Project CARS General Discussion Thread

  • Thread starter Terronium-12
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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/

For a 400€ Console it looks stunning! Only the street textures look very washed but it is not the final game. Also there are no rubber parts on the track like on PC... But everything else looks very very close to PC.
 
Some more PS4 shots looking very very nice indeed. :eek:

LINKAGE

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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.

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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.

So Deus Ex and XCOM:Enemy Unknown is basicly the same game? They both use the Unreal Engine.:)

I have used a ship simulator engine with a core from 1978. It has evolved and is a lot more sofisticated today.

There are many things that you need to code to make a framework, and once that framework is done why change it if it works.
 
Man I wish I could get a hands on on this game, even though I think my Radeon 5760HD cant really start this game. Searching on google for any possibility but it seems impossible :D

The last time I was so excited about an new game was as I was waiting for GT5...
 
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.
 
It isn't a fair match…..PS4 graphics are stunning, but the PC MAX setting is just insane!! I do believe PS4 hasn't used up its 100% power yet, it worths every penny on a console performance and investing a Geforce 780TI is not cheap!
 
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.

Jepp that was a bug, the anisotropic filtering was not on.
 
Jepp that was a bug, the anisotropic filtering was not on.
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.
 
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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.
 
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.

The look is familiar yes, but I think this is not only related to the same engine/code. I see it more like a unique "style" of the team. You have these effects in lots of games (GT, Cod), but yes the magnetic walls may be engine related and not in their final form.
 
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.

Yeah I mean the 5670. I tried Assetto Corsa on that card and it works fine with all settings to max :eek: But yeah PCars would probably not work on that card. Anyway seems like there is no chance to get a hands on PCars until November...
 
You have to bear in mind that the AMD cards have had driver optimisations for AC but nothing for pCARS yet. The reason why is simple; AMD wait for final engine dev before doing their work. What might not work now, may work better on release. Only time will tell.
 
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.

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.
 
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. 👍👍
 
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. 👍👍

That's what you get with a community driven project like this. Dislikes about a subject are raised and devs respond when they can with an answer, even though not everything desired can always be addressed due to time/money restrictions. So stuff like that, at least some of it, gets brought over as suggestions for and if a sequel gets made.
In any case, the community with people like you and me will raise or have raised many questions already. I don't think anything has been left unquestioned actually on all aspects.
 
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.

Sorry if it was unclear but I was talking only about the physics engine, I know a lot of visuals seen in Shift remain in the graphics engine. As for the sticky barriers again, that isn't a direct result of the physics. All Imeant was they scaled the physics far enough back to remove all the poor handling traits seen in Shift.
 
For those that have played both, how does the physics engine compare to GT6? How is the "feel" compared to GT6?
There is a great deal of feedback in the Physics Thread like This:

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.

And this:

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.

And much more...
 
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.
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.
 
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...:)

Not at the moment, the current audio sliders are:

Master
Music
Engine
Sound FX
Pit To Car Radio

I believe more separation is planned for when the audio is nearer complete, but I could be wrong.
 
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.
 
good idea but I doubt that it can be done in near future.

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.

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.

This is awesome as I thought it could be very difficult to separate them at such detailed level!
But is it really able to adjust "other cars" sounds on track? I would say some AAA games nowadays, FX sounds are way better than a Dolby Digital movie. Games are commonly using a real-time 5.1 dolby digital sound engine to manipulate sounds direction, level and distances, being able to adjust sound level of "other car" means that some how you are interfering the manipulation of that sound engine in the the game, this gonna be epic!
 
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