Project CARS General Discussion Thread

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Any talks on WMD about the optimisation/support of PCARS with DX12 & Win 10? Are they already in progress?

It has already been discussed and Andy Garton has said that it would require an entire re-write of the game's physics, graphics and AI engines, so it's very unlikely to be implemented in pCARS, but will very likely to be used in pCARS 2, presuming the IP takes off well enough.

Punctures?

Punctures are possible too from hitting the kerbs too hard, particularly the saw-toothed kerbs. You can also get punctures from too many off-road excursions, or locking your tyres up.
 
It has already been discussed and Andy Garton has said that it would require an entire re-write of the game's physics, graphics and AI engines, so it's very unlikely to be implemented in pCARS, but will very likely to be used in pCARS 2, presuming the IP takes off well enough.

That's a bummer given how much emphasis by Microsoft of DX12 optimisations/efficiencies and support for multi GPU support etc. I hope that they cancel Wii U version so that we might get DLCs for PCARS quicker and PCARS 2 in mid-2017.
 
That's a bummer given how much emphasis by Microsoft of DX12 optimisations/efficiencies and support for multi GPU support etc. I hope that they cancel Wii U version so that we might get DLCs for PCARS quicker and PCARS 2 in mid-2017.

Two completely separate departments. The artists working on the DLC have nothing to do with coding the Wii U version. pCARS 2 is likely to be around 2018. I understand your frustrations, but at a rough guess it would cost around 1-1.5m Euros to upgrade the engines to DX12 for no appreciable benefit to ROI. When the start coding the engine for pCARS 2, it makes sense to work on it then. Also, by using DX12, you are limiting any PC users on Win XP/7/8, thereby making a massive cut through your potential customer base.
 
Off the top of my head:

  • Aero damage resulting in lower top speed/worse handling
  • Overheating because of damaged radiator (mostly by bumping into car in front)
  • Suspension failure through crashes and over (long) time by riding the kerbs too hard
  • You can lose wheels through crashes with open wheelers
  • Gearbox damage through rough shifting (I guess this happens with manual clutch only but I'm not sure)
  • Engine damage through overheating, overrevving or too high wastegate pressure

Thanks mate for the info!! And also about punctures!! ;)

Just been out this morning to buy myself a new wheel to use with my PS4....... It's a Thrustmaster T100, nothing fancy, but it will make the challenge authentic enough!! Cannot wait!!! :D :D :D :D :D :D :D :D :D :D :D :D
 
Well hoping the game actually gets released this time. Learnt my mistake from preodering. I will pick it up on the weekend when I get a chance when it's out. Works taking up most of my life these days :P.
 
Off the top of my head:

  • Aero damage resulting in lower top speed/worse handling
  • Overheating because of damaged radiator (mostly by bumping into car in front)
  • Suspension failure through crashes and over (long) time by riding the kerbs too hard
  • You can lose wheels through crashes with open wheelers
  • Gearbox damage through rough shifting (I guess this happens with manual clutch only but I'm not sure)
  • Engine damage through overheating, overrevving or too high wastegate pressure

Also brakes (fade and complete failure) and tire punctures
 
Yeah, I know and I'm pretty sure they will do their best to patch until and after the release. Little things are no big deal. But especially the flying cars are worrying because that seems to be fundamentally wrong. We saw a lot of racing games in the past but such fundamental bugs are a no go for a racing game.
Flying cars?
 
That's a bummer given how much emphasis by Microsoft of DX12 optimisations/efficiencies and support for multi GPU support etc. I hope that they cancel Wii U version so that we might get DLCs for PCARS quicker and PCARS 2 in mid-2017.
By the way...Martin G, the render coder for Xbox, said that DX12 would not give much benefit (if at all) to XBONE because his render code for XBONE is already doing pretty much what the DX12 is supposed to do, except for some specifics. Also, since GPU in consoles is so-so-so slow, you're pretty much never CPU limited, so DX12 doesn't really help you out there either. In any case, it would be a WHOLE lot of work for almost no return. May help PCs with like Dual or Tri-SLI Titans or something like that, but that's a very minor market. Unless consoles upgrade their GPUs (of course not!), this DX12 will probably only help in some basic graphics games.
 
Well hoping the game actually gets released this time. Learnt my mistake from preodering. I will pick it up on the weekend when I get a chance when it's out. Works taking up most of my life these days :P.
It's gone Gold, meaning the release dates are solid now.
 
By the way...Martin G, the render coder for Xbox, said that DX12 would not give much benefit (if at all) to XBONE because his render code for XBONE is already doing pretty much what the DX12 is supposed to do, except for some specifics. Also, since GPU in consoles is so-so-so slow, you're pretty much never CPU limited, so DX12 doesn't really help you out there either. In any case, it would be a WHOLE lot of work for almost no return. May help PCs with like Dual or Tri-SLI Titans or something like that, but that's a very minor market. Unless consoles upgrade their GPUs (of course not!), this DX12 will probably only help in some basic graphics games.
I can tell you that's a load of tripe
 
Yes because it spreads the load to other parts of the GPU, Dx11 makes it focused mainly on 1 core, also PCARS doesn't run Dx12 ad won't because it's not worth the investment right now
 
By the way...Martin G, the render coder for Xbox, said that DX12 would not give much benefit (if at all) to XBONE because his render code for XBONE is already doing pretty much what the DX12 is supposed to do, except for some specifics. Also, since GPU in consoles is so-so-so slow, you're pretty much never CPU limited, so DX12 doesn't really help you out there either. In any case, it would be a WHOLE lot of work for almost no return. May help PCs with like Dual or Tri-SLI Titans or something like that, but that's a very minor market. Unless consoles upgrade their GPUs (of course not!), this DX12 will probably only help in some basic graphics games.

Riiiiiiight.
 
Yes because it spreads the load to other parts of the GPU, Dx11 makes it focused mainly on 1 core, also PCARS doesn't run Dx12 ad won't because it's not worth the investment right now
Huh? What other parts? Like I said, my GPU is 100% loaded in pCARS right now, so it means there are no "other parts" left. GPU is already churning out those frames as fast as it possibly can. DX12 will not get my ANY fps increase in this case. The only advantage I'd get could be in edge cases with lots of cars on the screen, but even then my i7 is more than capable to keep up with the GPU.
 
My GTX 970. It has thousands of cores in it. And with DirectX 11 the CPU can talk to exactly 1 of them at a time.

Meanwhile, your PC might have 4, 8 or CPU cores on it. And exactly 1 of them at a time can talk to the GPU.

With Dx12, in theory all your cores can talk to the GPU simultaneously
cores.jpg
 
My GTX 970. It has thousands of cores in it. And with DirectX 11 the CPU can talk to exactly 1 of them at a time.

Meanwhile, your PC might have 4, 8 or CPU cores on it. And exactly 1 of them at a time can talk to the GPU.

With Dx12, in theory all your cores can talk to the GPU simultaneously
I know that. But GPU can't keep up with cpu in modern games. My 780ti certainly can't. So all that talking won't get me far, with high enough settings.
 
By the way...Martin G, the render coder for Xbox, said that DX12 would not give much benefit (if at all) to XBONE because his render code for XBONE is already doing pretty much what the DX12 is supposed to do, except for some specifics. Also, since GPU in consoles is so-so-so slow, you're pretty much never CPU limited, so DX12 doesn't really help you out there either. In any case, it would be a WHOLE lot of work for almost no return. May help PCs with like Dual or Tri-SLI Titans or something like that, but that's a very minor market. Unless consoles upgrade their GPUs (of course not!), this DX12 will probably only help in some basic graphics games.

Huh? What other parts? Like I said, my GPU is 100% loaded in pCARS right now, so it means there are no "other parts" left. GPU is already churning out those frames as fast as it possibly can. DX12 will not get my ANY fps increase in this case. The only advantage I'd get could be in edge cases with lots of cars on the screen, but even then my i7 is more than capable to keep up with the GPU.


Thanks for the info. But I was more on about the benefits for PC mostly. But disagree with the minimum benefits of DX12 benefits as the selling point is to improve efficiency between layers.

And also some basic physics comparison done by Intel last August. https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel

Here is an DX11 vs DX12 benchmark and those results are promising.

Yup read that a while back that's very promising which is why I raised the question originally. But do agree with @FuriousDemon from the business perspective in relation to DX12 only available to Win 10. Even if SMS do for PCARS won't happen anytime soon.
 
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Would anyone care to comment on this video over on the The Project CARS Video Thread. The un-realistic appearance of the AI cars (body panel surfaces) at night has me concerned. They seem to have no dynamic rendering and reflection qualities like they do during day time gameplay.............. and as a result the cars look very "cartoon like" at night. The cars appear similar (although not nearly as unrealistic) to the way that the cars are graphically rendered during night gameplay in GT6. Does anyone have any info from SMS/WMD that talks about the way that the PCars renders objects at night vs. day? Thanks in advance for your comments, cheers! EDIT: added screenshot from referenced video.


pcars-build-980-scrnsht-003.jpg
 
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I wonder when project cars will be available to preorder on the playstation store. I been searching the psn store the pass couple of weeks and just waiting for it to appear.
 
That's it, here are the last (and latest) build notes we get before release:


Build 986-987 (17/04/15) - 11.8 GBs
- There's no cake



On a side note, a topic which I havent seen brought up yet. How realistic are in game lap times to the real life counterparts? How does the Formula A compare at Monza to what F1 Ran there in 2011?
 
With all the fresh new people on this forum daily, and the 7 pages of "stuff" every day, I've gotten to the point of scrolling through and only reading high up voted posts
 
On a side note, a topic which I havent seen brought up yet. How realistic are in game lap times to the real life counterparts? How does the Formula A compare at Monza to what F1 Ran there in 2011?

Can't say for Formula A but René Rast managed to drive nearly the same laptime with his R8 GT3 in Real life and in the game with a similar setup. And with nearly, I mean about 1/10 of a sec ;)
 

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