Anomalous Improvements Beta Test!

Greetings, Scientists!

Today, we’re excited to introduce a major performance and visual update to the Black Mesa Public Beta Branch! The Black Mesa Research and Development team has been working around the clock to deliver performance optimizations and graphical improvements throughout the facility, along with a brand-new UI!

To celebrate, Black Mesa is currently 40% off during the Steam Autumn Sale, running Oct 1- Oct 8, 2026.


Performance Optimizations

We’ve made significant performance improvements across many environments.

Expect higher frame rates and smoother performance in particularly demanding areas, including the Xen chapters.


Introducing Parallax Corrected Cubemaps

We’re introducing Parallax Corrected Cubemaps (PCCs), a new rendering technology that improves reflections throughout Black Mesa.

Previously, the game used standard cubemaps to capture the surrounding environment from six directions, stitched those views together into a seamless 360-degree image, and used that image to create static reflections on surfaces.

PCCs take this a step further by projecting those reflections onto a local virtual bounding box, such as a room or hallway. As the player moves through the space, reflections shift with their surroundings, creating a more accurate and convincing result.


Improved Lighting

The team has also vastly improved the lighting model used for baked lighting and fixed a number of bugs in dynamic lighting. This includes:

  • Improved bouncing lighting

  • Improved lighting for static props so they blend in much better with the environment

  • Outdoor image-based lighting for much improved indirect lighting

  • Improved dynamic lighting through transparencies and bug fixes

  • Fixes to normal maps that had their green channel flipped, resulting in incorrect lighting

  • And much more!

[BEFORE AND AFTER GIFS]


Brand-New UI with Full Controller Support

We are happy to present a new, faster, cleaner menu system for Black Mesa! We have received so many requests over the years for full controller support and a more responsive menu. This updated UI is specifically designed to save time, reduce clutter, and make key actions easier. It supports keyboard/mouse, gamepads, and the Steam Controller!

And it looks GREAT on Steam Deck!


We’re Waiting for YOU in the Test Chamber

These graphical improvements are rolling out to the Black Mesa Beta Branch in chapter bundles, so we can test and refine them incrementally.

The first bundle covers Chapters 1-5, Inbound through “We’ve Got Hostiles”. 

If you are interested, hop onto the beta branch and help us test these changes! 

How to opt in:

  1. Right-click Black Mesa in your Steam Library and select Properties

  2. Click the Game Versions and Betas tab

  3. In the Selected Game Version window, select public-beta[code]

  4. Download the update and launch the game

  5. Report crashes/errors to the #mesa-beta-bash channel in our Discord [link]

We’re particularly interested in hearing about:

  • Crashes, visual errors, or other regressions

  • Areas where performance has worsened

  • Areas where the new reflections don’t look quite right

  • UI and Steam Deck feedback

  • Any other issues you encounter while playing

Your feedback will help us catch issues before we roll out these improvements to the Main Build.

We’ll be releasing additional chapter bundles to the Beta branch soon, so keep an eye out for more opportunities to help us put these improvements through their paces.

Thank you for your continued support and participation in developing Black Mesa. We hope you enjoy seeing the game in a new light as much as we’ve enjoyed working on these improvements.


Patch Notes

You can find the full list of major and minor changes included in this update below:

Global

  • Improved performance game-wide through render culling

  • Added Parallax Cube Maps to all levels

    • Adjusted materials to better use env maps/reflections

  • Improved VRAD lighting for static meshes

  • Added $halflambert_gbuffer_off to character models using Phong shaders to improve their lighting with dynamic lights

  • Used “invisible” instead of “noclip” for proper lighting through glass

  • Fixed light calculation through alpha test and transparent materials (metal grates and stuff like that)

  • Fixed beta keys not having access to Black Mesa Dedicated Server

  • Fixed Crossbow scope going weird with new Xog and new dynamic Lights.

  • Fixed 3d scope not working when NewPostProcess is Disabled.

  • Fixed many texture normals across the game that needed the green channel inverted to fix lighting errors.

  • Change flashlight height while ducking so that broken vents do not block flashlight beam

  • Addressed concerns with our in-game privacy policy and replaced it.

  • Resolved issue with new ui resolution window mode setting not saved after change

  • Resolved issue with resolution change in settings cause ui freeze

  • Resolved issue with workshop ui code cause game crash

  • Improved support for proper process of showing close captions in Arabic fonts with ligatures

  • Improved radioactive noise post process effect to resolve problem with white flashing screen when exit radioactive area

UI

  • Introduced a new refreshed UI with the goal of addressing navigation and UX feedback.

  • Improved UI performance.

  • Added proper Steam Input controller detection and button indication across the UI

  • Fixed issues with the UI taking selfies and appearing in save file thumbnails.

  • Fixed an issue where the options screen crashed under certain conditions.

  • Added an “input password prompt” for password protected servers.

  • Added support for UI themes that we plan to introduce as an additional feature for mods.

  • Fixed crashes when trying to launch mods via the UI.

    • You can now select any chapter in a mod from the menu.

Inbound

  • Fixed overbright pipe in large room in first map

  • Fixed bad lighting on bridges in large room in first map

  • Fixed missing wall on building above helicopter

  • Optimized the rocks in the second map, cutting their vert count by over 50%

Anomalous Materials

  • Improved locker lighting

  • Fixed blow dryer having wrong cube map

  • Closed empty HEV containers to look cool

  • Fixed black brush faces on hallway upper supports

  • Added black backing to AM locker room to prevent "fireflies" where meshes meet BSP

  • Fixed broken scientist choreography at the start of the second AM map

  • Fixed overlay stripe for lab names

  • Fixed floating light going into test chamber

  • Fixed micro leak causing a white line on wall

  • Fixed small texture alignment in the test chamber

Unforeseen Consequences

  • Fixed smoothing and adjusted lightmaps

  • Closed empty HEV containers to match AM

  • Improved locker lighting

  • Adjusted dynamic light in break room to be more accurate

  • Fixed signs next to red valves that were translucent

  • Fixed hot spot in bathroom start caused by fill light

  • Fixed bad lighting on hand dryer wall

  • Fixed guideline overlay gap

  • Fixed overloaded shadowmap artifacting in early lab.

Office Complex

  • Fixed up/adjusting lights

We’ve got Hostiles

  • Changed ladder in elevator shaft so it looks broken to prevent confusing players.

  • Fixed visible gap in railing.
    Added cover and health to upper walkways.

  • Gagged some soldiers.

Blast Pit

  • Moved crashing elevator button to back of elevator & removed flag that allowed it to be activated on taking damage

  • Added ladder near the crashing elevator that allows access down if the player is not on the elevator when it reaches its stopping point

  • Fixed oxygen puzzle wheel not properly triggering ready status on occasion

Residue Processing

  • Fixed visible building backfaces after the crusher

Forget About Freeman

  • FIxed destructable rocks in tank battle triggering incorrectly

Editor

  • Hammer Texture Shaded view with [modelscale] Preview Support

  • Updated VRAD for better and Faster Compiling

  • FDG Edits For Clarity (By HECU Collective)

    • Added descriptions for newLights, XOG settings, and lensflares

    • Added some notes to env_microphone about what happens when you kill the measure target without killing the microphone

    • Changed the TargetLight type in newLightSettings from (string) to (targetDestination). This will allow you to use the entity picker and autocomplete.

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