Vulkan is a modern cross-platform renderer available on Windows and Linux. Native Linux uses Vulkan exclusively, and Virtual Reality requires Vulkan on Windows.
Vulkan supports Shader Model 6 effects and texture streaming. Performance compared with Direct3D varies by GPU, driver, and scene.
BeamNG.drive requires Vulkan 1.3 and all Vulkan features used by the renderer. General Vulkan support alone does not guarantee compatibility.
The minimum hardware remains the regular BeamNG.drive minimum requirements :
Windows requires a 64-bit version of Windows 10 or newer. For native Linux, Ubuntu 22.04 LTS or SteamOS is recommended.
For 1080p:
VR requires at least 8 GB VRAM; 10 GB or more is recommended. Higher resolutions, multiple vehicles, large maps, and mods can require more.
For advanced users, developers, and modders, the Vulkan renderer strictly requires a Vulkan 1.3-capable driver and hardware environment. It relies on the following advanced features and device extensions:
VK_KHR_swapchainVK_EXT_memory_budget (for dynamic VRAM budgeting and querying)VK_EXT_memory_priorityVK_EXT_pageable_device_local_memory (optional memory optimization)VK_KHR_get_memory_requirements2VK_EXT_robustness_2 (requiring robustBufferAccess2 and robustImageAccess2 to prevent driver crashes with unbound descriptors)sparseBinding and sparseResidencyBuffer. These features are unsupported on many older/virtual GPUs.drawIndirectCountshaderDrawParametershostQueryResetruntimeDescriptorArrayshaderSampledImageArrayNonUniformIndexingdescriptorBindingPartiallyBounddescriptorBindingSampledImageUpdateAfterBindVK_KHR_external_memory_win32, VK_KHR_external_semaphore_win32, VK_KHR_external_fence_win32, VK_KHR_win32_keyed_mutexVK_KHR_external_memory_fd, VK_KHR_external_semaphore_fd, VK_KHR_external_fence_fdVK_KHR_external_memory, VK_KHR_external_semaphore, VK_KHR_external_fence, VK_KHR_dedicated_allocation, VK_KHR_bind_memory2, VK_KHR_create_renderpass2, VK_KHR_maintenance2, VK_KHR_multiview, VK_KHR_timeline_semaphore, VK_KHR_image_format_list, VK_EXT_queue_family_foreign, VK_KHR_push_descriptorVK_KHR_fragment_shader_barycentric (used for custom terrain optimizations, pixel-shader wireframe, and overdraw debugging when supported)VK_EXT_debug_utils (instance; validation / debug messaging)VK_NV_device_diagnostic_checkpointsVK_AMD_device_coherent_memoryVK_EXT_hdr_metadata (used for native HDR10 metadata when available)VK_EXT_swapchain_colorspace (instance; HDR color space selection)VK_KHR_ray_queryVK_KHR_ray_tracing_pipelineVK_KHR_acceleration_structureVK_KHR_deferred_host_operationsVK_KHR_video_queueVK_KHR_video_encode_queueVK_KHR_video_encode_h264VK_KHR_video_maintenance1 (when supported)On Windows, select Launch (Vulkan renderer) in the BeamNG.drive Launcher.
For troubleshooting, Vulkan can also be selected with this Steam launch option:
-gfx vk
Remove the option after testing so the Launcher can control the renderer normally.
The native Linux version selects Vulkan automatically and does not provide another native renderer.
If Vulkan crashes, displays graphical errors, or does not start:
Running out of VRAM may cause severe slowdowns, blurry textures, graphical errors, or crashes. Reduce texture quality, resolution, and the number of spawned vehicles if VRAM usage is too high.
The current session log is beamng.log in the user folder
. It records the GPU, driver, Vulkan extensions, and device creation errors. Include it when reporting an issue
, together with the GPU model, driver version, operating system, and selected renderer.
See Known Issues for current version-specific Vulkan problems.
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