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Where is this picture linked from? Is it an official PS4 shot from SMS?
If so... I'm worried. The other shots on their website look good though.
edit:
Also guys, here's some 'comparison' shots from the dualshockers website...
http://www.dualshockers.com/2014/05...enshot-comparison-gorgeous-on-both-platforms/
Somebody here said that Pcars was build from scratch and has nothing to do with Shift, now I read this on their page. I keep being sceptical about the physics.
Yeah I'm not sure why they put this one out, given that there are other shots which show great textures like the one below I do have to wonder if this one was the result of a bug, possibly relating to the distance away.
That explains a lot. The screenshot did definitely remind me of the games that had the very same ''issue'' when Digital Foundry compared and analyzed some of the next-gen games; where the XO versions actually did look better due to the lack of anisotropic filtering on the PS4.Jepp that was a bug, the anisotropic filtering was not on.
Obviously SMS has not rewritten every aspect of Shift .From scratch / rewritten = essentially the same thing in this case. They had no need to go back to literally 0 lines of code but they did go as far back as required to remove all the Shift aspects from the engine and then started from there.
Obviously SMS has not rewritten every aspect of Shift .
e.g. animation of the cameras, swinging mirrors, fog / haze are looking very similar to their previous games.
Then you can find comments like this ("magnetic walls") that suggest the base of their physics engine is still the same.
Other things have been greatly improved or replaced (e.g. tyres) but suggesting it's basically a 100% new game and zero from Shift is left is a bit misleading.
5760? No such graphics card. Do you mean the 5670? You're going to struggle on that, for sure, it'd only really be playable on the lowest resolution and settings. I have an old HD4850 which I have to play at 720p and most things on medium to get around 40-60fps depending on track/circumstance. The 5670 is less powerful, so it'd have to be even lower.
Obviously SMS has not rewritten every aspect of Shift .
e.g. animation of the cameras, swinging mirrors, fog / haze are looking very similar to their previous games.
Then you can find comments like this ("magnetic walls") that suggest the base of their physics engine is still the same.
Other things have been greatly improved or replaced (e.g. tyres) but suggesting it's basically a 100% new game and zero from Shift is left is a bit misleading.
What a breath of fresh air (Kaz are you listening?) to have an issue raised and then learn in a single post that the items in question are acknowledged and a fix is in the works. 👍👍Cameras are still to be done. Mirror vibration will be adjusted/improved in the final polish pass, fog is completely redone together with the entirely new weather and particle systems, heat haze is untouched I believe (so that is a rare thing that is from Shift 2).
Also the magnetic walls will be removed completely as promised in one of the circuit polish passes.
What a breath of fresh air (Kaz are you listening?) to have an issue raised and then learn in a single post that the items in question are acknowledged and a fix is in the works. 👍👍
Obviously SMS has not rewritten every aspect of Shift .
e.g. animation of the cameras, swinging mirrors, fog / haze are looking very similar to their previous games.
Then you can find comments like this ("magnetic walls") that suggest the base of their physics engine is still the same.
Other things have been greatly improved or replaced (e.g. tyres) but suggesting it's basically a 100% new game and zero from Shift is left is a bit misleading.
By Busso - I hate those so much! Immersion breaking nonsense that must go!...swinging mirrors...
There is a great deal of feedback in the Physics Thread like This:For those that have played both, how does the physics engine compare to GT6? How is the "feel" compared to GT6?
In pCARS we really have a live pure FFB system that continuously works in sync with the other physics systems within the game to provide you that accurate and real feel of being on a road with a car, and you can feel the difference.
I want to stress here that all these real-time calculations as we have now, would definitely not have been possible on those old consoles. And in my personal opinion without them or a fraction of some of these real-time physics elements and the rest done the old way; it would definitely have made pCARS feel like any other sim out there.
Appreciate the link. I searched "Project CARS physics ^^^^up there and returned not good results. Again thanks.
The physics thread probably has exactly what you are looking for and it's from people who have extensive experience with the game. The same people you are looking to respond here, have already responded at great length on this exact subject in that thread. Like this Massive Post by @LogiForce.Appreciate the link. I searched "Project CARS physics ^^^^up there and returned not good results. Again thanks.
I'd still like to hear from people in this thread who have actually played the game as to how it feels.
Does anyone know if there are sound options for adjusting your own car sounds, like tire noise level, wind noise etc.? Also, is there any adjustment for the level of your own car's sound vs. the level of the other cars on the track? Just curious...
Does anyone know if there are sound options for adjusting your own car sounds, like tire noise level, wind noise etc.? Also, is there any adjustment for the level of your own car's sound vs. the level of the other cars on the track? Just curious...
good idea but I doubt that it can be done in near future.
There will eventually be volume sliders for many of the elements that make up each car
Eventually there will be a separate slider control for tyre sound levels when it's coded, so you will be able to balance it as you like it.
There will eventually be individual volume controls for this and other core sounds like skids. This does need coding.
No reason why not, the sounds are already separated in the game engine, they just need splitting at the user level and adding to the UI. As I say I think it's in the works for the final game but I need to check.
Yes in fact I just found it. These all come from the audio director, although they were quite some time ago. No reason to believe it's not still the plan though.