Project CARS General Discussion Thread

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Last night, I saw a video on YouTube with some commentary on Project CARS. I got to know a little more about this game. One thing I didn't know was that this game will come out not only on PC. In fact, I heard and read it will be on the PS3, XBOX 360, and Wii U (Nintendo can seriously use a sim racer unless Mario Kart is all they want). I also learned the game is based on a heavily modified version of the driving physics from the SHIFT games. So the guy who was commenting on this game doesn't think Project CARS is going to be anything spectacular since it's on current-gen consoles and is based on the SHIFT physics.

I haven't followed Project CARS too much to know what it will have to offer. I do, however, think this is going to be a pretty good game. It will no doubt be amazing to look at.

This has been asked many times by people feeling burned by Shift, including myself. To sum it up as simply as possible, he's wrong. Now, if you really want to, start at page 1 of the thread. Or perhaps in the middle of the discussion.
 
I don't feel in any way burned by the SHIFT games. So I can't say I am going to be disappointed by this title. My PC REALLY can't handle Project CARS. So I am not going to be in any real position to judge the game for myself. I am aware I haven't been in the loop regarding this title.
 
New video teaches comparative difference gran turismo Vs Project cars with the Zonda R in Monza in rain, I hope you enjoy.



a greeting


GT5 looks much better in rain, it's heavier, darker, screen wipers works faster, looks like they had to work hard to clean view.

but pCars had better sound in all that, it's clean and neat. Like it should be in this conditions. 👍 Good video.
 
All those videos..They're all good guys ! Just can't wait to play this game,everytime i watch a video about this game i just get that "wow" feeling everytime :drool:👍 My g27 is ready for this ! :lol:
 
@ JohnBM01: There isnt a single aspect of the physics model that is untouched from shift. The tire model is completely new from scratch, the dynamics are new, the collisions are being rewritten to physx3, etc etc etc. Its not anywhere near finished, but it already feels completely different to Shift.

@ ussr: Rain is still heavily WIP. Its still the first pass on wet roads (and missing the dynamic drying line), mist is missing, rain masks on the windows and spray are still first pass too. Also there will be a second, faster wiper speed.
 
new comparative real life vs project cars the silverstone circuit with the radical, hope you like.



a greeting.
 
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I don't feel in any way burned by the SHIFT games. So I can't say I am going to be disappointed by this title. My PC REALLY can't handle Project CARS. So I am not going to be in any real position to judge the game for myself. I am aware I haven't been in the loop regarding this title.

I'm in the same boat that you are, there is no way my laptop could run this game. I would've really liked being part of the building team. Hopefully it will release early in 2014 and give me a reason to justify getting a PS4 early. DriveClub isn't looking to be a system seller.
 
Last night, I saw a video on YouTube with some commentary on Project CARS. I got to know a little more about this game. One thing I didn't know was that this game will come out not only on PC. In fact, I heard and read it will be on the PS3, XBOX 360, and Wii U (Nintendo can seriously use a sim racer unless Mario Kart is all they want). I also learned the game is based on a heavily modified version of the driving physics from the SHIFT games. So the guy who was commenting on this game doesn't think Project CARS is going to be anything spectacular since it's on current-gen consoles and is based on the SHIFT physics.

I haven't followed Project CARS too much to know what it will have to offer. I do, however, think this is going to be a pretty good game. It will no doubt be amazing to look at.

This has been asked many times by people feeling burned by Shift, including myself. To sum it up as simply as possible, he's wrong. Now, if you really want to, start at page 1 of the thread. Or perhaps in the middle of the discussion.

He's not wrong. It is based on an extremely heavily modified version of the Shift physics, in the same way that a Mustang is an extremely heavily modified version of a Model T. One was made out of the other by progressively changing the design, but the final products when compared directly do not really resemble each other.

At some point you just have to accept that even though there is a link between the two, so many things have been changed that they're really not the same any more though. pCARS has a radically different tyre model, different suspension, different steering and FFB, different crash and roll physics, a totally different heating and wear model, and so on. It's very, very different to Shift.

It can still feel screwy though at the moment, because it's alpha and you really have to put quite a lot of work into making sure your settings are right before you play. It's not a plug and play experience at the moment, although it's getting better.
 
Let's also not forget that SHIFT, much unlike PCARS, wasn't intended to be a proper simulator. At least not by EA. The game wasn't even bad, it was mainly unfinished and rushed. That's to be expected if one has to meet EA's launch schedules, I suppose. SHIFT and PCARS might share similar roots if you dig deep enough. But these roots grew into two entirely different trees.

In my opinion, SHIFT and SHIFT 2 could've been great games (they had a few good things about them) if it wasn't for EA.
 
He's not wrong. It is based on an extremely heavily modified version of the Shift physics, in the same way that a Mustang is an extremely heavily modified version of a Model T.

Well from a dynamic model point of view, for me as an engineer, I would say that the comparison of Shift and pCars physics is like the connection between Mustang (the horse) and Mustang (the car).

Both have the same name (Mustang/Slightly Mad Studio),
and both have the same use (means of transport/car simulation game).

But the technology is as different as Horse and Car.:)
 
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Here's a vid of me driving the M3 against 15 AI @ suzuka. I used msi afterburner to record and then sony vegas to encode. I wish i knew how to reduce the amount of quality lost a bit better.

 
Here's a vid of me driving the M3 against 15 AI @ suzuka. I used msi afterburner to record and then sony vegas to encode. I wish i knew how to reduce the amount of quality lost a bit better.

<a href="http://www.youtube.com/watch?v=rbd9jpOiUHI">YouTube Link</a>

I think the only way would be to purchase a Avermedia Live Gamer HD capture card. Capture software is never at the quality of a nice hardware solution unfortunately.

Nice driving though. I hope the new tyre carcass for Group A will bring a lot of improvements.
 
I think the only way would be to purchase a Avermedia Live Gamer HD capture card. Capture software is never at the quality of a nice hardware solution unfortunately.

Interesting comment. When you refer to capture software versus hardware in your comparison comment, are you referring to a console only environment or are you including a PC setup as well? Because if it's the latter, I can tell you on the PC, capturing footage directly from within the PC's game footage using capture software like OBS or Xsplit delivers much better image and streaming results than using a capture card. Or am I completely wrong?
 
Ouch! Haitch, that crappy microphone almost damaged my ears while wearing my headset.
I am saying crappy because of the static and that it overloads from just the sound pressure of you speaking. It is honestly hard to listen to.

Ruined the preview immediately for me to be honest. A real shame, cause the more info out there the better.
 
Any suggestions on how to reduce that? It is a new one of these headsets.

http://www.amazon.co.uk/gp/product/B000P5VR16/?tag=gtplanetuk-20

Haven't got money really for expensive microphones.


Could it be because the microphone is close to my mouth? Should I make the microphone be as far as the headset allows?

After some testing the mic was too close to my mouth.

My third try at a video will be up tonight. Sigh.
 
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Any suggestions on how to reduce that? It is a new one of these headsets.

Go into your sound control panel, under the recording devices tab you should see your mic in there. Open that up, turn on the listening feature so you can hear yourself, then adjust the gain and boost until you can hear that it sounds alright. Maybe that headset comes with its own drivers though, but in any case you should be able to adjust it until it sounds good.
 
Can't wait what you have to say about the game, Haitch.
Glad you found a solution before I could even respond. :)

One other thing you could try is remove the +30db microphone boost.
 
Seems I have only got rid of half the problem.

The voice is fine but how do I get rid of static?

I can't find the microphone options. I am using Windows 8 and it seems a lot of things have moved to awkward places.

Ok found them. Lowered the boost to 0 and the base setting to 86. Hope this works, if it doesn't I really don't know what to do.
 
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