Project CARS General Discussion Thread

  • Thread starter Terronium-12
  • 20,825 comments
  • 1,568,118 views
Well i am sure we will all find out for ourselves in a few day's time, if it is indeed that distracting, i am sure SMS will patch it ? Anyway, lets all remain positive. Still stoked for this game. :)
 
Not sure if it has been said already or not, but in regards to the "ghosting" that people are complaining about, could it be that it is the video capture devices not properly interpreting the "Motion Blur"?

Some of the "fuzziness" that people are complaining about in the posted screen grab stills are quite obviously the Motion Blur effect.
 
Frame interpolation, 600hz mode or whatever these crappy post processes are called in consumer TVs MUST be switched off at all time, especially when gaming. Its easily recognizeable by the infamous "soap effect" and i bet 80% of TV owners/users never heard of it or are aware of this mess. If a dedicated 'game' mode exists, this function should be disabled automatically.
yes, the smoothing effect modern TVs have is appalling yet the masses think it looks better (because they're told it is). it doesn't.
 
Another build was released today.
Build 998 (01/05/15) - This time the "ACTUAL" Last GBs
Render:

* Further optimisation of VB/IB sizes, to improve SLI performance.
* Change to how the special effect system fixes up headlights. WMD-6752
* Add NVIDIA Titan X to list of very high end cards (for first run settings).
* Predefined settings tweaks - change prerendered frames to 1 for high/very high configs
* PitsequenceController: Switch off automatic switch to CockpitCam when using Oculus Rift
* DX11: Fix for tracking issues with Geometry shader constant buffers (fixes performance / hack previously required)
API:
* WMD-6741: Added basic LED support (tilde through to backspace for revs) for Logitech gaming keyboard. : rob
* Shared Memory fixes: Added states "GAME_INGAME_RESTARTING", "GAME_INGAME_REPLAY", "GAME_FRONT_END_REPLAY". New mGameState states required. I've now added "GAME_INGAME_RESTARTING", "GAME_INGAME_REPLAY", "GAME_FRONT_END_REPLAY". mCurrentSector3Time always invalid, This now works identical to the HUD display. This also means now that mCurrentSector1Time & mCurrentSector2Time will display valid values, even when not in their sectors (as the display does). For the current current-sector-time... this can always be checked for app-side against the mCurrentSector attribute. The mCurrentLapDistance also increments at relatively coarse intervals of ca. 5m (is this normal?) [Resolved] Yes (well due to ease of access in-game!) This is due to the fact that the 'best waypoint' is being fetched, and they are placed approx 5m apart from each other... this is how the current lap distance is determined in much of the game-side code. That said, I've pulled a snipped of code from the physics which calculates the distance between the current waypoint, and the next best one, which now produces a linear result. When starting a new lap the current sector and current lap are not always synchronised. When starting a new lap the lap distance is sometimes still on the old lap [Resolved] I ran into the same issues with the lap distance overlaps in the achievements, in which I've pulled some code over from there which was use to sort that out.
Controllers:
* Fix for centre spring being active during driving.
* WMD-5727: Fanatec force mixing set to software to remedy steering jolt issues.
Dedicated Server:
* WMD-6658: Support for dedicated server gameplay stats and logging: Implemented protocol to send stats and events to DS. Added hooks to send multiplayer stats and events to DS all over the place (session setup and status, player status, various participant events including sector/lap times, results, impacts and cutting the track). Updated ping call to send the server RTT to DS, and fixed issue where pinging could break disconnection timeout if the server still responded to ping (which is allowed even when not in the session) but not to anything else. Bumped protocol version to 50
 
Last edited:
can anyone tell me what the 'post-processing filters' option in the Visuals menu does?

If set to on you can switch between different filters (less usable for gameplay, more suited for artistic photos) via hotkey. It has no effect on the image if you don't switch by yourself.
 
Ehhm i hope you are all aware that those gifs are even less representive than a Youtube video? And furthermore, they are slowed down. I could make GT6 look like this with no problems.

Challenge authorised :)
I'm looking forward to seeing that on GT6 and or Forza 5. How long until we see the file?
 
And can you disable helmet / dash board blur ? On PS4

Yes. It's called "Helmet DoF" in the camera options menu.

project-cars-on-ps4-and-xbox-one-has-pc-like-graphics-settings-142909496051.jpg
 
If set to on you can switch between different filters (less usable for gameplay, more suited for artistic photos) via hotkey. It has no effect on the image if you don't switch by yourself.
thanks. still a bit confused though (or perhaps even more so lol). if it was more for photos wouldn't it just be included in the photomode filters option and not in with the heat haze/crepuscular rays menus etc?
 
thanks. still a bit confused though (or perhaps even more so lol). if it was more for photos wouldn't it just be included in the photomode filters option and not in with the heat haze/crepuscular rays menus etc?

You can still race with those filters. The "more suitable for photos" part is just my personal opinion.

wicken, where did you see the bit about AI/pitstop? On WMD forums this info isn't in the build release notes.

Yeah, couldn't find this either @WMD. :confused:
 
You can still race with those filters. The "more suitable for photos" part is just my personal opinion.
sounds interesting. i just noticed it on VVV's PS4 graphics vid, has the option for on/off right at the top of that options menu. one more thing to tinker with once i get my hands on it.
 
Note: I accidentally posted this in car list thread but I intended for it to be on this thread(but I edited my post and took it out).
Anyways would any of y'all be interested in doing an exotic car demolition derby lobby sometime after this game is released.
 
SMSRenderTeam
Pretty sure this is just Motion-Blur, because the vehicles are excluded from that system and don't get the 'ghosting'. I just looked at one of the VVV videos and you can see the 'ghost' (as you call it) offset is proportional to the vehicle speed when pausing the video at various points. In motion this translates to variable "length" blur depending on how fast you are travelling, which is pretty standard for a post style MB system like the one used on Project Cars. In the case of that GIF - looking sideways the blur system would be producing very large offsets for each frame and the result looks like one I'd expect from this sort of MB shader.
http://www.neogaf.com/forum/showpost.php?p=162346699&postcount=8514

Not 100% right, vehicles aren't excluded from the "ghosting". Just look at some screenshots posted here.
 
It's the next question that's the interesting one ...

"So it's the same FOR ALL PLATFORMS?"

Because according to their response, this means it's a post effect used in PCars on all platforms... I suspect they won't reply ;)

Why don't they just say it's the best we can do for now AND give users an option to turn of AA if it is indeed a side effect of that.

Forza 5 has no AA and is a jag fest, but you can disable camera effects and at least reduce some of the blur/shake/etc...

If I could choose jaggy or blurry, I'd go jaggy all day.
 
That's what I have noticed in a load of online videos ive seen. Seems that the starts is one of the areas that PCars hasn't excelled at. The AI seem to be dithery at the start meaning if you time it correctly you can make up quite a few rows into turn 1. Seems pretty wrong. It always looks like the reaction times when the lights go green seem very slow too, for AI and for the user.

Maybe in their quest to have the AI race as fair as possible has meant you get a start with the same effect you get at normal traffic lights whereby the car behind is waiting for the car in front to move before it does or the gap they are trying to keep becomes too small. It is something that needs to be worked on though
 
can anyone tell me what the 'post-processing filters' option in the Visuals menu does?

If set to on you can switch between different filters (less usable for gameplay, more suited for artistic photos) via hotkey. It has no effect on the image if you don't switch by yourself.
I just did a screenshot with "Mosaic 8 and Old TV". Here's our beloved GTP RUF CTR3 SMS-R in all its 8 bit console on an old on-it's-last-legs-TV glory:

rmsk0i.jpg
 
Last edited:
I just did a screenshot with "Mosaic 8 and Old TV". Here's our beloved GTP RUF CTR3 SMS-R in all its 8 bit console on an old on-it's-last-legs TV:

rmsk0i.jpg
can't tell if joking but if you can really play the game with that effect on I'm definitely doing it!
 
Back