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

  • Thread starter jake2013guy
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Yes. This is something I pushed hard for. It's not as simple as you might imagine. Historically we've always tended to balance the additional overhead of rain, which brings additional particle overhead and for us, detailed reflections, by fogging things out in the distance allowing us to cull detail earlier and/or drop detail via more aggressive lodding. With a fully wet track and sun though (assuming the clouds have rolled away) we don't have those tricks available so it's a long hard slog on optimisation.
Which was, I assume, the reason why, in pCARS1, it was dry the instant the rain stopped?
 
Agreed, but imo, from what's been output, I think this game (like PCars1) is one of the best sounding racing games. I don't play the first very often, but when I do, I'll end up with around 3-4 hours continuously just driving different cars for laps & laps enjoying the sound & immersion the game provides.
then you'll be amazed by pCars2. The sound has improved so much :cheers:
 
That's absolutely amazing (both that you can choose seperate weather for training, quali and race and that the conditions have influences on how the track is later)! How long did it take for the track to dry out after the start of the race?
I crashed out in turn 1 due to the tricky conditions, so honestly I don't know :D. Should try it again for my next playing session.
 
Hmm looks like quite a lot of input lag there.

Many possible reasons for this:
  • He is running VSYNC on
  • He has set his "render frames ahead" higher than 1
  • He has a bad framerate to begin with (Triple Screens and optimization work has not been done yet)
  • His screens have not the fastest panels
There is no lag under target conditions.
 
Many possible reasons for this:
  • He is running VSYNC on
  • He has set his "render frames ahead" higher than 1
  • He has a bad framerate to begin with (Triple Screens and optimization work has not been done yet)
  • His screens have not the fastest panels
There is no lag under target conditions.

Yeah I know the possible reasons, I'd be annoyed by that though ;)
 
I think I remember back from pCARS1 days that when you capture game footage on video, you get lag that you actually dont get while playing. At least I remember seeing videos that had this exact problem, but I never experienced it in the game and it was explained by some people that it's due to the way video is captured.
 
I think I remember back from pCARS1 days that when you capture game footage on video, you get lag that you actually dont get while playing. At least I remember seeing videos that had this exact problem, but I never experienced it in the game and it was explained by some people that it's due to the way video is captured.
I think one of those people tried to sell me a £100 HDMI at the weekend. They don't work in Currys do they?
 
I think one of those people tried to sell me a £100 HDMI at the weekend. They don't work in Currys do they?
I'm not talking capturing footage from the game using PC capture tools. I'm talking about how this video was captured, using Phone/camera. The HDMI has nothing to do with it :) I myself have cheap cables that work just fine even with my 4K displays.
 
I'm not talking capturing footage from the game using PC capture tools. I'm talking about how this video was captured, using Phone/camera. The HDMI has nothing to do with it :) I myself have cheap cables that work just fine even with my 4K displays.

EXACTLY! It is the same issue as with the audio. An external camera and microphone were used. It might even have just been someone's cell phone. IT's not direct game "capture", it's video using a camera.

Both of these might have been lower quality/non-professional equipment and therefore introduced some distortion. Then the added compression used by YouTube would have resulted in additional loss in fidelity.

These kinds of videos are great for giving you a glimpse and an overall impression, but they should NEVER be used to look at fine details.
 
I think I remember back from pCARS1 days that when you capture game footage on video, you get lag that you actually dont get while playing. At least I remember seeing videos that had this exact problem, but I never experienced it in the game and it was explained by some people that it's due to the way video is captured.
That seems to defy logic. The camera is capturing the scene without any regards to what is displayed in this scene (whether it's the wheel or the screens behind it). So I see no reason why it would end up being that much desynchronized (maybe 1 frame but not that much).

It could result in giving a bad idea of the actual framerate (which seems the case here btw) if the camera is not synchronized with the screen refresh rate, but not look like so much input lag.

The Render Frame Ahead is well known for giving input lag anyway (and I wasn't really worried since pcars 1 also had some kind of "visual" input lag of the wheel (but lower than that) but still managed to have absolutely no input lag physic-wise.
 
I'm continually surprised by the effort and love they put into these articles. There's gotta be a whole lot of recherche going into those, and they are always interestingly written and immensely readable.
If the physics of the mentioned cars keep up with just the articles about them, we're going to be perfectly fine.
 
I see you @mister dog

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I'm quite getting into it now. Can't go into specifics of course but I already see a lot of potential compared to PCARS 1 if we can get everything sorted. Livetrack is a pretty cool new feature, and in practically all other areas of the game (graphics, weather, sounds, physics, FFB, menu's.. you name it), I see many improvements too. Once you guys will be able to get your hands on a copy hopefully this year still, it will definitely feel like the next step up and a racing game that ticks all the boxes.

I haven't had this much fun racing in the wet in a long time for example, feels very intuitive on the right tyres. :) Combine that with a gorgeous weather model with better skies overall + changing seasons and you get the picture.

These next months of seeing the game come together will be something to behold, and it's nice to have a front row seat for that.
 
I'm quite getting into it now. Can't go into specifics of course but I already see a lot of potential compared to PCARS 1 if we can get everything sorted. Livetrack is a pretty cool new feature, and in practically all other areas of the game (graphics, weather, sounds, physics, FFB, menu's.. you name it), I see many improvements too. Once you guys will be able to get your hands on a copy hopefully this year still, it will definitely feel like the next step up and a racing game that ticks all the boxes.

I haven't had this much fun racing in the wet in a long time for example, feels very intuitive on the right tyres. :) Combine that with a gorgeous weather model with better skies overall + changing seasons and you get the picture.

These next months of seeing the game come together will be something to behold, and it's nice to have a front row seat for that.
Just don't get burned out. I kind of did with pCARS 1 after testing it for 3.5 years.

Just curious, what graphical improvements are there? Is it mostly seasonal graphics, so texture stuff or is there new tech?
 
I'm quite getting into it now. Can't go into specifics of course but I already see a lot of potential compared to PCARS 1 if we can get everything sorted. Livetrack is a pretty cool new feature, and in practically all other areas of the game (graphics, weather, sounds, physics, FFB, menu's.. you name it), I see many improvements too. Once you guys will be able to get your hands on a copy hopefully this year still, it will definitely feel like the next step up and a racing game that ticks all the boxes.

I haven't had this much fun racing in the wet in a long time for example, feels very intuitive on the right tyres. :) Combine that with a gorgeous weather model with better skies overall + changing seasons and you get the picture.

These next months of seeing the game come together will be something to behold, and it's nice to have a front row seat for that.
How many cars and tracks are you able to use? Is it a mix of cars revealed and cars still under development or just 4 or 5 handpicked by SMS/WMD?
All tracks or just a few?
 
I'm just reading a preview in EDGE magazine and it's showing a release date of May 6th! This sounds way too early, but it would keep it away from the GTS launch window. They talked to Stephen Viljoen and Andy Tudor so I'm presuming they didn't just pull it out of, er, nowhere. Can anyone else confirm? Ian??
 
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