Project CARS 2 General Discussion Thread - Out Now on PS4/XB1/PC

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Why is COTA so dark? Is it just for that picture?
Because it's nighttime and there are no lights on the circuit there at besides the one you can see on the main straight at COTA. As we're near the end of the pitlane, there are also fewer lights because of no pit boxes to light. Also, the light on the right doesn't seem to be intended for circuit use but marshalling which is why it's by the opening in the wall. For any other reason, I think it would be pretty pointless.

It's probably about midnight there in the picture as well. (Midnight meaning equal time between sunrise and sunset previous day. Not 0:00.) And it's raining so clouds are blocking the light from the moon which might have shown on the puddles.

Those are my guesses. They might be right, they might be wrong.
 
They're definitely wrong. I've been to COTA at night during Lone Star Le Mans the past 2 years; it's lit up like a Christmas tree except for a few spots.

The entire front straight is lit up all the way to Turn 1 with massive spot lights. Even at 11PM at night when the race ends, that track would still be lit up until everyone goes home.


Edit* These are my photos from last year up in the tower around 9-10PM.
cotanight.jpg

cotanight2.jpg
 
They're definitely wrong. I've been to COTA at night during Lone Star Le Mans the past 2 years; it's lit up like a Christmas tree except for a few spots.

The entire front straight is lit up all the way to Turn 1 with massive spot lights. Even at 11PM at night when the race ends, that track would still be lit up until everyone goes home.


Edit* These are my photos from last year up in the tower around 9-10PM.
cotanight.jpg

cotanight2.jpg

In fairness, just because it was like that for IMSA/WEC last year doesn't mean it's the same for the circuit all year round. Those lights shown may have simply been temporary and are only used for IMSA/WEC which is why COTA/SMS chose not to add them into the game. Of course, that's just a theory but it's the only reason I can think of.
 
In fairness, just because it was like that for IMSA/WEC last year doesn't mean it's the same for the circuit all year round. Those lights shown may have simply been temporary and are only used for IMSA/WEC which is why COTA/SMS chose not to add them into the game. Of course, that's just a theory but it's the only reason I can think of.
This was taken during the MotoGP event where the brightest lights are turned off at the top of the paddock/main grand stand. You can still see the suite/grid/seating lights still illuminating the track and the start/finish line at the end.
34212373301_3f91a51f6e_k.jpg

The only way the in-game picture occurs is if all these lights are turned off.

Hence why I originally asked if it was just for that picture. They do not run this track at night in pitch black; it's far too dangerous.
cotaf1.jpg

Edit* Looking from Turn 1 outward during the US Grand Prix weekend, another non-night event, this time with the lights at the top of the stands on, showing how bright the front straight really is.

Let me be clear before a certain road may be turned on; I'm not trying to make an issue out of this. It's just a observation that's odd given my personal interactions with the track over the years. Like how T10 modeled its COTA that looks like the F1 weekend, when most of the time, it's a bit more vast for scenery. I'm still going to buy PC2, and enjoy it. :)
 
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Yep, after the 3 red lights you get the green with some variance.

It should be just red then green between 1 and 3 seconds later without the light countdown. The start system in PC1 doesn't work properly - it results in anticipated starts and first corner crashes and is one of the things I really dislike about the game. Most of the game I love, but the unrealistic start sequence and the lack of grid options for Hosts are a real disappointment (reverse grid etc).

If it does feature a randomized delay as @The_American says then the interval must be too short - as far as I know it should range between 1 and 3 seconds. The current system is not up to scratch and I hope it gets changed in time for Project Cars 2.
 
Regarding COTA being to dark, here's a comparison of the same spot:

2gPrmrl.jpg

JFu6VQI.jpg


That area is quite dark, also take into account that the onboard picture has illumination from their headlights which the PCARS promo shot doesn't have.
 
It should be just red then green between 1 and 3 seconds later without the light countdown. The start system in PC1 doesn't work properly - it results in anticipated starts and first corner crashes and is one of the things I really dislike about the game. Most of the game I love, but the unrealistic start sequence and the lack of grid options for Hosts are a real disappointment (reverse grid etc).

If it does feature a randomized delay as @The_American says then the interval must be too short - as far as I know it should range between 1 and 3 seconds. The current system is not up to scratch and I hope it gets changed in time for Project Cars 2.
pCars 1 most certainly does have a random start sequence. It can give a false impression of being predictable since it looks like a drag racing tree.
 
Regarding COTA being to dark, here's a comparison of the same spot:

2gPrmrl.jpg

JFu6VQI.jpg


That area is quite dark, also take into account that the onboard picture has illumination from their headlights which the PCARS promo shot doesn't have.
True, but the in game shot has no building illumination or the big screen glow either. It does seem a bit odd. Why would starter lights be active but rest of the track "shut down"?

Don't get me wrong. It looks amazing. Just a bit disconnected.
 
True, but the in game shot has no building illumination or the big screen glow either. It does seem a bit odd. Why would starter lights be active but rest of the track "shut down"?

Don't get me wrong. It looks amazing. Just a bit disconnected.

Maybe that signifies the track is shut down for now & the time is actually the release date 13th of August.:lol:
 
Even if there was a car in that picture it wouldn't mean much. Cars and tracks are not finished yet and even the more complete ones (cars/tracks/rendering engine?) will have optimizations passes before the game launches.

Still, lights influence reflections and shadows and... i don't know but all these are some that impact performance. At some point some balance has to be made, especially for consoles I suppose. In PC we (not me) can just throw another gtx 1080ti at it :\

That being said... I'm all for as much detail as the real thing, always be it track or car and SMS is know for the insane detail as well.
 
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