Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
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A few days ago I downloaded the YouTube App on my PS4 and started watching some Project CARS videos. That way I can now enjoy them in 60 fps. Man, I already thought that game looked great, but now I appreciate the beauty even more. So gorgeous!

I've been watching Project CARS videos on my PS3 for ages now. I spend more time doing that than playing GT6!


:D :dopey: :lol:
 
And yes, as far as I know, you can turn off the pit engineer text messages. Somebody correct me, if I m wrong.

Yes, you can. It's in the first page of graphics options. Most people are keeping them switched on for debugging reasons at the moment though.
 
Thanks for the replies. :)

Does anybody have any idea regarding my question on page 317 if you will be able to play the German version in English?
 
Thanks for the replies. :)

Does anybody have any idea regarding my question on page 317 if you will be able to play the German version in English?
Like most Steam games, yes.
Guess you'll have to switch your Steam to English before installing, which is what I have as default.
 
Like most Steam games, yes.
Guess you'll have to switch your Steam to English before installing, which is what I have as default.
Sorry, I meant on PS4. Should have mentioned it again. Because some games switch to French when the system is set to English (The Evil Within PS4, Burnout Paradise PS3).
 
Sorry, I meant on PS4. Should have mentioned it again. Because some games switch to French when the system is set to English (The Evil Within PS4, Burnout Paradise PS3).
Not too sure, but it should be fine. Skyrim also switched to french on PS3, but these games are a minority.
 
DqyHTUQ

Beat the Project Cars time trial and got a backpack and handshake from creative director Andy Tudor! #PlayStationExperience #projectcars

http://imgur.com/DqyHTUQ
 
DqyHTUQ

Beat the Project Cars time trial and got a backpack and handshake from creative director Andy Tudor! #PlayStationExperience #projectcars

http://imgur.com/DqyHTUQ

No picture with our booth babe, Wardez? Shame on you! :P

Congrats on winning though. :)

ps. Impressions?


Edit:

Why is your picture mirrored? Check the logo text on the backpack.

Nvm... fixed:

Left: Wardez (GT Planet Moderator), Right: Andy Tudor (SMS Creative Director)

DqyHTUQ.jpg




Edit 2:
For those wondering which booth babe.

Meet Ana Cheri... a playmate that is now a fan of Project CARS, and our booth babe of course.

Come out today to The PSX Experience at the Sands Expo and race me at Project Cars! I'll be there from 11-8 signing posters, taking pictures and kicking butt at my new favorite race game!!

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Last edited:
Didn't get a picture with her haha, but I did meet her and get her to sign a poster for my brother (kind of as a early shock Christmas present I'm gonna surprise him with). Also got a poster signed by Andy! He was so awesome, took the time to answer all kinds of questions I had for him about multiplayer. It was great.

Here's some shots, and a fixed version of the previous shot I tried uploading from the show :D

@LogiForce . My phone has this weird algorithm where it messes with images to try and make them look better, including mirror flipping it, it's weird, forgot to turn it off xD.

As far as feedback, things are looking really good on PS4, felt just as good as the PC's latest builds. The T80 we had to use wasn't great though... but I managed :D

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My friend Matt did get a pic in :D
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IMAG0830.jpg
 
Didn't get a picture with her haha, but I did meet her and get her to sign a poster for my brother (kind of as a early shock Christmas present I'm gonna surprise him with). Also got a poster signed by Andy! He was so awesome, took the time to answer all kinds of questions I had for him about multiplayer. It was great.

As far as feedback, things are looking really good on PS4, felt just as good as the PC's latest builds. The T80 we had to use wasn't great though... but I managed :D

That's really encouraging to know. Thanks.

What questions did you get answered?
 
@Willfred_1 : Thank you! Happy users make me happy :)

I'll be hard at work getting it ready for launch, with some more features and polish. There'll probably be a couple more releases on WMD before that (I'll need some community help for testing and mapping). The extension to March was most welcome in this regard...
 
@Willfred_1 : Thank you! Happy users make me happy :)

I'll be hard at work getting it ready for launch, with some more features and polish. There'll probably be a couple more releases on WMD before that (I'll need some community help for testing and mapping). The extension to March was most welcome in this regard...
If you want some feedback I'll compile it together.
 
Man shes cute!

Good thing you don't see the discussion going on at WMD about 'objectifying woman and using sex as promotional material for products like games'. :boggled:

I must agree though. She is cute and hopefully she has a great personality as well. If she loves sim racing too and is single... :embarrassed::lol: (if only :P)
 
@Willfred_1 : Thank you! Happy users make me happy :)

I'll be hard at work getting it ready for launch, with some more features and polish. There'll probably be a couple more releases on WMD before that (I'll need some community help for testing and mapping). The extension to March was most welcome in this regard...

I'm happy to help test it on PS4 for which I will charge not a penny.
 
I'm afraid the apps are PC only for now. I'd love to see the consoles opened up for that as well, and I'm promoting the idea at WMD. There could be (non technical) issues with that though - don't know...
just bring up word "Drive Club " and that should be all they need to make sure all testing will get done
 
I'm afraid the apps are PC only for now. I'd love to see the consoles opened up for that as well, and I'm promoting the idea at WMD. There could be (non technical) issues with that though - don't know...

Well, keep banging away. Eventually maybe Sony will get the message if enough developers and players remind them that the second screen apps were actually something they promoted at the launch almost 2 years ago.
 
I see you went back and had to get a picture. Looking good, mate.
Now let's hope the wife/girlfriend at home doesn't get jealous. :P
 
Oh dear, I think we forgot this:

Build 867 (08/12/14) - 234.9 MB
Audio:
* Tweaks to RUF GT3 levels for both player car and AI
* Added muted category display when tracking audio metrics
* Adjustments to Defending Position time gap trigger and Overtake Strategy time gap trigger
Next-Gen:
* XB1: WMD-1412: Set the id of the XB1 controller and default wheel control screens correctly
* XB1: WMD-3533: Changed XB1 controller name from Xbox One Controller to Xbox One Wireless Controller
* PS4: Adds shader 'update' rather than 'set'. This stops a context roll if the shader shares the same register setup.
* XB1: Fix for Resolve EQAA GPU coherency (forward post blur uses Fast Semantics, so a manual CB and Meta-data flush is required) : marting
Render:
* Fix missing pre-requisite on ForwardPostBlur for bonnet capture
* Swap order of rain panel and post filter to fix issue with rain panel not fading
GUI:
* Trackmaps: New trackmaps for HTM
* Fixed tutorial voice hookups - WMD-3211
* Added missing applinks for engine details
* Fix close button on login screen - WMD-3099
* Fixes save icon dialog animation - WMD-3482
* Player Interact instance fix on ingame lobby
* Added missing applinks for vehicle info - WMD-3031
* Disable garage quick menu access during install - WMD-3449
* Fixes anims not resetting object overrides after closing dialogs - WMD-3482
* Track logos: Added missing logos for Eifelwald, HTM & Silverstone variations
* Track naming & data: Glencairn, Cadwell, Summerton, Cali Highway - TRD & Text database fixes
* Added UI sound triggering for when launching race, advancing sessions and quitting race (in a new category so they're audible in the transitions). Data updated to allow for different sounds for each type (will be tweaked). Includes fix for missing UI sounds after racing.
Online/Multiplayer:
* Fix to handle invitations from app start
* WMD-3461 - Fix for crash when exiting from a JIP session
Gameplay:
* Removed push location on AI->HD vehicle during rolling starts
Career:
* Season progression social media messages
AI/Pitstops:
* Process Hazards Lat Decision: various mini fixes
* 2D Geometry Avoidance Test: Reduce by half the cumulative steering away value
* Process Hazards Lat Decision: fix the side by side offroad car squeeze exception
* 2D Geometry Avoidance Test: Lengthen the lateral tests forward to help reduce top side to back side corner contacts
* 2D Geometry Avoidance Test: Reduce by half the width of these lateral test boxes to reduce the need to swerve away from side by side cars
Vehicles:
* McLaren 12C: Moved driver eyepoint slightly down and back for better view of the road
* McLaren P1: Moved driver eyepoint slightly up and back for better view of the road, polished cockpit vibration animation setup
* Pagani Zonda Cinque: Windscreen reflections dds texture. Turned down brightness and contrast. Especially in front of driver, moved driver eyepoint slightly up and back for better view of the road
Physics:
* Tires: L49 default to 1967 R2
* Pagani Huayra: Increased aero drag
* Pagani Zonda R: Set traction control slip base
* McLaren P1: Diff adjustments to help fish-tailing, Reduced aero drag
* Pagani Zonda Cinque: Calibrated ABS, Fixed radiator so the engine doesn't overheat
* Fixed setup pose of wheel collision shapes of (query) actor for open wheel vehicles.
* McLaren 12C: Fixed rear wing animation to key off new physics setup, Made rear wing fully automatic (no manual adjustment), Adjusted radiator, Calibrated ABS
* Mclaren MP4 12C, Mclaren P1, Mclaren MP4 GT3: Adjusted Caster down by removing the built in caster from the suspension geometry and leaving the setup settings . Ther was a sort od double caster going on here. It was Responsible on the GT3 car for the dead sort of understeery corner entry. More nimble feeling on entry now. Adjusted the FFB back to suit (cool how this works so well).
* Ford Focus RS, Renault Megane RS: Completely new Suspensin geometries for both cars (front and rear). Fixes the lift oversteer from a complete rotaion to a predicatable line correcter. Now when you lift to correct understeer they come around predictably and gradually diminishes as the car approaches straight. Some changes to the swaybars on both cars to balance. FFB was also retuned. Noticably different feeling now with this. You can feel traction loss and other details more clearly.
Tracks:
* Azure Circuit: Improved canopy texture.
* Dubai Kartdrome: Manager adverts added.
* Sakitto: Textures modified, several assets from viewer in the several versions
* Laguna Seca: Fix levitate crowds, trees, cars...added ao and emm map for red building

Build 866 (05/12/14) - 192.9 MB
Audio:
* Updated balance to improve replay levels. Tweaks to men music attenuation when speech is played
Weather:
* Desert climate godrays reduced a touch a very low sun.
Dedicated Server (WIP):
* Correctly handle and process all messages received from dedicated server.
* Correctly register and handle authentication callbacks in the Session object.
* Attempt to allocate dedicated server if specified in the "create session" request.
* Tick session and update state after each received message rather than one per tick.
* Do not allow direct peer to peer or lobby chat messaging when using dedicated server.
GUI:
* New button assignment text
* Team empty space fix WMD-1537
* Fix for long off-track message
* Additional character added to font
* Lap count indicator on pause menu fix
* Quick Guide titles and body text swapped
* Full stop added to a sentence. Yes, really.
* Career Calendar title now properly localised
* Pit Engineer subtitle text now slightly wider
* OK Dialog made longer for foreign translations
* Fixed some localisation issues - WMD3125 & WMD3116
* A button highlight removed from Driver Network Highlights screen
* Minor overlap fixed on Driver Network stats page in Italian/Spanish
* DN Records removed from Multiplayer Create, track descriptions removed from Track Select
* Tutorial messages no longer fill the entire screen, 2Mb saved on removal of old textures
* FX for WMD - 1141, made vehicle selection process in leaderboards slightly less confusing
* Added verification of tutorial dialog pointer. Fixed dialog closing when voice over fails to start.
* Historic info removed from contract choosing screen, updated career enter initial info images and endorsement logos
Controllers:
* Setup menu sets correctly to use accelerator and brake as well as L2 and R2 where available as LT and RT menu inputs. Now works using accelerator and brake for ffwd and rwd in the replay menu.
Characters/Animation:
* GT Airjack mechanic new animations
AI/Pitstops:
* Removed random element to AI opponent range
* Added Career opponent range support to AI ability calculations
* Fix input being disabled for the player after menu edit of the Time Progression value
Career:
* Mid season handling for manager race / engineer emails
* Added per-career series flag and accessor for opponent spread (not hooked into game yet)
Vehicles:
* McLaren P1: Set up texture swap for tire options
* RUF CTR3 SMS-R: Added HUD Motec, Fixed windscreen banner
* Added P Zero Trofeo tread textures for McLaren and Pagani cars
* RUF CTR3: Set up texture swap for tire options, polished cockpit vibration animation setup
* McLaren 12C: Polished cockpit vibration animation setup, set up texture swap for tire options
* Pagani Zonda R: Polished cockpit vibration animation setup, set up texture swap for Trofeo tire
* Pagani Huayra: Polished cockpit vibration animation setup, set up texture swap for tire options
* Gumpert Apollo S: Set up texture swap for tire options, polished cockpit vibration animation setup
* Audi R8 V10 plus: Set up texture swap for tire options, polished cockpit vibration animation setup
* Mercedes SLS AMG: Set up texture swap for tire options, polished cockpit vibration animation setup
* Pagani Zonda Cinque: Polished cockpit vibration animation setup, set up texture swap for tire options
* RUF RGT8: Set up texture swap for tire options, polished cockpit vibration animation setup, raised driver eyepoint 5cm
Physics:
* Tires: Vintage 1967 r2 tweak
* RUF RGT8: Calibrated ABS strength to final tires
* Mercedes SLS AMG: Increased default brake pressure
* Updated interaction between dynamic objects and triggers.
* Audi R8 V10 plus: Slight increase in default FFB strength.
* Scale fuel usage by fuel multiplier in oil temperature calculations
* Optimised order of tests for adjustment of vehicle contact with terrain.
* Pagani Huayra: Corrected fuel tank size, Calibrated ABS, Adjusted drivetrain efficiency
* RUF CTR3: Quicker default steering ratio, Calibrated ABS to tires, Drivetrain efficiency
* Tires: Added Trofeo option for Pirelli cars, Added compound options for Faretti-tired cars
* Changed removal of vehicle contact with barrier near triangle edge to adjustment of contact normal.
* Gumpert Apollo S: Smaller default bump stops so it doesn't ride on them under braking and hard cornering
* Updated code to use precomputed normals of collision triangle meshes. Updated getting of PhysX contact internal face index through pointer to member.
* Dynamic session grip changes: Grip range adjusted, Free practice has average grip and no build up, Force session grip advancement on skipping sessions, Debug grip levels to 6 decimal places
Tracks:
* Dubai Autodrome: Fixed one errant cut track before last corner
* Sakitto GP: Digital counter added, new texture maps, 1st commit
* Watkins Glen: Fixed badly placed viewer asst, created new stands and protection fencing in front
* Laguna Seca: Added interiors for garages, updated LODS for garages, change some ads, change some ads, update spec and dif map for garages
* California Raceway: Continued polish pass - changes to skybox lower edge , WIP small plants on hillsides , new tyre placement , added loads of skidmarks , new cabin, hut, silo, water tower inc terrain mods and AO, added all exterior blocking fences , new collision. updated placement files , swapped tyres to new ones , moved some barriers etc..

Build 865 (04/12/14) - 143.5 MB
Render:
* Tunnel zones limit increased from 64 to 256
* Fixed old damage-map system to prevent it creating a singleton in games where the system is not used.
* Changed behavior of rain drops on windshield - it can be completely dry or full of rain drops now depending on wipers enabled/disabled and car position inside/outside tunnel
GUI:
* Longer Yes/No dialog
* Add Kers/DRS motec HUD widgets.
* "Online Lobby" text added to TextDB
* Correct touch pad button terminology
* Corrected action to profile reference
* Overlap fixed on Dashboard Results tab
* Overlapping text fixed on Community Events page
* Overlapping text on Driver Network Profile Career tab fixed
* Trademark symbol removed from all 'Project CARS' references
* Save icon and Please Wait icon changed to OnDialogActivated trigger
* Save icon moved to menu_dialogbox, new track loading images for Donington and Laguna Seca
* Tentative fix for WMD-1433 - The Location and Vehicle selected in QRW/FP is reflected in TT
Online/Multiplayer:
* WMD-1718, attempt to avoid crash in ProcessHazards when a remote multiplayer vehicle is removed
Dedicated Server:
* Added dev-only command-line option to automatically search for best public dedicated server when creating a new game. Updated create flow to support this option and pass the server's id down to online layers. Not hooked in online layers yet.
Cameras:
* Replay Cameras: New real-world-style set for Oschersleben C (School).
AI/Pitstops:
* Change revving system to be more "push throttle" based
* Add new TRACKSTATUS_RACE_COUNTDOWN to tell AI to start full throttling just before the green light
* Extend first straight behavior to include the first curve as well so as to ease in the curve entry logjams and traffic issues
Career:
* Added career tutorials and voice overs
Vehicles:
* Formula B: Adjusted tire texture swaps, Added rain and intermediate tires
Physics:
* Various AI grip changes per feedback from WMD.
* Ford Focus, Renault Megane: Increased AI speed with grip updates
* Changed AI cold grip simulation. Increased drop and increased time for drop to diminish to 6000m.
* RUF RGT-8 GT3: Tweaked AI yawdamping. Lowered this so the AI get in on the apex's a little better with this car.
* Moved globals to singleton to have better control on their initialisation. Updated access to globals using getters and setters.
* Formula A: Fixed a typo in the previous CDF revision, added Intermediate and Full Wet tires. Adjusted brake wear and engine cooling
* Mercedes C-Coupé Touring DTM: Fixed tires clipping into top of rear fenders. Raised ride height 10mm. Other small setup adjustments. ! step shorter final drive for better use of 6th gear. I wasn't have much fun on the Hard tire so I switched the default to the Plus (soft) tires and tuned the grip. Fixed the cockpit LED's redlining 100rpms too soon. I'm still slow in this thing. 1:38 at Hockenhiem GP.
Tracks:
* Hockenheim GP: New race line. Optimized corridors.
* Azure Circuit: Created better lighting map for ocean liner.
* Sakitto: New texture maps, 1st commit, tweaked pitwall fence
* Laguna Seca: Change ads around the track, fixed lodb fot tyre bridge, add 3d mazda logo, add missing ads on cocnc. wall.
* Donington: More pitmarkings and tarmacseam added, road skid overlays added, fix for remaining old whitemarkings, fix for missing road edge...

Build 864 (03/12/14) - 271.2 MB
Render:
* Strips battle hardened windscreen.
* VehicleRender: Fix for bodywork_carbon* shaders not being identified as part of the vehicle bodyset
VR:
* OR: Automatically force replay cam to helmetcam when viewing replays. VR Centering reset can be activated by pressing NUMPAD ENTER during replay's
GUI:
* Fixed default selection on platforms
* New Spindle Arm Angle item added to the Tuning screen
* Fix for timed session time elapsed and time remaining hud elements not displaying correctly
* Profile/VolumeController/GameAudioMan changes to work properly with full-scale audio sliders. GUI and profile data updated, removed obsolete volumes. NOTE: Volumes will be reset to their defaults.
Dedicated Server:
* Small tweask to the dedicated server protocol, the user can now leave the session without knowing their index/refId.
* Added API and implementation of SteamDS protocol class, used to handle all communication with the dedicated server. Not hooked into Steam online yet.
Characters/Animation:
* GT Pitcrew: Right side : wha1,2; whm1,2; +fum1 workfiles, ready for exportr(catabe,triggers)
Career:
* Career: Formula B Quick Guide text updated to correct spelling error.
Vehicles:
* Formula A: Better choice of rain tire textures
Physics:
* Formula C: New suspension geometry. Fine tuned the bumpsteer front and rear. Also adjsuted the inner pickup heights and the front rack/tie rod positioning to closely match the Dallara F3 car. All of this reduced the annoying power on understeer once grip was up to temp. New R24_DA tires. Lower grip when cold and hot, but used more tear grip when sliding.No change to the carcass. Lower default downforce settings so you can make use of 6th gear.
Tracks:
* Cadwell: Crowds placement update
* Azure Circuit: Textures for restaurants.
* Sakitto: New texture maps, 1st commit, tweaked pitwalls, merged latest assets,new overlay edges,kerbs,roads
* Jin Ding: Merged background buildings, marshall huts, vip rooms, toilets, background building emmisive. marshallhuts, b16,b17 background buildings textures

Build 863 (02/12/14) - 245.3 MB
Audio:
* In-Game voip/speaker player names
* Lobby voip user list option index fix
Next-Gen:
* Both: Enabled 3D car in console TT vehicle select screen.
* XB1: Allow other controller input if current controller is removed
Render:
* Particle density setting now works.
* Disable off screen particles on PC on ultra setting.
* DX11: Support for per scene and per frame common constant buffers in Geometry shaders
GUI:
* Updated Race Central screen
* Fix in-race scene being disabled after using tuning pages - WMD-3334
* Scene display working again after leaving in-race photo page - WMD-3341
Cameras:
* Replay Cameras: New real-world-style set for Chesterfield.
* Replay Cameras: New real-world-style set for Dubai Kart Drome.
AI/Pitstops:
* Reset the input class members on race restart.
Vehicles:
* Ford GT40 MkIV: Smoothing fix on cockpit
Physics:
* Mercedes AMG 45: Main AI speed balancing. Slight tweaks to the brake balance and pressure, rear toe, FFB
* Mercedes C-Coupé DTM: AI speed balancing. Moved eyepoint up and back. Couldn't see the road.Raised collison mesh 30mm for AI curb crashing fix.
* Mercedes SLS: AI speed balancing to the player, brake balance adjustments, reduced front and rear bumpstop lengths to keep off them during normal braking and acceleration.
* Pagani Huayra, Zonda Cinque, Zonda R: Removed bumpsteer front and rear on the suspensions, new setups to balance. New aero packages for the Cinque and theZonda R. Balanced AI speed against the player cars.
Tracks:
* Laguna Seca: Change ads
* Azure Circuit: New export
* Sakitto: Texture tweaks, texture tweaks
* BrandsHatch GP: HWI fix of collision issues and base instance count reduced
* Donington Park: Updates for gridmarkings, pitground, old whitelines switched, fix for bad grasstiling in track cameras
* Road America: Moved treewall and occluders to match better optimized tree set, added viewer placed lights, reduced/optimized treeplacement

Build 862 (01/12/14) - 367.6 MB
Audio:
* Added Null pointer check for weather sounds
* Race sounds stopped/started when advancing sessions
* Stopped GUI clicks playing when returning to the menu (caused by page changes)
* Menu music now triggering when as frontend screens appear when coming back from the race (was triggering too early)
* Moved race sounds switching on until after physics sync phase and simplified, so they only play once ready to start for all session types
Render:
* Code to allow us to seperate updating particle resources and rendering...this is because we only need to update the resources 1 time perframe but may render them several
GUI:
* Added vehicle images
* Missing save dialog text added
* Text entries for new Race Central screen
* Fixed bad dialog quad accessing - WMD 1131
* Keeps videos the correct size with scaling set.
* Fix deleted tutorial dialog being used - WMD-1131
* Turn off 3D scene except for screens that display it
* User sign-in change return to splash screen (WMD-199).
* Save now responds correctly when not signed in- WMD-297
Online/Multiplayer:
* Tweak delay mechanism for leaderboard query and add log message each time we query.
* Added support for localization of title, description and prize texts associated with community events.
Cameras:
* Replay Cameras: New real-world-style set for Summerton.
Characters/Props/Animations:
* GT Pitcrew: Chief mechanic- new animations from latest mocap
* GT Pitcrew: Fire attendant- right rear fuel intake position
* Drivers anims: Ginetta G40. Fixed eyes issue. Set mesh and skeleton to F1
* FA Pitcrew: Re-exported animations, without obsolete "props_root" wha(1234)+ whm(1234)
AI/Pitstops:
* When running wide off-track and returning to track, AI should not drive straight into oncoming traffic
Career:
* Removed events that disable the Career UI while a save is processing
* Fixed TeamName typo in Kart contract, was leading to a blank contract offer
* Added a career data check for team names used in contracts, and changed pitlane check to an assert now most of the problematic data triggering that has been fixed
Vehicles:
* McLaren P1: Fixed tyre dirt
* Mitsubishi EVO X: Moved eyepoint back and up
* Renault Clio Cup: Balanced AI speed against the player.
* RUF CTR3: Animation files. Wipers sound triggers added.
* Sauber C9: Animation files. Wipers sound triggers added.
* RUF RGT-8 GT3: Animation files. Wipers sound triggers added.
* RUF CTR3 SMS-R: Animation files. Wipers sound triggers added.
* Pagani Zonda Cinque: Animation files. Wipers sound triggers added.
* Pagani Huayra: Animation files. Wipers sound triggers added. Fixed tyre dirt.
* Pagani Zonda R: Cpt file. Updated Cockpit exposure. Animation files. Wipers sound triggers added.
* Renault Megane RS: Fixed RCF setup and paint colour names, Animation files. Wipers sound triggers added.
Physics:
* Mitsubishi Evo X: Small setup adjustements. Balanced AI speed against the player.
* Ford Focus RS: Fixed excessive rear toe steer. Some brake bias adjustment. Balanced AI speed to the player car.
* Temporary workaround to "fix" crashing Lotus cars. It simply reverts the changes made to the Lotus tyres in the revision previous to this one.
* Renault Megane RS: New chassis with more correct base springs/dampers. Fixed excessive toe steer, fixed track 30mm too wide causing the tires to clip into the rear bodywork. Stiffer swaybars by 13.9N. Opened up spring and shock settings to allow building a trackday suspension. Balanced AI speed against the player.
Tracks:
* Milan: Crowds placement update
* Dubai Autodrome: Dynamic object fixes
* Sakitto: New texture maps, 1st commit, updated emmissive
* Brands Hatch: Foliage placement updated with Indy one and GP section updated
* California Raceway: Continued polish pass , autograss setup , pit area edges , new racing line , placed dynamics , dirt track blending , cracks , chicane updated with dark edge , skybox mods WIP. Setup autograss for the Short circuit , updated exclusion files for both layouts , added override entries into the TRD. Carious texture polish updates
* Laguna Seca: Lights and first set of tyres, fixed missing reflective stuff on roadparts and switched the detail broad textures to enable spotlight billboards, Updated road and curbs textures with reflective compatible textures

861 (28/11/14) - 520.1 MB
Audio:
* Launch GUI SFX updated to randomise
* Moved category/channel audio metrics to optional display
* Improvements to the menu/loading music transitions, adding/enabling fades
* Balancing updates to master volume, engine levels and tutorial music ducking
Next-Gen:
* Leaderboards not accessible on console now
* XB1: Aries project/props setup for DirectXTex
* Updated legal screens with nVidia and Bink logos on console
* XB1: Added DirectXTex + library prebuilt for Xbox One (required for JPG/PNG Photomode)
Gameplay:
* Count DNP time trial played time per lap
* DNP track distance travelled stored per lap so that TT lapping counts
GUI:
* Resets GUI scale.
* Updated nVidia logo
* Fix PC bootflow and FMV play
* Edit Tuning Setup summary updated
* Spindle now the default on FFB screens
* Disabled career UI when a save is processing
* Tutorial messages now blur the background out
* Fix for translation on Endorsements screen WMD-3048
* Update HUD pakfile to include all displays (WMD-3257).
* Track description removed from Multiplayer Create screen
* Updated Tuning screen in-game and two updated track logos
* Few more screens supporting ability to vew player profiles
* Derby & Monterey: Track data updates and text database entries
* Text Database: Added more track variant strings for the leaderboards
* Current Lap amalgamated into 'Previous Laps' upper-right lap info board
* Snetterton: Added missing variation names to the TRDs for the leaderboards
* Tidied up login further so user selection goes through the signout monitor
* Show the legal screens before the login press, and show for 3 seconds - WMD-2686
* Audio indicators for currently-speaking players added to hud_messages (console only)
* Gamertags now shrink if over a certain length on HUD, Simulate Remaining overlap fix
* Display warning dialog before retunrning from race on disconnect - WMD-2116 & WMD-2113
* Fixed WMD-3219 : Title goes into an unresponsive state upon constraining and resuming the title while the sign in UI is displayed
* Opponent Skill change now directly on Today's Events page. Leaderboard entries can now be navigated (still needs a fix there though)
* Removed 'on click' from Replay buttons so that they have the correct GUI button assignments and functions. Now needs JamesB to sort out the root problem of them not behaving correctly
Online/Multiplayer:
* MP: Hookup join button text applink to textdb
Leaderboards:
* Bumped global leaderboard version, preparing for leaderboard reset.
* Updated AutoTT leaderboard handling on consoles to support global versioning of leaderboards, which prevents access to boards created for mismatching builds.
* Fixed time trial screen on consoles not querying leaderboard correctly (it still has more must fix issues remaining, such as spamming queries when browsing through tracks)
Cameras/Replay:
* Fix running replays
* Garage hdr updates and removing unused versions
* Replay Cameras: New real-world-style set for Glencairn West Reverse.
* Replay Cameras: New real-world-style set for Glencairn East Reverse.
Character/Props/Animations:
* GT pitstops ASQ: Added sound triggers
* Updated Left car side mechanics and attendants
* GT wheel mechanics/attendants - Left car side
AI/Pitstops:
* Add new type of Hazard : Behind Hazards
* Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0
* If stuck, check behind hazards before backing out to reduce pile ups. Patiently wait for free space before backing out.
* Follow up to 505850 ( Allow TogglePlayerAIControl to AI in prerace sequence if rolling start even if GetNumberOfPitLocations() > 0 ) : remove the toggling code completely as this is now handled by app
Career:
* Career news text for series without team scoring
* Endurance Quick Guide text updated to remove redundant text.
* Fix for assert in 2nd race of FA season. StevenW looking into it further.
* Fix for AR-2605 - All career saves have error handling and the GUI should lock in a friendly manner while saving. Note there is no save indicator as that is being added by another coder.
Vehicles:
* Marek RP 219D LMP2: Fixed Roof UV3 paint (All LODs).
* McLaren F1: Animation file. Wipers sound triggers added.
* McLaren P1: Animation files. Wipers sound triggers added.
* McLaren 12C: Animation files. Wipers sound triggers added.
* LMP2 RWD P20: Animation files. Wipers sound triggers added.
* LMP2 RWD P30: Animation files. Wipers sound triggers added.
* Renault Clio: Animation files. Wipers sound triggers added.
* McLaren 12C GT3: Animation files. Wipers sound triggers added
* Mercedes SLS AMG: Animation file. Wipers sound triggers added.
* Mercedes A45 AMG: Animation files. Wipers sound triggers added.
* Mercedes C-Coupe DTM: Animation files. Wipers sound triggers added.
* Mercedes SLS AMG GT3: Animation files. Wipers sound triggers added.
* Mercedes 190E Evo2 DTM: Animation files. Wipers sound triggers added.
* Ford Mustang Boss 302R1: Animation files. Added Wipers sound triggers.
* Mercedes 300SEL 6.8 AMG: Animation files. Wipers sound triggers added.
* Mitsubishi Lancer Evo X FQ400: Animation files. Wipers sound triggers added.
Physics:
* Mclaren GT3, BMW M3 GT3: New FFB parameters
* Formula C: New FFB , Moved brake bias rearward to 56/44 split.
* Formula Rookie: New FFB paramters. reduced lift off oversteer with engine brake map.
* Formula A: Better brake balance - moved forward. Removed the excessive caster causing some low speed entry understeer. New FFB paramters.
* Lotus 98T: New turbo for more midrange usable torque. Still has plenty of kick in upper end.. Reduced drag of the main body to achive 180mph with medium wing settings (Florence as a test). New FFB paramters.
* All cars: FFB Toplogy 3 enabled as default. Spindle master is now recognized and can be used on a per car force adjustment. All Spindle arms set to 15 deg from the previous 10 deg. After testing a bunch of cars i get a better combination of force and detail with this setting. Set all Spinle Arm master scale settings down to 25 with a few exceptions. The net effect is To allow the GUI tire force setting to stay at 100% more or less. : douga
Tracks:
* Zolder: Crowds placement update
* Sakitto: Repostioned crowd and added vidscreens, new textures
* Oschersleben: Fixed WMD-2598 and flying twalls( all variants)
* Azure Circuit: Added txt for pit light, added foliage, changes in viewer assets
* Monterey: Generic adverts update for Monterey, added specular downward blocker, added adverts around track
* Derby Park: Foliage types swapped to better ones and child scene set up, updates for logos, derby + mng. logos, gridskids added, fix of some blends

Build 860 (27/11/14) - 458.2 MB
Audio:
* Adding Launch SFX for race launch
* Replaced WAV file with previous version
* Adding luanch variations for race launch GUI
* New GameAudioSettings to control the music volume/duration when ducking e.g. when speech is playing
* Updating overal game balance - brings values in line across all platforms. Needs further testing and refinement.
* Added extra transitions to music so it can duck up/down when the tutorial speech is being played, with control values coming from GameAudioSettings
* Smoothed the transition back from career video by switching to a new music track, as the transition to an un-paused track (even with ducking) can be too stark.
Next-Gen:
* PS4: Render direct to mirror texture.
* PS4: Fix for render target clear colour.
* PS4: Fix for invitations Sessions created as unlocked.
* PS4: WMD-2967 : Id of PS4 controller config screen was set wrong, passing over to AndyT to finish
* PS4: Fix bleed issue of background on GUI scaling on PS4. Makes GUI scaling live with system changes.
* XB1: On return from contrained mode, update the profile name, as it can be changed from the dashboard - WMD-2945
Render:
* Balanced particle lighting in conditions effected by cloud shadows.
* Fix for unused vars being optimised out and then causing problems with the material.
Effects:
* Dirt build up tweaks: Moved dirt build up logic out of metrics updates so consistent for all vehicles. Added off main driving line build up on legal materials
GUI:
* Fix for crash on GUI scaling.
* Added radiator to setup debug screen
* Updated DAMPERS menu on Tuning screen
* Additional missing characters added to font
* Make SessionOverview layer invisible by default.
* Menu Blur flag attached to menu quads in mainmenu
* Force Feedback calibration updated on Tuning screens
* FFB Calibration sliders and text now fixed and enabled
* Disabled in-race sclaing until we can sort the HUD scaling
* WMD-2505 : Updated to use new save icon when save is active.
* Text DB - "Laguna_Seca" fix removing underscore for leaderboards
* Page variable to detect whether a save game is saving at the moment
* Save icon temporarily removed again as its not acessible from ingame.
* Ingame player interaction panel and view gamer card on event leaderboards AR-2467; AR-2464
* Fix for menu_background files missing for cameras due to file cleanup now working correctly
* Hookup 'Drive' to be disabled when disqualified and before JIP vehicle has fully initialized.
* Track details updates to fix issues WMD-1049, WMD-2312 - added all country locations & added more variation types such as "National" etc
Online/Multiplayer:
* MP: Add applink to disable 'Drive' button.
* MP: Restrict availability of kart tracks to kart vehicles.
* MP: Fix car restrictions, so 'Any' still allows any, but the others actually work.
* MP: Reset current session to 0 when returning to lobby. Fixes issue with host not being able to change session setup in subsequent races.
* Build the lobby player list using player slotid rather than player count as the index; this fixes incorrect user lookup when a player leaves and the wrong index is subsequently used.
Controllers/FFB:
* Changed main tweaker to topology 3
* Removed some unused FFB tweaker files. SpindleArm for these cars now comes from CDF
AI/Pitstops:
* Reverse recovery checks for side obstacles as well as front obstacles
* Change ProcessHazards_HazardBuffer from 1.5 to 0.5 for more passing space
* Retooled Obstacle avoidance to cumulate avoidance tests rather then only handle the worst obstacle
Career:
* Career News: Fixed to show Team instead of Constructor for championships, and added a set of news text for series that do not have team points.
Cameras:
* Replay Cameras: Oschersleben National - Further tweaks and improvements.
* Replay Cameras: Glencairn east/west reverse layouts, work-in-progress replay cameras.
* Replay Cameras: New real-world-style set for Glencairn forward layouts, and Glencairn main reverse.
* Tracking Camera: Dual View remake, FOVScalar corrected, look at corrected, zooming and focusing tuned
Vehicles:
* Caterham Seven: Fixed brakedisc problem
* Vehicles: Fixed licence plate normal map
* Megane RS: Fixed clipping parts in trunk
* McLaren P1: Fixed CPIT roof glass material
* Pagani Zonda Cinque: Fixed flickering display
* Ginetta G55 GT3: Fixed CPIT wing mirror problem
* Formula C: Better choice of rain tire texture swap
* Tires: Set up tags for texture swaps on a few more cars
* Palmer JPLM: Better rain tire texture and removed unused VUD files
* Lotus 49: Set up tire texture swaps for the few slick options (1970, 1977)
* Aston Martin Vantage GT3: Removed livery 21 and removed real brand logos from livery 22
* Gumpert: New Wipers meshes, animation and mask added. Minor Lights AO fixes (A/B/C/X). Added new Exhausts and chassis details (all LODs). Updated Boot Engine cover All LODs. Updated .CRD file. Added missing LODA/B/C Mirrors user flags. (reuploading -connection problems)
Physics:
* Fixed various cars' default tire tags
* Tires: LMP wear calibrations, Kart rain tire added, Fixed up various tags for tire texture swaps
* All cars - Made the default spindle arm in the FFB settings = 10 . This is a more realistic default than the previous 25.
* Balance of AI tires (approx 15 cars) adjusted for grip balance to the new AI speed changes and the YawDampening.These aren't fine tuned yet, but *very* in the ballpark.
Tracks:
* Fixing blurred whitelines in distance for Le Mans and Cadwell
* Jin Ding: Added more green color for glass and slightly dirt, update spec map
* Azure Circuit: Added txt for bg building and emm map, tweaked textures, added lighting and emisive map.
* Brands Hatch: Fix for lod values and gp dressing updated, fix for absolute paths, adjustment of LOD-values and dressing of GP updated
* Cadwell Club: Added waypoint fidelity (more of them) around the hairpin for better AI negotiation. Changed line slightly there too, added specular downwards blocker
* Monza: Feedback fixes, new road mapping and materials, lofted new trackedges and adding kerbs edges, new whitelines, new custom dirt diffuse and blend textures, mapped to appropriate places, WIP updates on kerbs textuers, new RL ad boards textures

Build 859 (26/11/14) - MB
Audio:
* Tweaks to A45 and louder incar volume.
* Tweaks to the shift wobbles for ALL cars.
* Updated logic for the turbo blow off valve sounds, to provide better range, with new CarSoundConfig control values added and obsolete values removed.
Next-Gen:
* Enabled Gaussian blur on PC on all quads and only on menus on consoles.
Render:
* Fix for memory leak when material replacements are applied to instanced meshes (which is not allowed)
* Added cleanup to list of tyre materials held for cockpit meshes - this removes the last few leaking textures from the engine.
* Modified code asserts to let team know that this has been done, and also cleans up the material which would otherwise be left in memory.
GUI:
* Driver rank in news fix
* Generic controller icon updated
* Fixed wait dialog usage in photo mode
* Multiplayer lobby added missing applink
* Cleaned up GUI dep file problems with full paths
* Fix for pitstop lights to behave accordingly to design
* Fixed unlocalisaed date entries thought the FE - WMD-1792
* Minor fixes to ensure render scale and offset are used correctly
* Fixed unwanted error message being displayed when cancelling "Creating game" dialog in Create menu.
* Fix for player interact dialog not clearing local pointer - added callback on close - also to other cases I found
Cameras:
* ValueTracker class corrected - eliminated errors caused by low FPS
Gameplay:
* End of session physics processing bug fixes: Fixed lap count for end of session processing. Changed end of session tick to process n events/triggers per physics tick so not to overload app event queue
Online/Multiplayer:
* MP: Fix for cars spawning on top of each other.
Characters/Animation:
* Fixed rig of props_f1_jackup_front
* GT Wheelman STORY scene switch to 30FPS
* Pitcrew: Textures update, diffs darkened
* Drivers ART: Drivers arms body logos skin fix
* Pitcrew exports: Deleted IMB file from exports
* ART: Wheel Mechanic + Wheel Attendant pitstop animations
* ART: Crew/drives textures update, darkening diffs and minor changes
* Drivers exports: GT and F1 2010, re-skin arms to fix logos skin issue
* Pitcrew exports: LODD billboard using NONE instance shader. Basic_billboard
* GT Pitcrew: Fire attendat : animation polishing right side, box, rear right fui
Vehicles:
* LMP RWD P30: Minor fix on cockpit
* Ginetta G40: Fixed tire texture swaps
* Pagani Huayra: Added missing dep file
* Mercedes C Coupe DTM: Better tire texture swaps.
* Marek RP219D LMP2: Polished cockpit vibration animation setup
* Pagani Zonda R: Better choice of tire texture swap for wet option
* Formula A: Removed unused VUD files and disabled KERS flame effect
* Aston Martin Vantage GT4: More approval fixes, fixed bonnet hoodlocks
* RWD P20 LMP2: Polished cockpit vibration animation setup, minor fix on cockpit
Physics:
* LMP2 tires: +15mm on rear tire width
* Fix for slow engine speed decrease with ignition off
* Adjust predicted fuel pre-race calculations by turbo system consumption
* Marek RP219D LMP2: Set fuel efficiency, fixed radiator, minor default setup changes, set SpindleArm for FFB
* Tires: Retrying vintage default tire wiring, decoupled blown from wear, Vintage 62 and 65 release candidates, reduced heat bias.
* Formula C: Made R22_DA default tire for testing purposes. Increased AI speed aprox 1 second a lap. Used various AI paramters including Yaw damping reduction, shock rate amounts (mostly for stability), slight grip increase and tire drag decrease. Added more FFB force to address complaints about low force. Added R22_DA as default tire.
* All Cars: Set AI Yawdampening to a basic .05 for those cars that didn't have this in yet. This is a number learned from the previous cars done and is a good baseline. Set steering lock to a minimum of 22 for those cars that were below this number. Needed to get the cars around hairpins under AI control. Set AI slow damper to a lower percentage for the lightweight highly sprung race cars for better stabilty. ie: LMP's and Formula cars.
Tracks:
* Silverstone: New export
* Monza: Instances possitioning update
* Hockenheimring: Fixed various JIRA issues
* Mount Panorama: Removed cones with issues at pit entry
* Snetterton: Jira bugs / reported issues fixed, bug fixes
* Eifelwald GP: Replaced heavy car-damaging corner markers with lighter ones.
* Watkins Glen: Fixed collision around the bus stop fixing wmd-1193, fixed WMD-330
* Besos: Jira fixes plus lod zbuffering fixes on adboards WMD-105, WMD-2606, csm and lod tweaks
* Brands Hatch: Fix for gaps at outeredge, fix for WMD-2647, fix for gaps at outeredge, fix for WMD-2647
* Belgium Forest: Fixed kerbs collision, fixed missing terrain during replay, fixed tribunes shadow, updated cameras setting to avoid clipping distanced terrain during replay
* Lakeville: Fixes for various collision issues , added some new fence pieces , new tyres in the viewer etc, updated tyre placement to block access to unwanted areas of the track
* Cadwell: Added proper drylines for Cadwell variations, fixed various collision issues WMD-2888,WMD-1025,WMD-781,WMD-686,WMD-899,WMD-683,WMD-581,WMD-463, metal gates added to block visually marshals from being drivren over and fixing tyrewall issues

Build 858 (25/11/14) - 833.6 MB
Audio:
* Updating Start post pro settings
* Adding Blue flag call variants 1, 2, and 3
* Updating Advice based PTC with latest post pro
* Updating Flags PTC with latest post pro settings
* Updating Qually PTC with latest post pro settings
* Updating Results PTC with latest post pro settings
* Updating Le Mans PTC with latest post pro settings
* Updating Laptime PTC with latest post pro settings
* Updating chanpionship pit speech to latest settings
* Updating Pit stop PTC with latest post pro settings
* Updating Back Marker pit speech with laest settings
* Updating First Lap PTC with latest post pro settings
* Updating Final Lap PTC with latest post pro settings
* Updating Timing PTC woth the latest post pro settings
* Updating Race Pace PTC with latest post pro saettings
* Updating Positional PTC with latest post pro settings
* Updating Overtaking PTC with latest post pro settings
* Updating career PTC with the latest post pro settings
* Updating Weather PTC with the latest post pro settings
* Updating Warning PTC with the latest post pro settings
* Updating Roling Start PTC wiht latest post pro settings
* Updating Practice lap PTC with latest post pro settings
* Updating Damage pit to car with latest post pro settings
* Updating Defending position PTC with latest post pro settings
Next-Gen:
* PS4: Fix for photo mode colour cubes.
* PS4: Fixed user B's voice chat is audible for user A with chat restricted sub account
* PS4: Menu music switched to loading on demand, and music/speech quality reduced slightly to minimise issues with tutorial speech streaming in SlowHDD test
Render:
* Fix for Vertex Decl Layout corruption (Azure Coast was reaching the renderer limit)
GUI:
* HUD editor console changes
* Ghost selection process WMD-2408
* Fix for WMD-2962, Selected liveries don't show in-game
* Overlapping on Online Browse screen in French/Polish fixed
* Fix for WMD-2925 , replacing FindPlayerFailed placeholder text
* Video page FMVs can be skipped using select or cancel - WMD-2913
* Fixed lobby create dialog titles not being correctly localized (WMD-1864, WMD-1825)
* Reset rotation of HUD map viewed participant vehicle icon when map is rotating (WMD-2969).
* Updated Pause, Pit Box, Pit Monitor, and Edit Pit Strategy screens along with associated text updates needed for this
* Fix for WMD-1594 Incorrect rich presence ?Single Player In Replay Theater? is displayed when the user is in ?DRIVER NETWORK PROFILE? screen
Cameras:
* Fixed wrong angle passed to the helmet camera orientation.
* Replay Cameras: New real-world-style set for Le Circuit Bugatti.
Characters/Props/Animations:
* Fuel tower textures logos added
* Fixed material on fuel tower (again)replaced skintest_instanced with skintest
AI/Pitstops:
* Fix RESET functionality to use the last ONTRACK waypoint
* FindCorridors in AIW loading only processes AIW waypoints
* Fix unrealistic times AI lap Times when Time Progression is active
* Call ProcessHazards moved to the first AI call to make sure its arrays are always up to date
* Added a new Wall type obstacle to handle wall avoidance within the lat computation and handle OFFROAD and WALL differently ( you may be allowed to go OFFROAD to avoid immediate and dangerous impact, but you never ever want to drive into the wall )
Career:
* Small career bug fixes
* Email car name fix for wmd-2626
* Career Championships: Quick Guides - Corrected spelling error in Formula B guide.
Vehicles:
* Additional boost metrics
* Formula Rookie: Fixed tyre issue
* Renault Megane RS: Fixed user flags
* Ginetta G55 GT3: Improved CPIT bonnet UVs
* Ginetta G55 GT4: Better texture for rain tire tread
* FG1000: Better choice of texture swap for rain tires
* Formula C: Removed front wing shape from ambient shadow
* Caterham SP300R: Better choice of texture for rain tires
* Caterham R500: Fixed tire texture swaps for Yiro All Season option
* RWD P20 LMP2: Moved eyepoint slightly back and up for better apex visability.
* Aston Martin Vantage GT4: Changed to standard slick tread textures for tire texture swap fix.
* Alpine A450: Removed some unused files, fixed reverse tire texture swaps for intermediate and wet. polished cockpit vibration animation setup
* Oreca 03: Removed some unused files, polished cockpit vibration animation setup, fixed tire issues, some bad normals on LODX and missing part in CPIT
Physics:
* RWD P20 LMP2: Set fuel efficiency, engine reliability, fixed default setup issues
* GT3 cars: Raised collision mesh 20mm to help curb crashing and popping up in the air for theAI cars.
* Alpine A450: Removed graphical offset, Fixed fuel tank size, Default setup adjustments, Set SpindleArm for FFB
* LMP1 and LMP2 cars: Raised collision mesh 30mm to fix bad curb crashing causing flips and general mayhem especially at starts.
* Oreca 03: Fixed an issue in the engine reliability data, Removed graphical offset, Fixed fuel tank size, Default setup adjustments, Set SpindleArm for FFB
Tracks:
* Sakitto: Texture updates
* Azure Coast: Wet weather updates
* Azure Circuit: Changed in the trees added objects
* Eifelwald: Fix for clipping trees on the first downhill section
* Road America: Videoscreen fixes (static objects)
* California Raceway Short: Continued polish pass , merged into main CR scene , new CSM , new track mesh , new terrain , new materials etc.
* Siverstone GP, Sliverstone International: New racelines and corridors tweaks. Picked up about 2.5 seconds at GP and 1 second at International.
* Watkins Glen: Updates to prevent overglowing windows and shimmering buildings, added gates to block the entry roads visually, fixed shading issues on roads and kerbs, added visual blockers on side road entries, reduced shadow popups on start finish straight
* Le Mans: New corridors through massive hand edits. This track with all it tarmac was showing lots of legal areas way out past the curbs for the AI to run amok on. Fixes them also cutting the chicane badly. updates to prevent overglowing windows and shimmering buildings, fixed shimmering windows on building all around the both tracks
 
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Hey guys, bit late to the party here so all genuine questions with no undertones intended, just interested to find out some information if you have it?

Note I'm a T300RS user ready for release on PlayStation 4. No Pc available.

Has the game been extensively tested on PS4 compared to Pc?
If not how does the architecture compare and how confident are you that the experience will be paralleled?
Will there be limitations on PS4 and is there a place of reference for these?
Also I was wondering if an open or invitational beta will be implemented.
If not how likely is there to be a demo on the PlayStation network?

Getting excited for this if you can't tell ;)
 
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