Can I Run BeamNG.drive on My PC / Laptop?
A soft-body physics driving sandbox where every crash and dent is simulated in real time, so how well it runs depends more on your CPU and how many vehicles are on screen than on your graphics card.
Check if your PC can run BeamNG.drive
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Can I run BeamNG.drive on my PC?
Use the checker above to find out in seconds. Pick your graphics card and processor and it compares them against BeamNG.drive's official requirements. As a quick guide, you need at least a Minimum 6GB VRAM (AMD Radeon RX 570 / Nvidia GeForce GTX 1060) graphics card, a AMD Ryzen 5 1600 / Intel Core i5 8400 processor, and 16 GB RAM of RAM to play at 1080p.
Can I run BeamNG.drive on my laptop?
Yes, if your laptop has a dedicated graphics card around a Minimum 6GB VRAM (AMD Radeon RX 570 / Nvidia GeForce GTX 1060) or better and 16 GB RAM of RAM. Laptops with only integrated graphics usually fall short. Enter your laptop's GPU in the tool above to check. Keep in mind that the laptop version of a card runs a little slower than the desktop card of the same name, and heat can lower sustained frame rates.
Most PCs built in the last several years can run BeamNG.drive. The official minimum graphics card is only a GTX 1060 6GB, which is not a high bar. What trips people up is assuming a strong graphics card is what keeps it smooth. It usually is not. BeamNG's soft-body physics simulates every vehicle as thousands of connected nodes and beams in real time, and that math runs on your CPU, not your GPU. A single car on an empty road will run great on almost anything from the last decade. A twenty-car pileup in career mode or a busy multiplayer server is a different story, and that is where a lot of people hit trouble even with a good graphics card.
Run your exact CPU, GPU, and RAM through the checker above against BeamNG's requirements. What follows covers the official spec tiers including VR, real frame rate numbers across common cards, and why the CPU carries so much of the load here, what the recent graphics update changed, and what to turn down first when it stutters.
BeamNG.drive system requirements
| Minimum | Recommended | |
|---|---|---|
| Processor (CPU) | AMD Ryzen 5 1600 / Intel Core i5 8400 | AMD Ryzen 7 3700X / Intel Core i7 9700 |
| Graphics card (GPU) | Minimum 6GB VRAM (AMD Radeon RX 570 / Nvidia GeForce GTX 1060) | Minimum 8GB VRAM (AMD RX 6700 / Nvidia GeForce RTX 3060) |
| Memory (RAM) | 16 GB RAM | 32 GB RAM |
| Operating system | Windows 10 64 Bit | Windows 10 64 Bit |
| DirectX | Version 11 | Version 11 |
| Storage | 60 GB available space | 60 GB available space |
Storage: 60 GB for the base install (the official minimum). Community mods, extra maps and vehicles from the in-game repository can push real usage well past 200 GB, so budget more than the minimum if you plan to use them.
Full performance tiers
| Tier | Target | CPU | GPU | RAM |
|---|---|---|---|---|
| Minimum | 1080p, one vehicle on an open map, around 60 fps | Ryzen 5 1600 / Core i5-8400 | GTX 1060 6GB / RX 570 (6GB VRAM minimum) | 16 GB |
| Recommended | 1080p with career mode traffic, steady 60 fps | Ryzen 7 3700X / Core i7-9700 | RTX 3060 / RX 6700 (8GB VRAM minimum) | 32 GB |
| VR | OpenXR headset, 90 fps | Ryzen 7 3700X / Core i7-9700 (same as recommended) | Vulkan-compatible GPU, 8GB VRAM minimum, 10GB recommended | 32 GB |
BeamNG.drive FPS by graphics card
| Graphics card | 1080p | 1440p | 4K | Notes |
|---|---|---|---|---|
| GTX 1060 6GB | ~60-75 | , | , | The official minimum card. Smooth with one vehicle on an open map. A crowded career-mode street or a big pileup drops this regardless of the GPU, because the CPU runs out of headroom first. |
| RX 570 / RX 580 | ~60-70 | , | , | Roughly matches the GTX 1060 in this game. AMD's official minimum-tier equivalent. |
| GTX 1650 / GTX 1650 Super | ~45-70 | , | , | Fine for casual solo driving. Struggles once traffic or a multi-car crash stacks up. |
| RTX 3060 12GB | ~90-110 | ~70-85 | , | The GPU half of the official recommended tier. Comfortable headroom at 1080p and 1440p. |
| RTX 4060 | ~95 | ~75 | ~55-60 | Similar class to the RTX 3060 with some room to spare. 4K is usable but the CPU still sets the ceiling in busy scenes. |
| RTX 3070 / RTX 4070 | ~130+ | ~100 | ~65 | The GPU stops being the limiter around here. FPS in career mode or crash tests is set by your CPU and vehicle count, not this card. |
| RTX 4090 | ~180+ | ~150 | ~100+ | Essentially uncapped by the GPU. A fast CPU and a sensible traffic count matter far more than owning this card. |
Numbers are approximate, from a single vehicle on a fairly open map at high settings without heavy AI traffic. Real frame rates shift with your CPU, the number of vehicles on screen, the map, mods, and whether Dynamic Reflections is on. Adding traffic or crash damage lowers fps on every card in this list by roughly the same amount, since that load falls on the CPU.
Can these graphics cards run BeamNG.drive?
| Graphics card | Verdict | Notes |
|---|---|---|
| GTX 1050 Ti | Below minimum | Below spec. Low settings and low fps at best. |
| GTX 1650 | Below minimum | Under minimum. Expect the lowest settings and weak fps. |
| RX 570 | Playable | Just clears it. 1080p low to medium, smoother after tuning. |
| RX 580 | Playable | Meets minimum. Low to medium at 1080p, tune for a steady rate. |
| GTX 1060 6GB | Playable | Runnable at minimum. Low to medium 1080p, ease settings back. |
| GTX 1650 Super | Playable | Minimum covered. 1080p low to medium is the target. |
| GTX 1660 | Playable | Minimum covered. 1080p low to medium is the target. |
| GTX 1660 Super | Playable | Passes minimum. Aim low to medium 1080p, upscaling helps. |
| RTX 3050 | Playable | Clears the minimum. 1080p low to medium, better with upscaling. |
| GTX 1660 Ti | Playable | Meets the bar. Low to medium settings at 1080p. |
| RX 6600 | Playable | Minimum covered. 1080p low to medium is the target. |
| RTX 2060 | Playable | Runnable at minimum. Low to medium 1080p, ease settings back. |
| RTX 4050 | Playable | Clears the minimum. 1080p low to medium, better with upscaling. |
| Arc A750 | Playable | Clears the minimum. 1080p low to medium, better with upscaling. |
| RTX 3060 | Playable | Meets minimum. Low to medium at 1080p, tune for a steady rate. |
| RX 6600 XT | Playable | Just clears it. 1080p low to medium, smoother after tuning. |
| RX 7600 | Runs well | Above recommended. 1080p high is easy, and 1440p works too. |
| RX 6700 XT | Runs well | Past the recommended tier. High settings at 1080p, 1440p on the table. |
| RTX 4060 | Runs well | Exceeds recommended. 1080p high is comfortable, 1440p fine. |
| RTX 3060 Ti | Runs well | At or above the recommended card. Smooth 1080p high, 1440p realistic. |
| RTX 3070 | Runs well | At or above the recommended card. Smooth 1080p high, 1440p realistic. |
| RTX 4070 | Runs well | Strong fit. High settings at 1080p, 1440p within reach. |




Why your CPU decides this, not your GPU
The official minimum GPU is a GTX 1060 6GB, but that number undersells what actually gates performance. BeamNG's soft-body physics treats every vehicle as a web of connected nodes and beams, and it recalculates the structure of that web, along with every dent, bend and broken part, in real time on your CPU. A single car cruising an empty road barely taxes that system, so almost any CPU from the last eight or nine years handles it fine. Add AI traffic, a career mode street full of pedestrians and cars, or a twenty-vehicle pileup on a crash test map, and every extra vehicle adds directly to what the CPU has to compute each frame.
A rough rule of thumb: a modern six-core CPU keeps up with about five to seven AI vehicles before the simulation clock starts to slip behind real time. If you regularly run busy career-mode traffic, big multiplayer servers, or mod-heavy scenarios with ten or more vehicles, you want eight cores or more. If you're deciding what to upgrade first, a faster or higher core-count CPU buys more real-world smoothness in this game than a jump to a pricier graphics card.
The recent graphics overhaul changed the GPU math
Update 0.39 was the biggest visual overhaul BeamNG.drive has had. DirectX 12 became the default renderer on Windows, DirectX 11 was pushed to a fallback option, and the game gained reworked shadows, ambient occlusion, a new sky and cloud system, HDR output and a new tone-mapping pipeline. All of that looks better, but it also costs more GPU time than older builds did, and the developers have said as much, suggesting players lower their graphics preset if frame rate drops after updating. If a competitor page or an old benchmark video quotes fps numbers from before 0.39, treat them as outdated.
NVIDIA DLSS and AMD FSR support has been confirmed as coming to BeamNG.drive, but as of this writing it has not fully rolled out, so do not assume upscaling is available as an automatic fix yet. Check the current patch notes before counting on it. Of the individual graphics settings, Dynamic Reflections is the heaviest one, so it's the first slider worth turning down if you're GPU-limited rather than CPU-limited.
RAM and storage: plan for more than the minimum
The official minimum is 16GB of RAM, but BeamNG's own documentation says the game can use well over 16GB in practice. Every vehicle's physics data, the streamed world around you, and texture and mod caches all sit in memory at once, and that adds up fast on a big map with a full vehicle roster. Treat 32GB, the recommended figure, as the realistic target if you play career mode, use mods, or run larger maps, not just an optional upgrade.
Storage works the same way. The base install is 60GB, but that number only covers the vanilla game. Once you start pulling maps, vehicles and mods from the in-game repository, which most players who stick with BeamNG.drive end up doing, folder sizes past 200GB are common. An SSD isn't an official requirement the way it is in some newer games, but it noticeably shortens load times on the bigger community maps, so it's worth using one if you have the choice.
Getting a smooth frame rate: what to change first
If you're stuttering in career mode, check the traffic density slider before you touch any graphics setting. Traffic and AI vehicles are CPU load, not GPU load, so turning graphics down won't fix a CPU bottleneck. There's also a Simplified Traffic Vehicles option, which swaps the detailed physics and models of background cars for lighter versions, letting you run more of them for the same CPU cost.
For GPU-side stutter, turn Dynamic Reflections down or off first, then reduce shadow distance and volumetric cloud quality, both added or reworked in the 0.39 update. If you notice input lag rather than low fps, try toggling Vsync. But if you've already got a strong GPU and it's still rough during a big crash or a packed street, the fix is almost always fewer vehicles on screen, not a lower graphics preset.
Can I run BeamNG.drive? Your questions answered
Minimum is a Ryzen 5 1600 or Core i5-8400, a GTX 1060 6GB or RX 570, and 16GB of RAM. Recommended steps up to a Ryzen 7 3700X or Core i7-9700, an RTX 3060 or RX 6700, and 32GB of RAM. Both list DirectX 11, though DirectX 12 is now the default renderer after the 0.39 update.
16GB clears the official minimum and gets the game running, but BeamNG's own documentation admits it can use well past that during normal play, since every vehicle's physics data plus the streamed world and mod caches all sit in memory together. If you're running career mode, mods, or bigger maps, 32GB is the realistic number, not a luxury.
The base install is 60GB. That's just the vanilla game, though. Add maps, vehicles and mods from the in-game repository, which most long-term players do, and folder sizes past 200GB are common. An SSD isn't officially required, but it meaningfully cuts load times on larger community maps.
It runs on both Windows 10 and 11. DirectX 12 became the default renderer with the 0.39 graphics update, with DirectX 11 kept as a fallback option for older or less stable setups. The official requirement sheet still lists DirectX 11 as the baseline.
Yes, it's still in Early Access as of this writing, with the developers working toward a 1.0 release that adds a full career mode. Because it's actively developed, performance and requirements shift between updates. The 0.39 graphics overhaul, for example, raised GPU demands compared to older builds, so older benchmark numbers you find online may no longer be accurate.
No, the core single-player game runs fully offline once installed. Official multiplayer is in development but not finished, and the popular community mod BeamMP already lets you play with others online, which does require an internet connection and a server to connect to.
With one vehicle on an open map at 1080p, most GPUs from the last several generations comfortably clear 60 fps, often well past 100 on mid-range and higher cards. That number falls once you add AI traffic, a busy career-mode area, or a large crash test, because those add CPU work rather than GPU work. Expect a noticeably lower number in a twenty-car pileup than on an empty road, regardless of your graphics card.
For a physics simulation of this depth, yes, it's reasonably light on the GPU, which is why even older graphics cards handle it. The tradeoff is that the physics engine itself is CPU-intensive by nature, since it's simulating real structural deformation rather than faking it, so no amount of optimization removes the need for a decent CPU if you want busy scenes to stay smooth.
Because that drop comes from the CPU, not the GPU. Each vehicle in a scene, whether it's a background traffic car or wreckage from a crash, is simulated as its own physics object with thousands of nodes and beams. A powerful graphics card doesn't reduce that workload. If this describes your situation, lowering the traffic count or turning on Simplified Traffic Vehicles helps more than any graphics setting.
VR needs a Vulkan-compatible GPU with at least 8GB of VRAM, 10GB recommended, plus an OpenXR-compatible headset. CPU and RAM needs are the same as the recommended PC tier: a Ryzen 7 3700X or Core i7-9700 class chip and 32GB of RAM. VR is more demanding than flat-screen play since it needs to hold a higher, steadier frame rate.
It can, depending on what you add. Extra vehicles and maps mostly cost storage and load time, but detailed custom vehicles with complex physics structures add to the same CPU workload as any other vehicle in the scene. A folder full of high-detail mod cars in a busy traffic scenario will run slower than the same scene with stock vehicles.
Yes, at the lower end. With the RTX 3050 you clear BeamNG.drive's minimum, so 1080p low to medium is the target and easing back a setting helps. Comparable to the GTX 1650 Super here, roughly 55-70 fps at 1080p, since this game leans on the CPU more than the GPU.
Not really. The GTX 1650 falls under BeamNG.drive's minimum card, so you are looking at very low settings and low frame rates, if it starts at all. Below the official recommended tier but above minimum. Expect roughly 45-65 fps at 1080p with a single vehicle, less in busy scenes.
Fine for a lighter setup. The GTX 1060 6GB clears BeamNG.drive's minimum, so target 1080p low to medium and adjust down for a steady rate. The official minimum card. Around 60-75 fps at 1080p with one vehicle on an open map, lower once traffic or a crash stacks up several vehicles at once.
Runnable. The RX 580 covers BeamNG.drive's minimum, meaning 1080p low to medium and a smoother feel after a small settings drop. Performs close to the GTX 1060 6GB in this game, roughly 60-70 fps at 1080p in the same light-traffic scenario.
Yes, comfortably. The RTX 4060 sits at or above BeamNG.drive's recommended card, so 1080p on high is smooth and 1440p is well within reach. Roughly 95 fps at 1080p and 75 at 1440p, similar class to the RTX 3060 with a bit more headroom.
Yes, though keep expectations modest. The RTX 3060 clears BeamNG.drive's minimum, so plan on 1080p at low to medium and trim a setting or two for a steady frame rate. The GPU half of the official recommended tier. Around 90-110 fps at 1080p and 70-85 at 1440p with one vehicle on an open map.
Fine for a lighter setup. The RTX 2060 clears BeamNG.drive's minimum, so target 1080p low to medium and adjust down for a steady rate. Similar territory to an RTX 3060, generally 80-100 fps at 1080p with light traffic before the CPU becomes the limiter.
Fine for a lighter setup. The GTX 1660 clears BeamNG.drive's minimum, so target 1080p low to medium and adjust down for a steady rate.
The GTX 1660 Super gets you in. It meets BeamNG.drive's minimum, so low to medium at 1080p works, and turning a couple of things down keeps it steady.
It clears the bar. The RX 6600 matches BeamNG.drive's minimum, so 1080p on low to medium is realistic once you tune a few settings. In the same range as an RTX 3060, roughly 85-100 fps at 1080p in light traffic.
It clears the bar. The GTX 1660 Ti matches BeamNG.drive's minimum, so 1080p on low to medium is realistic once you tune a few settings.
The RTX 3060 Ti is a strong fit for BeamNG.drive. It lands at or above the recommended spec, so high 1080p is comfortable and 1440p works.
Yes, on modest settings. The RTX 4050 meets what BeamNG.drive needs at minimum, so 1080p low to medium is the sweet spot.
Not really. The GTX 1050 Ti falls under BeamNG.drive's minimum card, so you are looking at very low settings and low frame rates, if it starts at all.
No trouble at all. The RTX 4070 meets or beats what BeamNG.drive recommends, so 1080p high runs well and 1440p is realistic. Similar to the RTX 3070, comfortably over 100 fps at 1080p and 1440p, with the CPU deciding fps in busy scenes.
BeamNG.drive actually dropped support for Mac, so there's nothing built for Apple Silicon or macOS, not even on an M4 MacBook Pro. Cloud streaming through GeForce Now, should it ever list the game, or an unofficial Windows layer are the only routes left, and neither is supported by the developers.
Running Windows through Boot Camp on an Intel Mac can work if the Mac's hardware clears the requirements, since it's just running the Windows build on Mac hardware. Parallels and other virtualization tools on Apple Silicon are a much rougher path, since virtualized graphics performance is well below native and this game already leans on real-time CPU physics.
Newer integrated graphics, like recent Intel Iris Xe or AMD's Radeon 780M and 760M chips found in current laptop CPUs, can run BeamNG.drive at lower settings and resolutions, since the game is lighter on the GPU than most modern titles. Older or weaker integrated graphics will struggle, and either way, a weak CPU paired with integrated graphics is more likely to be your bottleneck than the graphics chip itself.
Chromebooks lack both the hardware and the OS support to run this locally. Cloud gaming through something like GeForce Now, running the game remotely and streaming it to your screen, is the only realistic option, assuming the service currently carries it.
Yes, there's an experimental native Linux build, with Ubuntu 22.04 LTS or SteamOS listed as recommended distributions, and it needs a Vulkan-compatible GPU and drivers. It's still labeled experimental, so some players get a smoother experience running the Windows version through Proton instead.
It's Steam Deck Playable, meaning it runs but needs some manual tweaking, not a plug-and-play experience. A known issue is that the default Proton version can fail to spawn traffic and crash in scenarios that need it, which breaks some missions. Switching to the game's native Linux build, rather than the Windows build through Proton, and using a lower graphics preset gets more consistent results.
Yes, and generally with fewer headaches than Steam Deck, since both run Windows natively rather than through Proton, so they use the standard Windows build without the traffic-spawning bug some Steam Deck players hit. Expect to keep vehicle and traffic counts modest and settings on the lower end, since these handhelds have similar power budgets to the Deck.
No. There is no mobile version of BeamNG.drive for iOS or Android. The only way to play on a phone or tablet is streaming it from a PC or a cloud gaming service to a mobile screen.
As of this writing, BeamNG.drive is not listed among the major cloud gaming catalogs. Cloud game libraries change fairly often, so it's worth checking the current app list on GeForce Now or a similar service directly rather than assuming either way.
Not yet, but it's coming. BeamNG announced a PS5 and PS5 Pro version in 2026, its first console release after more than a decade as a PC-only game, but no firm release date had been confirmed beyond 'later in the year' at the time of writing. This page covers the PC version, which remains the primary platform.
No Xbox version has been announced. The only confirmed console release so far is PS5 and PS5 Pro, expected sometime in 2026.
No. There is no PS4 version, and the only console version announced is for PS5 and PS5 Pro, not the older PlayStation 4 hardware.
No Switch version exists or has been announced. Given how CPU-intensive the physics simulation is, the original Switch's hardware would struggle regardless, and even a Switch 2 release hasn't been confirmed.
Within limits. At the official minimum of a Ryzen 5 1600 or Core i5-8400 class chip, you can expect 1080p at around 60 fps with a single vehicle on an open map. A weaker chip like a lower-end i3 or Ryzen 3 will likely run below that, and will struggle noticeably once traffic, AI opponents or a multi-car crash enter the scene, since those scale directly with CPU power rather than graphics settings.
Yes, on GPUs around an RTX 4060 and up, roughly 55 to 60 fps in light-traffic scenes at 4K. Busier scenarios with heavy traffic or a large pileup will pull that number down regardless of the GPU, since the CPU sets the ceiling once vehicle counts climb.
Yes, comfortably on anything around an RTX 3060 or better, generally 70 fps or higher with a single vehicle on an open map. As with every resolution in this game, adding traffic or crash scenarios lowers the number more than switching GPUs does.
An RTX 3060 or RX 6700 class GPU, paired with a Ryzen 7 3700X or Core i7-9700 class CPU and 32GB of RAM, the official recommended tier, holds 60 fps at Ultra in typical solo driving. Busy career-mode traffic or a big crash test can still pull that below 60 even on this hardware, since that load is on the CPU.
6GB, matching the official minimum, is the real floor and covers 1080p at moderate settings. 4GB is below what the game now expects, especially after the 0.39 graphics update added heavier lighting and reflection effects, so it's a risk at anything beyond low settings. 8GB, the recommended figure, removes VRAM as a concern at higher settings or on bigger maps.
Too many vehicles for your CPU to handle is the top cause by far, whether that's AI traffic, a crowded multiplayer server, or wreckage stacking up after a crash, since each one adds real physics work every frame. Lower the traffic density slider first, and switch on Simplified Traffic Vehicles if your scenario offers it. If what you're seeing is a flat low frame rate rather than sudden drops, turn down Dynamic Reflections and shadow distance next, the heaviest GPU-side settings since the 0.39 update.
A 6-core CPU is a reasonable baseline and handles roughly five to seven AI vehicles before the physics simulation starts falling behind real time. A 4-core CPU will run the game but hits that ceiling sooner, so expect noticeable slowdown in busy traffic or large crashes even if your GPU has plenty of headroom left.
