Project CARS General Discussion Thread

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Well my point was that on the console, you guys are wanting huge field sizes. When you add in the rain, time change and other effects I just don't see how these next gen consoles are going to be able to do it at 30 fps let alone 60 fps. I think if you get 16 cars that it will be an amazing feat and your still not gonna maintain 60 in a lot of cases. Your gonna see the same fps drops as other games suffer from.

I also have my doubts that the ngen consoles can run more than 20 cars in 1080p 60fps.I don't understand this 1080p hype anyway. I prefer 720p and therefor more fps, better graphics or more cars on track. But people crying when a game runs not in 1080p on ps4.
 
I also have my doubts that the ngen consoles can run more than 20 cars in 1080p 60fps.I don't understand this 1080p hype anyway. I prefer 720p and therefor more fps, better graphics or more cars on track. But people crying when a game runs not in 1080p on ps4.
Everything in the world is 1080p. It's just not an option to design a state of the art game that relys heavily on visuals to be at anything at less. If they released PCars at 720P it would be a laughing stock in 2014. It would also look like crap on my 55".
 
Everything in the world is 1080p. It's just not an option to design a state of the art game that relys heavily on visuals to be at anything at less. If they released PCars at 720P it would be a laughing stock in 2014. It would also look like crap on my 55".

I honestly cant see any difference on my 42" screen between 720p and 1080p sitting 2-3 m in front of it. Even on my Optoma HD131xe with an 2,40m x 1,50m projection I cant tell the difference between 720p and 1080p in movies.
 
Resolution is really, really overrated, and I wish developers weren't coerced into pushing the maximum number of pixels. It would be nice if consoles upped the graphics settings for low-res output, like you can do with a PC game. I'd opt for that if I had an HDTV. Give me 480p and all the bells and whistles!

Like Sele1981 said, I think more stuff is better than a picture made of slightly smaller squares. Extra clarity can be nice, but it's the quality of the visuals themselves that flip the immersion switch in my brain, and I think gameplay features (like larger grids) should come first.
 
Whatever u guys are talking about, FFB, physics, graphics, AI etc., my only concern would just want SMS annouce what wheel will be supported on PS4, apart from that 🤬 T300RS without CLUTCH.....

As has been discussed several times over, it's not up to SMS. It's up to Sony/Microsoft and the Wheel manufacturers. SMS can only support the wheels that the console supports overall.
 
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As has been discussed several times over, it's not up to SMS. It's up to Sony/Microsoft and the Wheel manufacturers. SMS can only support the wheels that the console supports overall.
That's not what Sony says, they say its up to wheel makers and game developers.
 
That's not what Sony says, they say its up to wheel makers and game developers.

The wheels need drivers to work with PS4, Sony make the PS4 and wheel makers, er, make the wheels. Clearly it's those two that need to work together to get the wheels working, I don't really see what a third party developer could do unless they throw money at a wheel manufacturer and demand they make drivers.
 
The wheels need drivers to work with PS4, Sony make the PS4 and wheel makers, er, make the wheels. Clearly it's those two that need to work together to get the wheels working, I don't really see what a third party developer could do unless they throw money at a wheel manufacturer and demand they make drivers.
Im just telling what the guy from Sony said about it when the PS4 launched.

My guess though on how wheel support is going to work going by how Thrustmasters wheels are going to work is, for the wheel to work in the menu on PS4 Sony is going to need drivers and the wheel will need the share and other button. For the wheel to work in game the wheel maker needs to send a driver to the developer.
 
Im just telling what the guy from Sony said about it when the PS4 launched.

For the wheel to work in game the wheel maker needs to send a driver to the developer.
That's Sonyspeak for, "we want the wheel support but we don't want to pay for the drivers so now we're in a battle of wills".
 
Im just telling what the guy from Sony said about it when the PS4 launched.

My guess though on how wheel support is going to work going by how Thrustmasters wheels are going to work is, for the wheel to work in the menu on PS4 Sony is going to need drivers and the wheel will need the share and other button. For the wheel to work in game the wheel maker needs to send a driver to the developer.
I just can't imagine what's the hicups here to prevent a driver being delivered by Thrustmaster to be supported by PS4, they announced the T300RS, and is letting their T500RS left behind???? WTF??? Btw, I'm using G27 on GTs, but I already given up hope on it......
 
I had a similar thought, Fryto; I think there are some tricks they could employ. But I'm sure I'll be happy with whatever we get.
 
A lot of the cars will be on screen in LODD, which would only be a few hundred polygons. Don't see it being massively beyond the realms of possibility, but we'll have to wait and see.
 
Maybe they'll render them dynamically, like in iRacing, so you never physically see more than x cars on track.

How does that work if more cars than x get all bunched up? You just won't see some of them? Like, say x=30 cars. What if during the race there's 40 cars that get bunched up ahead of you in your field of view? What would you actually see?
 
In theory, probably 10 cars behind and 20 ahead. However, if they were all ahead of you, it would show the nearest 30 ahead of you. This is unlikely to be needed as pCARS uses LODs that run up to about 100m away before getting low detail (bear in mind that they size they appear on screen is tiny, so don't worry about that. It's a common trick on console games). iRacing doesn't use LODs, and so has to use dynamic draws to keep it running smoothly.
 
This is my understanding of Sprite onto a billboard.

billboard-10.jpg


And that's why I don't make video games.
 
That's not far off, actually. Let's just say you have a 3D model of the item above. Instead of drawing a high polygon model of it in the distance, where it's not needed, the game will draw it as a HPM once every 5 frames, to create a sprite (like Sonic or Mario on the SNES/Genesis), which is then applied to a low polygon model, say 4-10 polygons. It's great if you have an environment that has a ton of objects, but you're not going to get good frame rates, nor high detail of distant objects.

In game development, a billboard is a polygonal model that has transparent parts - for example, rather than trying to make the shape above out of 20-30 polygons to make the shape, you could have 4-6 polygons to make up the whole of it, in a rectangle shape, and use transparencies to see either side of the post.
 
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That's an adaptation on the RWD P30 LMP1 that was created by Ryno as part of the community competition to design a car. It's been adapted to fit within the LMP2 category, with a modified front end, rear end, slight bodywork changes, simplified cockpit and powertrain. IIRC, it now has a twin-turbo flat 4. The decision to create it was suggested before the Oreca and Alpine licenses were confirmed, but it's stuck. It's a good looking car too, not quite as aggressive or unique as the P30 though.
 
That's why I jumped off the treadmill of keeping up on the latest PC hardware. Years from now I could potentially revisit PCARS on PC and blast away at high settings, for a considerably smaller investment. I only miss out on the occasional zOMG GRAFIX PC exclusive this way. I'm thinking of skipping the PS4/XBone so my multiplatform options might be limited, but considering the industry has become inundated with barely-interactive cinematic experiences and me-too shooters, I feel comfortable putting my eggs in the Nintendo and indie PC basket.

As long as it isn't taken too far or just plain inefficient, making the game a little "future-proof" is common on PC.
Same here. Although I hope the Wii U version of pCARS does actually release:nervous: Lack of information is worrying.
 
It hasn't been released yet (I'll check today's Build list when it comes out).

EDIT: It has been released today, no doubt Kelnor with have some screenies up soon.
 
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That's Sonyspeak for, "we want the wheel support but we don't want to pay for the drivers so now we're in a battle of wills".

It ain't Sony's responsibility. They haven't blocked out any wheels, and as such, they've done what they could.
It's all on the wheel makers. I'm not sure about the G25/27, but I'd be surprised if the T500 isn't fully compatible.

On the latest SMS news. I love Le Mans, but it's kinda pointless if we don't have GTE cars running about.
 
It ain't Sony's responsibility. They haven't blocked out any wheels, and as such, they've done what they could.
It's all on the wheel makers. I'm not sure about the G25/27, but I'd be surprised if the T500 isn't fully compatible.

It's on the wheel makers to make the drivers but if Sony and Microsoft want to sell more racing games and consoles they should be being pro-active and making sure they do it.

On the latest SMS news. I love Le Mans, but it's kinda pointless if we don't have GTE cars running about.

Pointless because one class of car is missing? Bit of a exaggeration.
 
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