New Project CARS 2 Gameplay Videos Show Off Rallycross and Track Driving

I don't switch my VIVE and Fanatec gear for your TV / gamepad @PorscheHD

But hey, we all need to make compromises according to priorities ;)

Also, there's no point discussing visual tastes on style. Some people prefer abstract others impressionism... right?

But please, spare me the physics by YT expertise comments. Engineering takes years of study for a proper degree so wait until you test, even on a gamepad where I bet you'll be (really) surprised.

I'll wait for your post then ;)
 
I don't know about anyone else, but this game is a must for me and for one specific reason, and that is the near-as-makes-no-difference complete roster 1997/1998 FIA GT1 and/or Le Mans cars =)

Panoz GTR-1, Porsche 911 GT1, McLaren F1 GTR, Nissan R390 GT1, Mercedes CLK-LM, Toyota GT-One have mercy!!! And adding on the F50 GT1 and the Jaguar XJ220S is extra double bonus =)

Thank you, thank you, thank you SMS!
 
Just can't come soon enough!
Good gameplays!

@IanBell, did you have playable version of Pcars 2 on console version in the E3?
I really want to see gameplay on standard PS4.

For the rest.. Good job guys!
 
Maybe I'm getting over excited but in the screen shot at the header of this article there's a Porsche hidden behind the Mercedes in the front left which is in the current 911 rsr colour scheme... any chance this years Porsche sneaks in?
 
Maybe I'm getting over excited but in the screen shot at the header of this article there's a Porsche hidden behind the Mercedes in the front left which is in the current 911 rsr colour scheme... any chance this years Porsche sneaks in?
Just. Noticed that the rear wing doesn't match the shape of the current RSR so maybe just the paint scheme
 
It doesn't effect me because I can just brute force it on PC but there was quite a lot of slowdown in those videos. The first cockpit video at Algarve looked like it was chugging at 30fps in most of it, hopefully that gets improved for release otherwise there's going to be a lot of complaining.
 
With Bannochbrae, GlenCairn and Knockhill (really, really want to see footage from there), I'm just really glad of the representation that Scotland is finally getting in modern racing games.
 
I must have an eye problem because ALL these new games look fantastic to me. Or maybe it's my old 1080p TV.

How will the standard PS4 run this (resolution/frame rate)? Has it been stated yet?
 
How will the standard PS4 run this (resolution/frame rate)? Has it been stated yet?
Yes, it has. Recently stated as a matter of fact.

Hellish amounts of work to get us to 60FPS 1080p basically, the team have worked wonders if I may say so. We're still getting some drops in very heavy areas and we're focusing on those now.
 
It doesn't effect me because I can just brute force it on PC but there was quite a lot of slowdown in those videos. The first cockpit video at Algarve looked like it was chugging at 30fps in most of it, hopefully that gets improved for release otherwise there's going to be a lot of complaining.
I wouldn't worry too much for now, even the Microsoft video playing for their actual conference was chugging in places so we can't always tell how something performs. Well, not until Digital Foundry get their hands on it...
 
Hmm well on my 4K HDR tv its nicest racegame i have seen on console on my old 1080p it was mha...... but hey maybe iam blind or something haha wink wink:D
I can just feel you. I think it's because Forza and PCARS colors on cars are too shiny, while GTS tries to be more realistic, with even 6 layer of colors for each car, that's insane. Also the enviroments, like trees, the sky, sun, shadows and everything else, I feel that Forza and PCARS colors feels more like a movie, it looks good and more dramatic in a way, but it's just not realistic while GTS just wants to be realistc.
 
Ok. I've seen plenty of videos of both games and to me GT Sport only looks better in replays. During gameplay pCARS 2 looks better to me.

I would hope so, PD has been working on the color red, photo mode, and replays for 4 years this is why they still don't know what the physics and tire model are going to be. They are still changing it up during the beta
 
I can just feel you. I think it's because Forza and PCARS colors on cars are too shiny, while GTS tries to be more realistic, with even 6 layer of colors for each car, that's insane. Also the enviroments, like trees, the sky, sun, shadows and everything else, I feel that Forza and PCARS colors feels more like a movie, it looks good and more dramatic in a way, but it's just not realistic while GTS just wants to be realistc.
Thats what i meant i gues..... and the controller feel..... dont want to look on the net what are the best settings for controller and even then it feel not nice. Hope they fixed that but i will not buy it to try lost my money on part 1 on that controller stuff....... maybe there comes some sort of demo to test it...
 
Thats what i meant i gues..... and the controller feel..... dont want to look on the net what are the best settings for controller and even then it feel not nice. Hope they fixed that but i will not buy it to try lost my money on part 1 on that controller stuff....... maybe there comes some sort of demo to test it...
I've just played PCars 2 with a controller for the first time. I usually play in my rig with a wheel but it's set up for my PS4 at the moment. I was playing with an Xbox One controller and without changing any settings I was able to drive the car with no problem. I then tweaked the steering sensitivity and speed sensitivity to my liking and could have played quite easily for hours without issue. And that's someone who hasn't played a racing game, except for FH3, with a controller for 10 years or so. The controller problems are no longer an issue.
 
Good spot and one of my calls I'm proud of. Slightly different audio files front and rear also.

I absolutely love that Portimao 488 GT3 video, so great to see the track during sunset and I'm sure it will look fabulous during full night as well. Love the engineer announcing nightfall is coming and you should look for different queues, also love the double position indication on the HUD for multiclass races, top stuff!
 
XXI
All the developers are producing excellent graphics these days.
I'm far more interested in content, physics, and weather.
The conversations always seem to focus on how good the product looks.
I agree this is important to sell, but it's more important to keep the client coming back, and I think as was said above GT looks great in replays, but not as good in game.
I also think SMS are producing the most in depth realistic SIM available today, taking on a lot of challenges Polyphony Digital won't consider.

Absolutely agree with this. I've come to a point where I'm fed up with Forza's rat racing system where you start at 24th place and have 3 laps to finish in the top 3. Granted you will be able to race your rats in native 4K HDR now but in the end it's still a rat race. Give me a PCARS 2 weekend with practice, qualifying and 1-2 main races any day. Also I don't really care about 700+ cars if these are largely the same copy/paste cars from FM6/FH3 with generic handling and sounds. Give me 100-200 quality cars over quantity any day.

And live track 3.0 will be amazing, just take a look at the tech demo's from this channel below, it's amazing how snow, rain, puddles, the cars themselves and even the direction of the sun affect the handling of the tracks.
https://www.youtube.com/channel/UCUQCaoSUjidzkXdJG1PMfZw

I grew attached to racing games/sims with GT5/GT6 but nowadays GT:Sport is alienating me further and further away from the franchise since they dropped dynamic weather and focus way too much energy on this Vision GT program. And Forza 7 still has generic assists, a silly PI system and a rewind button.... I really don't need to see more.
 
Absolutely agree with this. I've come to a point where I'm fed up with Forza's rat racing system where you start at 24th place and have 3 laps to finish in the top 3. Granted you will be able to race your rats in native 4K HDR now but in the end it's still a rat race. Give me a PCARS 2 weekend with practice, qualifying and 1-2 main races any day. Also I don't really care about 700+ cars if these are largely the same copy/paste cars from FM6/FH3 with generic handling and sounds. Give me 100-200 quality cars over quantity any day.

And live track 3.0 will be amazing, just take a look at the tech demo's from this channel below, it's amazing how snow, rain, puddles, the cars themselves and even the direction of the sun affect the handling of the tracks.
https://www.youtube.com/channel/UCUQCaoSUjidzkXdJG1PMfZw

I grew attached to racing games/sims with GT5/GT6 but nowadays GT:Sport is alienating me further and further away from the franchise since they dropped dynamic weather and focus way too much energy on this Vision GT program. And Forza 7 still has generic assists, a silly PI system and a rewind button.... I really don't need to see more.
Yeah, "rat racing" as you called it is my biggest complain with Forza. I can forgive lack of proper racing weekends or a more simple/forgiving physics model, but if the gameplay is not fun (and it isn't) its hard to make myself play it. Too bad, cause it would be a nice alternative to pCARS otherwise and something to play on my Xbox that is now collecting dust.
 
Yeah, "rat racing" as you called it is my biggest complain with Forza. I can forgive lack of proper racing weekends or a more simple/forgiving physics model, but if the gameplay is not fun (and it isn't) its hard to make myself play it. Too bad, cause it would be a nice alternative to pCARS otherwise and something to play on my Xbox that is now collecting dust.

My main gripe with Forza is that the devs just copy/paste the previous game and add a little bit extra fluff. FM6 seriously felt like FM5 with a few new cars and tracks. And I'm sure FM7 will just feel like FM6 with the new FH3 stuff added (auction house, widebody kits, Forzathon) and a little bit of extra fluff (that fluff now being 4k HDR, driver suites and dynamic weather). But it's still so unrealistic at it's core with that rewind button, that silly PI system, rubberbanding drivatars (which really destroyed FH3 singleplayer IMO) and then cars just being fit into these very generic classes. PCARS 2 will have GTE, GT3, GT4, GT5 all in their own car classes. In Forza this is just one pile of generic "modern GT racing" where they put everything from GTE, GT3, Super GT, Super Trofeo into a blender and poor it out over the grid. If you don't take stuff too serious, if maxing out a 1945 Jeep Willys is "fun" and racing it against a modern supercar is "normal", if at the slightest mistake you press that Y-button to rewind and go on without a problem is fine well then the game sure has potential for some ppl. But that's not a sim, that's an arcade game camouflaged to look like a sim (since it has laser-scanned real-world locations).

When I moved from PS3 and GT5/GT6 to XBox One and FM5/FM6 I did like the game in the beginning though. Let's admit it, it looks extremely shiny on the outside and is so easy to get in to. But as I wanted to immerse myself deeper and deeper into it I kept hitting these limitations in the game.

PCARS1 wasn't all happy from the beginning either though, that handling with the karts at Glencairn was horrible, made me loose interest and anticipate FM6 even more. A year later when I got tired of FM6 I went back to PCARS 1 and started to appreciate the game more. Put it aside again for FH3 but eventually got tired of that as well and yet again went back to PCARS 1. Now at this time I'm playing Dirt 4 (and greatly enjoying it) but FM7 will be the first title of the franchise on XBox One where I will say from launch "no, I have seen enough of this franchise and its devs, I'm not interested anymore".
 
I have probably missed this not following all the threads lately but will there be upgraded 4k Xbox X/PS4 Pro graphics? :)

I will buy anyway as I have followed slightly mad since the Blimey! takeover (NFS Shift1) and love the helmet cam immersion (shift2)> in the first Project cars on T300RS and DS4 now I found the best settings but it would be great if game photos came out in 4k etc 👍
edit: And more user friendly settings on the photomode ;)
 
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The videos are fantastic! Any chance we'll get to see some Australian Supercars bounding over curbs, some time soon? ;)
 
My main gripe with Forza is that the devs just copy/paste the previous game and add a little bit extra fluff. FM6 seriously felt like FM5 with a few new cars and tracks. And I'm sure FM7 will just feel like FM6 with the new FH3 stuff added (auction house, widebody kits, Forzathon) and a little bit of extra fluff (that fluff now being 4k HDR, driver suites and dynamic weather). But it's still so unrealistic at it's core with that rewind button, that silly PI system, rubberbanding drivatars (which really destroyed FH3 singleplayer IMO) and then cars just being fit into these very generic classes. PCARS 2 will have GTE, GT3, GT4, GT5 all in their own car classes. In Forza this is just one pile of generic "modern GT racing" where they put everything from GTE, GT3, Super GT, Super Trofeo into a blender and poor it out over the grid. If you don't take stuff too serious, if maxing out a 1945 Jeep Willys is "fun" and racing it against a modern supercar is "normal", if at the slightest mistake you press that Y-button to rewind and go on without a problem is fine well then the game sure has potential for some ppl. But that's not a sim, that's an arcade game camouflaged to look like a sim (since it has laser-scanned real-world locations).

When I moved from PS3 and GT5/GT6 to XBox One and FM5/FM6 I did like the game in the beginning though. Let's admit it, it looks extremely shiny on the outside and is so easy to get in to. But as I wanted to immerse myself deeper and deeper into it I kept hitting these limitations in the game.

PCARS1 wasn't all happy from the beginning either though, that handling with the karts at Glencairn was horrible, made me loose interest and anticipate FM6 even more. A year later when I got tired of FM6 I went back to PCARS 1 and started to appreciate the game more. Put it aside again for FH3 but eventually got tired of that as well and yet again went back to PCARS 1. Now at this time I'm playing Dirt 4 (and greatly enjoying it) but FM7 will be the first title of the franchise on XBox One where I will say from launch "no, I have seen enough of this franchise and its devs, I'm not interested anymore".
The A.I in PCars is terrible too, it's actually infuriating and the thing I hate most in racing games when you know the A.I aren't playing by the same rules, I can just about deal with it in arcade games but sim racing, no!

The amount I have to change the A.I difficulty to get decent races is crazy because they aren't using anything close to the same physics as the player and have too much grip in a lot of situations. That's before we even get into the issues when it starts raining where they aren't affected at the same time you start losing grip and their speed loss is usually too much or too little once they are.

Unfortunately with the weak CPUs on consoles it's not going to change in the big AAA games but god damn can they not get someone testing the A.I speeds better so that they are at the very least doing realistic times!!
 
The A.I in PCars is terrible too, it's actually infuriating and the thing I hate most in racing games when you know the A.I aren't playing by the same rules, I can just about deal with it in arcade games but sim racing, no!

The amount I have to change the A.I difficulty to get decent races is crazy because they aren't using anything close to the same physics as the player and have too much grip in a lot of situations. That's before we even get into the issues when it starts raining where they aren't affected at the same time you start losing grip and their speed loss is usually too much or too little once they are.

Unfortunately with the weak CPUs on consoles it's not going to change in the big AAA games but god damn can they not get someone testing the A.I speeds better so that they are at the very least doing realistic times!!
Check the Q&A. It's been addressed and rectified.
 
The A.I in PCars is terrible too, it's actually infuriating and the thing I hate most in racing games when you know the A.I aren't playing by the same rules, I can just about deal with it in arcade games but sim racing, no!

The amount I have to change the A.I difficulty to get decent races is crazy because they aren't using anything close to the same physics as the player and have too much grip in a lot of situations. That's before we even get into the issues when it starts raining where they aren't affected at the same time you start losing grip and their speed loss is usually too much or too little once they are.

Unfortunately with the weak CPUs on consoles it's not going to change in the big AAA games but god damn can they not get someone testing the A.I speeds better so that they are at the very least doing realistic times!!
At first, after dealing with the controller settings, I was trying to wrap my head around the aggressiveness. Then, I let it go. If ai compare it to GT AI, PCars is the greatest by far. On it's own, it needed improvement. However, some races were ruined by AI and I've learned to get on with it. Hasn't tarnished the overall experience for me.

Anyways, here's a bit on the AI. 2nd Topic.
projectcars2-official-logo-color-small.png

We are delighted to welcome @IanBell to GTPlanet! Please give him a warm welcome! Ian Bell is the head of Slightly Mad Studios. If you want more information about Project Cars 2, Please check the General Project Cars 2 Thread, and you can look on the official website. Please keep the off-topic to the minimum, Moderators will keep quite an eye out on this thread, and will delete off-topic posts. Please keep the chit chat to a minimum, this will help Ian get to your question. But please, read the Q&A, so you don't ask the same question!


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Important:

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Q&A:

7th, February 2017
Topic: Laser scanning, multiplayer and co-op career.
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8th, February 2017
Topic: Oval racing AI, Aussie tracks, track detail levels, optimization, touge and hillclimb, bigger offline experience, tracks carried over from PCars1, Septemberish release date, FFB, Suzuka, dedicated servers on console, steering wheel grinding bug, join in progress bug on multiplayer, invisible walls, AI improvements, reworked audio software, controller optimization, AMD GPU's, dedicated servers on pc, any car on any track, improved multiplayer coding, Porsche/Lambo/Ferrari confirmed, FFB presets, speed sensitivity on contollers, Portuguese track confirmed.
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9th, February 2017
Topics: UDP apps, pitstop animation, better crash physics, modding, tire wear, rip grip, Ian's most exciting feature, car modeling detail levels, improved physics model, Shift assets used, physics bugs (cars sticking together), drifting physics, track count.
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10th, February 2017
Topics: PSN pre-ordering, more official licenses, music, more variety offline, weather limitations, tire noise levels.
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11th, February 2017
Topics: Interlagos announced from fan request on GTP, Brazilian Portuguese in game confirmed, general improvements, driver swaps, DLC frequency and pricing.
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12th, February 2017
Topics: Sourcing laser scans
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13th, February 2017
Topics: Dealing with player feedback, most difficult track to scan, licensing Suzuka, visual damage limitations
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14th, February 2017
Topics: Wind physics, FOV and other cockpit adjustments.
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15th, February 2017
Topic: Vegetation seasonality, flashing headlights while overtaking, AI personality traits and sliders, developing AI rivals, lapped AI fighting for position, overall performance on console, more historic tracks, Formula A/B/C confirmed and more, most cars carried forward from PCars1, dirt/snow buildup on cars, fire, headlights, helicopters, stats, no changing cars while on track, 100% control of setting up cars/classes online, host dictates the rules.
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12th, March 2017
Topic: Not Available Yet
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13th, March 2017
Topic: Not Available Yet
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Thanks for that, a lot of interesting info, however they only talk about improving A.I behaviour which didn't really bother me in PC1. They will still be using a different simplified physics model and that's what I have issues with if it allows them to take corners at much faster speeds than the player is able too.

There is nothing more annoying to me than taking a corner perfectly on the limit of grip only to have an A.I car overtake up the inside with unlimited grip on an impossible cornering line.

I've still put in nearly 200hrs and only just finished season 2 so it's not a game breaker for me but it has ruined a number of races and soured the experience like it does in all the other racers it happens in, F1 2010-12 come to mind.
 
The most annoying thing with the AI was Bob getting me disqualified in an endurance race due to corner cutting. I hope that has been fixed.
With regards to racing, I prefer AI that try to race me even if they have some quirks, rather than AI who are just rolling roadblocks.
 
Thanks for that, a lot of interesting info, however they only talk about improving A.I behaviour which didn't really bother me in PC1. They will still be using a different simplified physics model and that's what I have issues with if it allows them to take corners at much faster speeds than the player is able too.

There is nothing more annoying to me than taking a corner perfectly on the limit of grip only to have an A.I car overtake up the inside with unlimited grip on an impossible cornering line.

I've still put in nearly 200hrs and only just finished season 2 so it's not a game breaker for me but it has ruined a number of races and soured the experience like it does in all the other racers it happens in, F1 2010-12 come to mind.
Not trying to sound like a 🤬, but the AI in pCars 1 are a couple seconds off pace at 100%. If they are cornering faster you probably aren't cornering fast enough.
 
Not trying to sound like a 🤬, but the AI in pCars 1 are a couple seconds off pace at 100%. If they are cornering faster you probably aren't cornering fast enough.
I agree with the last sentence.
Happens to me and that's when I fault the physics of individual cars at specific tracks.
At Donington, I'm much faster at the front half of the circuit. When making the climb back up and through to the back straight, the AI handle a bit better(when they're not off the circuit coming back in from the grass).
I can pretty much beat the AI in the McLaren 12C GT3 at any track that thing handles amazingly well. Yet, the R8 LMS GT3 doesn't stick to the track like the 12C GT3.

True, the AI has massive amounts of grip, but the whole set up is different. This can be seen with the RS500. The suspension moves about(dives, squats, rolls), but the AI RS500, isn't animated in its movements.

The AI Escorts are quick versus me using one. I get run down and passed on the long right hander at Road America. Again, I believe the handling is addressed and as such with AI behavior, it will be a much better experience. Won't be perfect, but it'll improve as SMS continue to develop it.
 
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