Project CARS General Discussion Thread

  • Thread starter Terronium-12
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Yeah there's conflicting reports about that, if it turns out we could use our wheels on PS4 that would make my decision on a next gen console a lot easier, but i guess the mighty dollar will hold us hostage and force us to upgrade just like on the Xbone.
Anyone has the latest on this?
Last I heard, developers can use SDKs supplied by wheel manufacturers to support their wheels, or developers could theoretically roll their own. The PS line (its SDKs and thereby its games...) has traditionally supported all the proper wheels, and it would be crazy to ditch the consumer goodwill they've built up in this area. That used to be the main reason why the X-Box never interested me, and the PS was a no brainer. Here's evidence of Thrustmaster providing an SDK for the PS4 - if they do that, all their wheels ought to be supported, unless stupid s lock in/out policies are applied.
 
Last I heard, developers can use SDKs supplied by wheel manufacturers to support their wheels, or developers could theoretically roll their own. The PS line (its SDKs and thereby its games...) has traditionally supported all the proper wheels, and it would be crazy to ditch the consumer goodwill they've built up in this area. That used to be the main reason why the X-Box never interested me, and the PS was a no brainer. Here's evidence of Thrustmaster providing an SDK for the PS4 - if they do that, all their wheels ought to be supported, unless stupid s lock in/out policies are applied.
Thanks for the update 👍

I've heard that because of the new technologies used in the next gen consoles they won't be able to replicate FFB? If Slightly Mad Studios for example uses one of these developer kits, will that mean the wheel will be fully functional; FFB included? I think i read this in the thread about those adapters they could make, but the 2 are totally different things no?

And are we sure the Xbone is out, and our only hope is the PS4? I'm using a fanatec by the way ;)
 
The new consoles can provide FFB. As long as you have the physical USB port, you "only" need to write some code (this is made more realistic by e.g. Thrustmaster providing the code that developers need to support their wheels, aka an SDK), and hey presto, you can support any device that can be plugged in. However, corporate protectionist and lock in/out politics make sure that it appears to the general public as if there's some kind of technical issues that require you to buy the latest product from a certain manufacturer.

If SMS decides to support a given wheel on the PS4, it will have full FFB and button mappings for sure. At this point we have no information about exactly what they will do in this area, but knowing the SMS guys, they'll want to provide full support for all the wheels they can realistically get an SDK for.

I'm not familiar wit the adapters you mention, is it a wheel X to wheel Y adapter or something to that effect. If so, that is something else.

I've seen videos of MS and wheel manufacturer officials claiming that to get their 'new fangled FFB wheel technology' to work you must buy the latest wheel. The reality is that they've just enforced no support for older wheels in order to sell you a new one. Unfortunately, this kind of artificial obsolescence is a growing trend.
 
Call me crazy but aren't they reusing samples from Shift and TDFRL a lot? It seems to me that everything from the tranny whine to the tyre squeal is just being ported over from those games.

When are they going to really start working on sound, distorting a little bit and faking the shifting noise isn't gonna cut it against Assetto Corsa or R3E's sounds.

They've had well enough time to at least show us something "new".
 
I think the blood curdling scream when you're going through a tunnel bothers me more than re-used sound assets to be honest
 
@PePe, you may very well be right, but the samples are due to change in the alpha level of development, once all of the features have been finalised and implemented.
 
The only wheel which currently works in PS4 menus is the Thrustmaster T80 (the marketed Driveclub wheel). All PS3 wheels can be made to work in game as long as (1) the manufacturer of the wheel provided drivers to Sony (2) devs of the game choose to support the wheel. Obviously serious racing games need all of the wheel support they can get, so (2) is a no-brainer for pCARS on PS4.

There is concrete confirmation that T500RS will work in Driveclub, one of the devs (who does the rounds across various communities) posted this: http://www.rllmukforum.com/index.php?/topic/268931-driveclub/page-23#entry9487355

In the current PS4 OS build there are no drivers for Logitech wheels, so they don't even spin up. Confirmation that DFGT, G25 and Fanatec Porsche wheels don't spin up in PS4: https://www.gtplanet.net/forum/threa...racing-wheels-on-the-ps4.290640/#post-8976027
And confirmation here that the T500RS does spin up but no working buttons in menus (as expected): http://f-wheel.com/forums/index.php?topic=2858.0

Logitech could easily get Sony to add G25/27 drivers in a future PS4 OS update, which would also provide Fanatec wheel users with support. Likewise Fanatec could also provide drivers to Sony for direct support of their wheels instead of using Logitech compatibility mode. But until that happens Driveclub and future PS4 race games won't have Logitech or Fanatec wheel support.



And back on topic:
I'm really liking where pCARS is going with their tyre model. They are making good progress. I've started actually racing the AI now that car control is more predictable.

I also get the impression that FFB is more nuanced and capable with the T500RS than the G25, which is a good sign. If they build their FFB for the capabilities of the better wheels and dumb it down for lesser wheels then it should give a better end result than building FFB for weaker wheels and scaling up to the more powerful wheels. Not sure how you guys are finding this?
 
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Call me crazy but aren't they reusing samples from Shift and TDFRL a lot? It seems to me that everything from the tranny whine to the tyre squeal is just being ported over from those games.

When are they going to really start working on sound, distorting a little bit and faking the shifting noise isn't gonna cut it against Assetto Corsa or R3E's sounds.

They've had well enough time to at least show us something "new".

A lot of sounds are still placeholder, thats true. But for example the BMW Z4 GT3 and M3 GT2, the Capri and the Paganis are having their full sound sets (minus some tech that needs coding implementation first) and they not only sound different than Shift, they are confirmed to be from real recording sessions, including footage from the sessions shown at WMD.

And lastly, AC is great in a lot of areas, but sound isnt one of them. I vastly prefer the sound in Shift over AC, even.
 
The only wheel which currently works in PS4 menus is the Thrustmaster T80 (the marketed Driveclub wheel). All PS3 wheels can be made to work in game as long as (1) the manufacturer of the wheel provided drivers to Sony (2) devs of the game choose to support the wheel. Obviously serious racing games need all of the wheel support they can get, so (2) is a no-brainer for pCARS on PS4.

There is concrete confirmation that T500RS will work in Driveclub, one of the devs (who does the rounds across various communities) posted this: http://www.rllmukforum.com/index.php?/topic/268931-driveclub/page-23#entry9487355

In the current PS4 OS build there are no drivers for Logitech wheels, so they don't even spin up. Confirmation that DFGT, G25 and Fanatec Porsche wheels don't spin up in PS4: https://www.gtplanet.net/forum/threa...racing-wheels-on-the-ps4.290640/#post-8976027
And confirmation here that the T500RS does spin up but no working buttons in menus (as expected): http://f-wheel.com/forums/index.php?topic=2858.0

Logitech could easily get Sony to add G25/27 drivers in a future PS4 OS update, which would also provide Fanatec wheel users with support. Likewise Fanatec could also provide drivers to Sony for direct support of their wheels instead of using Logitech compatibility mode. But until that happens Driveclub and future PS4 race games won't have Logitech or Fanatec wheel support.
So technically it is possible, me and many others already mailed fanatec so that they do an effort to protect our investments, and their standard reply is that it doesn't depend on them as the technology is different, but in reality they could make it happen if they tried so THEY BETTER DO SO!!!

A lot of sounds are still placeholder, thats true. But for example the BMW Z4 GT3 and M3 GT2, the Capri and the Paganis are having their full sound sets (minus some tech that needs coding implementation first) and they not only sound different than Shift, they are confirmed to be from real recording sessions, including footage from the sessions shown at WMD.

And lastly, AC is great in a lot of areas, but sound isnt one of them. I vastly prefer the sound in Shift over AC, even.
Funny how the term "placeholder" has become so common now :D
 
Pre-Alpha is a misnomer, a lot of people not understanding what it means. Pre-Alpha means that the game's engine is being put together, along with the UI, gameplay mechanics, and all the other features. Alpha is where all of those features get optimised, and Beta is where the bug fixing occurs. Honestly, the game is not going to look much better than it is at the moment; however in the next few months it will have more features and run faster on the PC and consoles as the devs start to build in LODs and graphics/physics optimisations into the game.
 
Which means, it could probably end up looking less "pretty" than it does right now. Graphics are already good enough anyway, they should now focus entirely on the important stuff.
 
It's not going to take a step back. It's not going to look less pretty, because the distance they are looking at to change LODs is so far that you wouldn't be able to see the reduction in polygon count. For example, LODD for the cars is about 4-6000 polygons (can someone correct me if I'm wrong) and it is only seen at 720p in a square 32px by 32px. Trust me, you're not going to be disappointed.

As for the other stuff, it's difficult to explain what's happening without breaching NDAs, or copying complete posts from the forums (which definitely isn't allowed). But, they are starting to finalise the tyres for the individual types of car (ie, road cars, GT cars, prototypes, formula cars, etc.) They will be finished soon, and now they are starting to work on wet weather tyres. Also, the devs are coding in a 64-bit version with AVX for newer CPUs, as well as DX11 Multi-threading in readiness for the next-gen versions.
 
Which means, it could probably end up looking less "pretty" than it does right now. Graphics are already good enough anyway, they should now focus entirely on the important stuff.

The game will definitely still improve graphically. The really impressive work on the tracks has just begun and there are still plans to update the foliage, skyrings, crowds, etc. Also there are still weather, lighting and shader improvements to come.

And by the way, this "focus entirely on important stuff" argument is a common misconception. They have individual departments for each area of the game. So stopping the graphic artists from doing their work aint going to help the games physics, sound, multiplayer, etc one bit. ;)
 
Which means, it could probably end up looking less "pretty" than it does right now. Graphics are already good enough anyway, they should now focus entirely on the important stuff.

Oh they are focusing :) How about asymmetric brake fade that just went in for a few test cars? :drool:

Just an example.. but FLX is right.
 
The game will definitely still improve graphically. The really impressive work on the tracks has just begun and there are still plans to update the foliage, skyrings, crowds, etc. Also there are still weather, lighting and shader improvements to come.

And by the way, this "focus entirely on important stuff" argument is a common misconception. They have individual departments for each area of the game. So stopping the graphic artists from doing their work aint going to help the games physics, sound, multiplayer, etc one bit. ;)
Not only the fact they are different departments. Different people have different skills. A graphics artist won't have a clue how to program physics as you need to have studied a different degree for each job.
 
Well, just a suggestion for the graphic artists, tone down the reflections, it's getting out of hand, it looks fake and silly.
 
I'm abit behind on this, what build is this at currently?
 
Well, just a suggestion for the graphic artists, tone down the reflections, it's getting out of hand, it looks fake and silly.
If i have a minor gripe it's with those leaves laying on the track, they remind me of party paper left behind after a night of carnaval celebrations :D
 
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