
HDR rendering refers to how the engine processes lighting internally:
This is always active as part of physically based rendering.
HDR output refers to what the display can show:
The current output pipeline supports SDR, scRGB HDR, and HDR10 output. HDR output uses display settings such as paper white and peak white to encode the final image for the active display mode.
Tone mapping bridges the gap between HDR rendering and the final image on screen.
Even in HDR mode, tone mapping is required, it defines how brightness rolls off and how colors behave at high intensity.
Traditional tone mapping operators often introduce issues such as:
The GT7 tone mapper avoids these problems by:
This results in more natural highlights, better color retention, and improved visual consistency.
A key advantage of this system is consistent appearance between SDR and HDR:
This means content does not need to be authored separately for SDR and HDR. Physically correct lighting will translate properly across both.
Tone mapping works together with Auto Exposure and local exposure:
All three work together: exposure brings values into a usable range, local exposure adapts to scene luminance, and tone mapping ensures the result appears correct on screen.
Very bright emissive surfaces can become extreme under high night exposure. To keep detail visible without changing daytime behavior, the current lighting pipeline applies EV-based emissive exposure compression.
Emissives remain fully physical at and above the configured start EV. Below that EV, exposure is rolled off by a configurable number of stops per stop below the threshold, with separate strengths for SDR and HDR output. This mainly affects night scenes, where auto exposure would otherwise push emissive materials beyond the display range.
The same idea is also used for the lit moon disc, which behaves like a bright emissive surface. This is not a replacement for tone mapping, it is an exposure-side control that runs before final tone mapping and output encoding.
For artists and modders:
You are always working in HDR internally, regardless of the display. The tone mapper ensures your content scales correctly.
The combination of HDR rendering, auto exposure, and GT7 tone mapping ensures that physically based lighting remains consistent, believable, and visually rich across all display types.
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