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

  • Thread starter jake2013guy
  • 12,209 comments
  • 1,211,905 views
If he was a pCARS 1 backer then he would have had since July 2013 or so (that's roughly when I installed the pre-alpha build via Steam after they switched over to deliver their builds via Steam instead of the previous method, might have been available a little before that)
 
Last edited:
Uh, that changed since yesterday...quick..

It's now 3rd..

Yeah, no kidding.... wow......

Poll_Results.png
 
Last edited:
As it was discussed, there is a doppler shift in sound (clearly audible in replays), just like there was in PC1. The one thing that is slightly strange about the replay audio is that engine sounds don't drop off as much with distance as one would expect.


Wait... so you mean a game has FINALLY fixed that awful overdone audio drop-off issue in video games where all of the cars are far too quiet when they aren't close to the camera? I have yet to play a game where -live or in replay- the audio gets that right. Usually cars more than about 3 or 4 hundred feet away from you are completely silent on maximum volume when in reality you can hear most cars all the way at the other end of a fairly large track, and if they are 2 or 3 corners away they are... well... loud.

Okay I'm sure they haven't truly fixed it and that doing so is fraught with difficulty with things like balancing levels and not making near cars drown out even closer cars(or the one you are driving), not to mention mixing too many sound sources at once. I'll assume they are louder when near enough to be audible, but still silent once they get a couple corners from the camera.
 
Wait... so you mean a game has FINALLY fixed that awful overdone audio drop-off issue in video games where all of the cars are far too quiet when they aren't close to the camera? I have yet to play a game where -live or in replay- the audio gets that right. Usually cars more than about 3 or 4 hundred feet away from you are completely silent on maximum volume when in reality you can hear most cars all the way at the other end of a fairly large track, and if they are 2 or 3 corners away they are... well... loud.

Okay I'm sure they haven't truly fixed it and that doing so is fraught with difficulty with things like balancing levels and not making near cars drown out even closer cars(or the one you are driving), not to mention mixing too many sound sources at once. I'll assume they are louder when near enough to be audible, but still silent once they get a couple corners from the camera.

300 ft is nothing though, that's probably the distance the camera is to the side of the track so i don't think you are being accurate here. You should be able to her cars from a distance but its a very different sound & definitely quieter.

 
Ben Collins radio: "You're right behind in the FTL zone. Go to warp 9 and see if you can pass this guy!"
Hahaha. This is brilliant.

Ben Collinsbot: "We're into the EG Zone so the gravitational levels should be the same as Earth. Come in to change to Moon tyres. Don't crash the car. Although the pieces return to the correct place, it loses us time."
 
With Lamborghini being added into the car list page of the Project Cars 2 website, what are the remaining two "TBA" cars? Any ideas?

Disregard - I realise this has been speculated in the Car List thread to be the Renault RS01 GT3 and possibly a Toyota 86
 
Hi,
I have a question about the seasons in PC2. In the video below, we see the Sonoma circuit with greenery (herbs, vegetals...). Will this be reproduced in PC2? I have not seen videos of this track recently. Thank you.

 
300 ft is nothing though, that's probably the distance the camera is to the side of the track so i don't think you are being accurate here. You should be able to her cars from a distance but its a very different sound & definitely quieter.

Yeah 300 feet was probably a little bit of a silly exaggeration, but it's still obvious how bad every game I've ever played is at conveying the atmosphere of distant sounds at a racetrack. I'm not sure what the posted video was supposed to illustrate other than the fact that you can absolutely hear race cars from a much longer distance than in any game. They don't simply turn completely silent once they get a little ways away. But I only watched the first couple minutes of the video, sorry if there's something else there.

This isn't a big deal issue to me and I can understand a variety of reasons it would be technically difficult to really get right(hell, it seems to be pretty hard just to get cars to be audible near you without drowning out your engine), but it is a very noticeable one in replays or when just watching track activity while you aren't driving. More along the lines of an "it would be nice to see some games get this right before I finish getting old" thing.
 
Hi,
I have a question about the seasons in PC2. In the video below, we see the Sonoma circuit with greenery (herbs, vegetals...). Will this be reproduced in PC2? I have not seen videos of this track recently. Thank you.


I thought about this as well & thought maybe it will be a surprise to get seasonal greenery? It would make sense.
 
Yeah 300 feet was probably a little bit of a silly exaggeration, but it's still obvious how bad every game I've ever played is at conveying the atmosphere of distant sounds at a racetrack. I'm not sure what the posted video was supposed to illustrate other than the fact that you can absolutely hear race cars from a much longer distance than in any game. They don't simply turn completely silent once they get a little ways away. But I only watched the first couple minutes of the video, sorry if there's something else there.

This isn't a big deal issue to me and I can understand a variety of reasons it would be technically difficult to really get right(hell, it seems to be pretty hard just to get cars to be audible near you without drowning out your engine), but it is a very noticeable one in replays or when just watching track activity while you aren't driving. More along the lines of an "it would be nice to see some games get this right before I finish getting old" thing.
Well i suggest having a good listen because to me its very clear that pcars 2 sounds nothing like it is irl. The cars get much louder as they are nearer sound in the distance are more like echoes & they bounce around the stadium. Sound waves are much larger & you get a distinct doppler effect. No sim gets it perfect & maybe pcars are going for some miked effect but i completely disagree that other sims have got it wrong with the dynamics of replay sound. This is r3e this is ac (which generally has poor sound imo but still does a better job) pcars 2 so yeah a bit dissapoining for me because i like to watch replay in vr but no deal breaker.
 
Well i suggest having a good listen because to me its very clear that pcars 2 sounds nothing like it is irl. The cars get much louder as they are nearer sound in the distance are more like echoes & they bounce around the stadium. Sound waves are much larger & you get a distinct doppler effect. No sim gets it perfect & maybe pcars are going for some miked effect but i completely disagree that other sims have got it wrong with the dynamics of replay sound.

... videos snipped from quote...

so yeah a bit dissapoining for me because i like to watch replay in vr but no deal breaker.

Okay I think see what you are saying. I'm not sure whether the cause is that pcars sounds too loud from a medium distance(the farthest in those videos) or rather that it doesn't sound close enough when it gets close to the camera but the end result is the same and very odd. The noise doesn't really keep growing in intensity very much to the closest point. I would expect much more "doppler" distortion as well. There is a little but not nearly enough. The others clearly sound like the car is too far away which is pretty normal in my experience but they do have a much more natural feel to them. I do agree that it is not really good enough.


None of those illustrate the slightly different issue I was talking about though, because they are all focused on a car nearby and I couldn't tell whether there were other cars in the distance. My concern is about how cars tend to sound too far away when still fairly close(shown well in the R3E video) and then disappear altogether when you should still be able to hear cars a mile or more away when there isn't a nearby sound source to overpower them. They seem to fade much too quickly and then fade to zero instead of remaining faintly audible.

If you don't watch from static track cameras it is most noticeable when you are in the pits/garage while other players or bots are on track. A car drives past the pit lane, goes through one turn or so and then you never hear it again until it approaches the last turn(unless another part of the track comes really close to where you are). You could argue it's a little thing but it always jumps out to me. There should never really be complete silence when there is any track activity.

I'm not sure if pCARS 2 is trying to make the sound audible from a longer distance and so the "close" sound blends in when they are much too far away, or if something else is wrong in how it is created... but something is clearly wrong there. My original comment was a not-particularly-serious complaint about sound drop-off in general, not actually trying to defend pC2 and its weird lack of a doppler effect. I should probably have worded it a bit differently but sarcasm took over. :)
 
I thought about this as well & thought maybe it will be a surprise to get seasonal greenery? It would make sense.

Yes if the 4 seasons are correctly represented, we should have greenery at a season in Sonoma for example (like IRL). Nobody can validate this by a video or a screenshot?
 
I thought about this as well & thought maybe it will be a surprise to get seasonal greenery? It would make sense.
Laguna Seca is another track that can look lush and green in late winter or spring. If SMS aren't considering things like this with seasonal changes then it kind of dilutes the effect. I hope it's not just the leaves on the trees that get reworked.

Can any WMD2ers post some images of Sonama or Laguna Seca in the Spring? This is what LS can look like:

a1gp-laguna-seca-2006-robbie-kerr.jpg


a1gp-laguna-seca-2006-alex-yoong.jpg
 
Back