Project CARS 3: General Discussion Thread - Out August 28th, 2020 on XB1/PS4/PC

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On certain tracks my poor Xbox S still struggled at times with just 10 cars.
(I won't be buying the cheaper console next gen.)

I thought the cheaper console in the next gen is just a disc-less version?

Unless they release an updated model in a years time....
 
On certain tracks my poor Xbox S still struggled at times with just 10 cars.
(I won't be buying the cheaper console next gen.)

I thought the cheaper console in the next gen is just a disc-less version?

Unless they release an updated model in a years time....

In the case of the Playstation 5, it appears the cheaper model only does without the disc drive so there should be virtually no performance difference them.

With the Xbox, the Series S has an inferior GPU and less RAM whereas it is rumoured to still be packing the same CPU and SSD performance. The compromises here should imply the cheaper console should mirror the performance of the Series X, just at a lower resolution with less detailed textures.
 
If you read the post he doesn't say when the private lobbies will be available,just what they will feature.
The official communication is that the private lobby features will 99% be there at launch. I assume that means within a Day 1 patch. Reviewers with early access may or may not have that patch.
 
With the Xbox, the Series S has an inferior GPU and less RAM whereas it is rumoured to still be packing the same CPU and SSD performance. The compromises here should imply the cheaper console should mirror the performance of the Series X, just at a lower resolution with less detailed textures.

That's what I thought would be the case with the Xbox S, and it is in most cases. But when games like PC2 and D2 also drop frames, I'm not taking any chances this time.
 
In the case of the Playstation 5, it appears the cheaper model only does without the disc drive so there should be virtually no performance difference them.

With the Xbox, the Series S has an inferior GPU and less RAM whereas it is rumoured to still be packing the same CPU and SSD performance. The compromises here should imply the cheaper console should mirror the performance of the Series X, just at a lower resolution with less detailed textures.

Thanks, didn't realise that about the Series S, as not really seen any information.
 
That will depend on when the review embargo lifts, I've not yet seen anything concrete on if that will be before release day or not.
I heard one person who had a YouTube piece on (and was playing the game) say to watch for the review shortly before the game releases, or something to that effect. But I don't know who it was and whether or not they guessed. It usually hits Europe before here in Canada, so I should at least know by then but hopefully before
 
Time to make one of these :D

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Judging by that video, it looks like the Lancer Evo's race conversion kit just turns it into the Evolution IX Racing?

If that's the case, kind of takes some of the excitement out for me knowing your upgrades eventually end at just turning the car into a model you could've bought separately.
 
Judging by that video, it looks like the Lancer Evo's race conversion kit just turns it into the Evolution IX Racing?

Yep, that's what it does.

If that's the case, kind of takes some of the excitement out for me knowing your upgrades eventually end at just turning the car into a model you could've bought separately.

Not really, you can upgrade your road car up to the Hyper Car class, but it'll never be in a Racing class unless you use de conversion kit. I don't think that the upgrades from the road car are compatible with the conversion kit.
 
Those car classes are absolutely insane.


See, this is one of the things that has me concerned about the direction they're heading, this doesn't look all that different than the divisions in Forza 7. Obviously, this one has a proper "race" upgrade added, but how different is it going to be, really? And please don't get me wrong, I like games like Forza (and the GT games back in the day, and the Ride series for that matter) well enough, but, how well have they done, because the upgrade system in those titles I've mentioned have all had some flaws. And I realize there's a lot of duplicate cars in GT and FM counted as their own car, but even subtracting those, the FM7 car list crushes PC3's, so what are they selling me that's new here?

See, it's not so much that I object to a fun driving game, I am very concerned though. And maybe still bitter and hostile about the whole turn away from what I feel was a really great motorsport sim.
 
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Not really, you can upgrade your road car up to the Hyper Car class, but it'll never be in a Racing class unless you use de conversion kit. I don't think that the upgrades from the road car are compatible with the conversion kit.
The wording just seems like marketing hype then, since it's specifically talking about that conversion kit. Imo, I'd rather just upgrade the Evo all the way & leave it pre-conversion. And if I want to challenge the racing versions "that should leave me for dead", I'll buy the Racing version later on since that's what it appears I'll be stuck with anyway if I buy the conversion kit & my previous upgrades are removed?
 
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That will depend on when the review embargo lifts, I've not yet seen anything concrete on if that will be before release day or not.
I heard one person who had a YouTube piece on (and was playing the game) say to watch for the review shortly before the game releases, or something to that effect. But I don't know who it was and whether or not they guessed. It usually hits Europe before here in Canada, so I should at least know by then but hopefully before
The wording just seems like marketing hype then, since it's specifically talking about that conversion kit. Use the conversion kit on your road car to "upgrade it all the way" into a race car so you can "humble cars that should leave you for dead", like some sort of underdog?

Imo, I'd rather just upgrade the Viper or Evo all the way & leave it pre-conversion. And if I want to challenge the racing versions, I'll buy the Racing version later on so I can have both, as otherwise, I'm apparently going to lose my upgrades on the road car & be left with a stock racing version?
We did see that Escort racing against race cars of some type. It's been a while since I saw the video though
 
The wording just seems like marketing hype then, since it's specifically talking about that conversion kit. Imo, I'd rather just upgrade the Evo all the way & leave it pre-conversion. And if I want to challenge the racing versions "that should leave me for dead", I'll buy the Racing version later on since that's what it appears I'll be stuck with anyway if I buy the conversion kit & my previous upgrades are removed?

I'm not sure how it'll work. I think the reason the conversion kit exist is that if you already have the car, it's less expensive to convert it than to buy the racing version.
 
Those car classes are absolutely insane.
Yeah. Group B, Group 4 and the Ferrari 355 Challenge in with Group A cars in the Group A tab.

I can only imagine the conversations that will come out.
"Guys. I can't find the Ferrari 355 Challenge. Where is it?"
"Look under Group A. You'll find it there."
"Why is it there? It's not a Group A car. Why is a Group B car here?"
"Don't ask. I don't know."
 
...what are they selling me that's new here?
A sort of GT-/Forza-like experience, but with much more realistic handling physics than GT-/Forza-style physics (if it is like PCARS2, it is not a close comparison) and PCARS content and features. Dynamic+seasonal weather on every one of an exceptional spread of tracks, for one example.

Part of the "fun" here is that its handling model should be far superior to GT/Forza. Handling is the whole reason I play sims; the main reason I even bought a Playstation. Pitstops are just a gameplay mechanic and classes are just arrangements of cars. I don't prefer what SMS has done with those things, but being able to buy, paint, customize, and upgrade cars in a sim with Project-CARS-caliber physics is paramount.

Handling is the backbone of the whole gameplay experience from "Start Race" to "Return to Menu".
 
A sort of GT-/Forza-like experience, but with much more realistic handling physics than GT-/Forza-style physics (if it is like PCARS2, it is not a close comparison) and PCARS content and features. Dynamic+seasonal weather on every one of an exceptional spread of tracks, for one example.

Part of the "fun" here is that its handling model should be far superior to GT/Forza. Handling is the whole reason I play sims; the main reason I even bought a Playstation. Pitstops are just a gameplay mechanic and classes are just arrangements of cars. I don't prefer what SMS has done with those things, but being able to buy, paint, customize, and upgrade cars in a sim with Project-CARS-caliber physics is paramount.

Handling is the backbone of the whole gameplay experience from "Start Race" to "Return to Menu".

It may sounds strange after all "constructive criticism" that I reserved to PC3, but I entirely agree with Wolfe on this post.
Excellent handling combined with good physics, and with good joypad implementation is the core of the game I am looking for.

I just hope SMS will allow to have custom races being able to restrict car types (even to one car model will be ok), and in the future will be great if they implement custom offline championship.

Having said so, the core of the game (handling, physics, gameplay with controller) MUST be darn good!
Let's see.
 
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It is bad, but not as bad I was expecting. At least GTA class, N class, Prototypes, Group C etc are note mixed up. But still I prefferd old classes from PCars 2, and there are definately odd choices here and there.
 
It is bad, but not as bad I was expecting. At least GTA class, N class, Prototypes, Group C etc are note mixed up. But still I prefferd old classes from PCars 2, and there are definately odd choices here and there.

On the classes, I liked PC2 as well.
GTS is better IMHO, with clear and understandable car categories, and especially for the racing categories it works really well (probably thanks to collaboration with FIA). I think is the best I tried so far.

On the other side of the spectrum, Forza, a complete babylon of car classes, so manyyyy.
 


The F40 grows fatter from PC2, was 1235kg, now closing to 1400kg, power was 480HP, now 495HP, Another example, '71 Ford Escort 1600 was 765kg in PC2, now 850kg:crazy:. Those handling stat is a bit weird at first glance, the Escort has 43.1:dunce:, while GT86 is only 33.6, Lancer Evo VI TME 31.1 ( was 1365kg, now 1449 kg:irked: ), and R34 GTR at 27.9:ouch: ( it has 1625kg ) , but by looking at the weight of the cars, looks like weight has major influence in how the handling stat is calculated, guess that's why the cars from PC2 undergo various degree of weight changes. Power of the cars are also under varied changes. The Nissan Skyline R32 GTR Gr A is one the most obvious example, from1260kg to 1345kg, power reduced from 373kW to 330kW.

To fit the cars in their designated classes, BOP changes are necessity and authenticity takes a back seat this time in favor of BOP.
 
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On the classes, I liked PC2 as well.
GTS is better IMHO, with clear and understandable car categories, and especially for the racing categories it works really well (probably thanks to collaboration with FIA). I think is the best I tried so far.

On the other side of the spectrum, Forza, a complete babylon of car classes, so manyyyy.

I agree. Groups in GT Sport even with mixed up classic cars and moderns (looking at you Group 1...) is still better than Pcars 3. It is clear and obvious on Gran Turismo, and in PCars 3 what I see is a huge mess.
 
A sort of GT-/Forza-like experience, but with much more realistic handling physics than GT-/Forza-style physics (if it is like PCARS2, it is not a close comparison) and PCARS content and features. Dynamic+seasonal weather on every one of an exceptional spread of tracks, for one example.

Part of the "fun" here is that its handling model should be far superior to GT/Forza. Handling is the whole reason I play sims; the main reason I even bought a Playstation. Pitstops are just a gameplay mechanic and classes are just arrangements of cars. I don't prefer what SMS has done with those things, but being able to buy, paint, customize, and upgrade cars in a sim with Project-CARS-caliber physics is paramount.

Handling is the backbone of the whole gameplay experience from "Start Race" to "Return to Menu".


Completely fair points, and I'm not writing it off out of hand, just have my concerns. And given experience with other titles, I don't feel completely unjustified in waiting to see what real people think of it before buying. The thing that has me the most concerned about what's there (vs. what isn't) is actually the upgrade system, especially in a competitive online environment.
 
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