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

  • Thread starter jake2013guy
  • 12,209 comments
  • 1,195,924 views
Well the view outlined by Ian generally supports the business decision from a developer stand point, however customers it works against us.

Also I think one can make the argument that in the short term not offering up a demo/open beta may be beneficial to the developer, but what happens if customers come in an buys your product only to be disappointed? Usually disgruntled customers are the most vocal, and that negative PR spreads much faster than any positive marketing material or promo video.

I agree that it's good for the developer and not particularly the customer, and that's the point Ian made. It makes no sense financially for the dev. I'm glad PD did the beta, because now I don't have to waste money on GTS. Though I doubt they care about losing a heap of sales, since GTS will undoubtedly sell many millions just because it's a GT game anyway.

I don't agree with you on your second point though, that demos can be beneficial to the developer because it can help them avoid disgruntled customers. If the game isn't up to scratch, sure they'll cop criticism from buyers, but then they can try to fix the problems. If they spend money to get a demo or beta in the hands of players, it'd simply lead to fewer sales, and a lot fewer if the game isn't up to scratch. Selling a lot less copies means less money to fix issues, and less likelihood of the developer making better games in future. Besides, SMS has WMD to get the feedback they need, so a beta is pointless. They could make a demo, but as Ian said: That would cost money to do, and it would only lead to fewer buyers of the full game, or the same amount of buyers they'll get otherwise, which means making the demo is pouring money down the drain. Also, negative PR can be fairly easily overcome by positive PR, which I'll expand upon below.


Now in the case of PC1, I think most can agree (from my own limited experience) and from comments around the web they have to win over some disgruntle customers and prove to them that out of box experience is much improved. What better way to get this done by providing hands on proof that you have sorted out the major complaints of your prior version?

I don't think they have to win anybody over. The negative PR they got from PC1 is hardly any different to what they copped from the Shift games and Test Drive Ferrari, yet PC1 sold millions. The massive amount of positive PR they're currently getting from PC2 has already more than made up for what the first game cost them. Think about it this way: If PC1, for argument's sake, sold 2 million units, but was so buggy that a whole 200,000 buyers swore that they'd definitely not buy another SMS product, then SMS wouldn't need to try to convince those 200,000 to buy their new game, they'd need another 200,000 buyers for their new game. PC2 has generated so many positive responses from all kinds of gamers, from casuals to sim racers, from YouTube personalities to real race drivers. I guarantee the hype around PC2 at the moment will lead to it selling far more copies than PC1, and once the game's out, if there aren't a heap of reports of game breaking bugs we had with PC1, many of the disgruntled PC1 buyers you speak about will eventually pick PC2 up anyway.
 
FS7
It also lists 3.5 GHz Intel Core i7 3700 as minimum, so I'll need to get a new CPU since my 3.2GHz i5 4460 won't be able to run PCars2.

I assume this can't be the actual "requirement" for booting the game. If an i5 won't run the game, this game is in trouble on PC.

Will check that minimum spec again. I'm running i5-3570k and an Nvidia 1060, game runs smooth at 1080p

Looks like I'm going to have to use GeForce Now when the time for me to play pCARS 2 comes, just to play safe...because I'm still stuck with the Core i7-860. Also probably not pre-ordering and not buying the game until I'm sure I've got the time to play (and based on my school schedules, that might not happen until the holiday season).
 
My bad, i must have missed that conversation. Surprising however as I remember Ian praising DX12 benefits in testing of the old game.
Yeah it was a shocker for me too honestly, since pCARS is very CPU heavy and not only GPU, so I feel DX12 could be very beneficial here.
 
audi-digitalpreorder-00002_orig.jpg


Guess who's over from GTSport? I see you Audi R8 LMS livery.
 
Yeah it was a shocker for me too honestly, since pCARS is very CPU heavy and not only GPU, so I feel DX12 could be very beneficial here.

It is CPU heavy, but DX12 brings benefits mainly when an application is CPU heavy due to an abundance of draw calls that must be sent to the GPU. This may not be the main CPU bottleneck in pCARS 2 at all, I'd bet my money on the tire simulation and general physics instead.

Furthermore, DX12 requires A LOT of additional work, which is often ignored when people talk about the potential benefits. I could name a few games (the overall list that use DX12 is short as well) that had DX12 support for a year now, but in which it's still not a 100% bug free option, usually raising average FPS, but often introducing huge slowdowns in specific cases.
 
Hi Guys,

Need help deciding between the Xbox One and PC version. I do not plan to upgrade my PC or buy a Xbox one X as I do not have enough time to game these days.

These are my specs

Amd Phenom II 1100T
Amd R9 270
8GB Ram

Not great specs but Pcars runs at about 45fps on a full starting Grid and 30fps in the wet. This is on medium setting and it totally playable (60+ fps) once the field spreads out.

The main factor for me would be the number of players online, I wouldn't mind playing Pcars 2 on PC with similar settings/performance if it means finding a game online will be easier compared to XBL.
 
It is CPU heavy, but DX12 brings benefits mainly when an application is CPU heavy due to an abundance of draw calls that must be sent to the GPU. This may not be the main CPU bottleneck in pCARS 2 at all, I'd bet my money on the tire simulation and general physics instead.

Furthermore, DX12 requires A LOT of additional work, which is often ignored when people talk about the potential benefits. I could name a few games (the overall list that use DX12 is short as well) that had DX12 support for a year now, but in which it's still not a 100% bug free option, usually raising average FPS, but often introducing huge slowdowns in specific cases.

Yeah, I understand the drawbacks of DX12, but it seemed like the groundwork for it was there in pCARS 1 and as SMS loves to push the envelope, I figured they'd have it implemented by this iteration. I think as far as the CPU usage the physics part of it is using up a lot, but I do think that DX12 would help anyway, especially in VR.
 
It would have taken you less time to simply answer "Correct."
And besides, your "umpteen times" = one time, in the wishlist thread. Not exactly intuitive. :)
And about 12 more times in the Q&A thread, and I've lost count of how many other threads.......

And it would have taken me even less time if people actually bothered to read posts. Especially when some people take the time to update the OP in the thread to capture all of the key items. How about showing those folks some respect and actually taking a few minutes to make use of their work?
 
I just hope this time when I pre-order a game and it's finally time to play it, it actually becomes available for me first. I remember when I pre-order MLB the show 17 and when it was about to release it ended up on my little brother PlayStation instead. Me and him do the whole game sharing thing so idk if was because of that or it was an MLB the show issue. Anyway I hope that don't be the case with pcars2. I eventually downloaded the game but I forgot how I got it.
 
The PlayStation North America store doesn't have the September 22nd release date. Instead, it has a provisional date of December 31st. Either way, I've pre-ordered.
 
We need those discounts too on consoles!

Bandai PLS

Waiting for the psn digital version to be up to preorder
I think the discounts on Steam are set by them, though, unfortunately. I think just about everything is currently discounted for the summer sale.
 
Here's your big overview of what you will find in your digital pre-orders.
d15892793cbf5ab91ea0ba005d27124e7f4261ff.jpg

6de691e09de27d494c9ce65c1bf794830ae7b392.jpg


And now a preview of the cars in the Japanese and Motorsport Pack.
046df536675841c0e983e73ca7a7cabf98a69072.jpg

f601cdcbf50a1fdd9ffc4cce83609af522ccc0b5.jpg

e90956902df6e040e07c4b66f3b0c8f36fd7ae0d.jpg


Vz6z0ZC.jpg


3LsFLGT.jpg

Season pass pack = 8 new cars and 1 circuit.
This means that we will have 32 cars and only 4 additional circuits for 30 € ?. I wonder if the number of cars and circuits is set permanently. It seems to me that the DLCs of project cars 1 were more "generous".
 
Season pass pack = 8 new cars and 1 circuit.
This means that we will have 32 cars and only 4 additional circuits for 30 € ?. I wonder if the number of cars and circuits is set permanently. It seems to me that the DLCs of project cars 1 were more "generous".
It just "seems" that way. Ian mentioned DLC will be packaged about every 3 months. We may get more content than PC1, in a comparable 3 month period.

Anyway, I need to see more pics of the Japanese Pack. :D
 
Season pass pack = 8 new cars and 1 circuit.
This means that we will have 32 cars and only 4 additional circuits for 30 € ?. I wonder if the number of cars and circuits is set permanently. It seems to me that the DLCs of project cars 1 were more "generous".
If my numbers are correct:

The first game had 12 DLC Packs for a total of $51.36. These included a total of 49 Cars and 7 Track Locations.
 

Latest Posts

Back