Q&A with Slightly Mad Studios: Ian Bell [Read OP]

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Proper triple screen support is more than just having support for that resolution. It means being able adjust the angle of the side screens to allow for the angle they are in and the height you sit at so that the image isn't warped.

Pcars 1 had the ability to run triple screen resolution however it doesn't have proper triple screen support.
This is why I said "proper" screen support
 
Out of curiosity, how would a full RallyX and Time Attack work when I create a custom race?

Would it work like WorldRX with a practice session and 4 heats or would it work like GRC with a Qualifying session, 2 heats, a semi final and a final? Or would it work in another way?

Same with Time Attack but with their format or your own.

Would we be able to have the option to watch the AI's heats/runs or sim through them?
 
Hi @IanBell

Me and some mates have a question.

We now that online on console will be 16 cars/player's and on PC 32 cars player's.

But one mate said to me that offline it will be also a maximum of 16 cars on track in console.

I think I've seen that offline it will be as the first game... Up to 45 cars on track depending category, but don't find it anywhere in the treads and there are a lot off pages that makes difficult to find it.

Can you please resolve my question.

Thanks in advance :cheers:
 
Hi @IanBell

Me and some mates have a question.

We now that online on console will be 16 cars/player's and on PC 32 cars player's.

But one mate said to me that offline it will be also a maximum of 16 cars on track in console.

I think I've seen that offline it will be as the first game... Up to 45 cars on track depending category, but don't find it anywhere in the treads and there are a lot off pages that makes difficult to find it.

Can you please resolve my question.

Thanks in advance :cheers:
I'm not even sure the limit has been established yet as they'll want that established as late as possible.
 
I'm not even sure the limit has been established yet as they'll want that established as late as possible.

Thanks, but i think that in one of the two big treads here on GTplanet i have read something about it.

Really can't see them launching with only 16 cars offline. It's not Assetto Corsa, you know :P

Me neither, but a mate of me insists that when they show the announcement trailer they've said that online and offline its 16 cars for consoles and 34 cars for pc....:boggled:

I now that are the numbers of players for each platform but really doubt that it would be the same for offline... Like you are saying.. This isn't assetto corsa :P

Soo... What better to ask it directly to the big chief :lol::lol:
 
Thanks, but i think that in one of the two big treads here on GTplanet i have read something about it.



Me neither, but a mate of me insists that when they show the announcement trailer they've said that online and offline its 16 cars for consoles and 34 cars for pc....:boggled:

I now that are the numbers of players for each platform but really doubt that it would be the same for offline... Like you are saying.. This isn't assetto corsa :P

Soo... What better to ask it directly to the big chief :lol::lol:
The answer's probably the same. They'd have established a base limit based on the maximum pitboxes and gone back based on hardware.
 
Hi @IanBell

Me and some mates have a question.

We now that online on console will be 16 cars/player's and on PC 32 cars player's.

But one mate said to me that offline it will be also a maximum of 16 cars on track in console.

I think I've seen that offline it will be as the first game... Up to 45 cars on track depending category, but don't find it anywhere in the treads and there are a lot off pages that makes difficult to find it.

Can you please resolve my question.

Thanks in advance :cheers:

Its already been said, that performance on consoles is better than last time, and they can do more. Offline there won't be less cars, and online they are thinking to do more.

I hope it is still up to date, because endurance multiclass races with only 16 cars would be weak :(

EDIT:

This is original question and Ian's Bell answer regarding Console performance.

So the performance on console (PS4) is similar to the ProjectCars 1? It would be great to still have 30-50 car grids on bigger tracks like lemans.

Yes, but we've added a lot more overhead. So now our very hard worked coders are engaged in making every area more efficient so we can do more, with the same.
 
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Its already been said, that performance on consoles is better than last time, and they can do more. Offline there won't be less cars, and online they are thinking to do more.

I hope it is still up to date, because endurance multiclass races with only 16 cars would be weak :(

EDIT:

This is original question and Ian's Bell answer regarding Console performance.
In my opinion, I interpret Ian Bell's response as SMS have more overhead, meaning more stuff that wouldn't allow them to have the same grid sizes as pCars 1 on console. Then the optimization part as SMS is working on the coding so the consoles with the new features can still have the same as pCars 1 and not less. Maybe I'm wrong. It would be great to be wrong.
 
In my opinion, I interpret Ian Bell's response as SMS have more overhead, meaning more stuff that wouldn't allow them to have the same grid sizes as pCars 1 on console. Then the optimization part as SMS is working on the coding so the consoles with the new features can still have the same as pCars 1 and not less. Maybe I'm wrong. It would be great to be wrong.
I'm 99% sure he means exactly this.
 
In my opinion, I interpret Ian Bell's response as SMS have more overhead, meaning more stuff that wouldn't allow them to have the same grid sizes as pCars 1 on console. Then the optimization part as SMS is working on the coding so the consoles with the new features can still have the same as pCars 1 and not less. Maybe I'm wrong. It would be great to be wrong.
I understood that from it as well. Although if we could get 50 cars, that would be excellent.
 
If these high numbers mean that the AI cars are still using canned physics, that also means that balancing the AI performance for night, rain, snow, etc driving is going to be complicated. Maybe the tyre model is too CPU demanding to be used with more than one car anyway?
 
It would be interesting to see that many cars on the grid with NO frame hiccups, screen tearing or that annoying texture/shadow flickering and pop ups.
Yes, really hope to see that odd shadowy crosshatched stuff gone this time around. Also I personally rarely play with more than mid-20s grid size as too many cars causes the game to tear, and I dislike that a lot, so if they manage to get a similar or better performance to pCARS1 but this time with added Livetrack that'd be pretty great.

Hey, I wonder if there'll be a temporal slider option this time around on console or have SMS just decided to get rid of it, and the ghosting a high setting would cause.
 
If these high numbers mean that the AI cars are still using canned physics, that also means that balancing the AI performance for night, rain, snow, etc driving is going to be complicated. Maybe the tyre model is too CPU demanding to be used with more than one car anyway?

Yup. Ian has stated that AI are on a brush model for tires (like most games), but they do see live track stuff.
 
Yes, really hope to see that odd shadowy crosshatched stuff gone this time around. Also I personally rarely play with more than mid-20s grid size as too many cars causes the game to tear, and I dislike that a lot, so if they manage to get a similar or better performance to pCARS1 but this time with added Livetrack that'd be pretty great.

Hey, I wonder if there'll be a temporal slider option this time around on console or have SMS just decided to get rid of it, and the ghosting a high setting would cause.

Same here - I mostly hot lap anyway but when I do race I keep the grid size to something that causes minimal tearing. I'm afraid I'm not really familiar with the terms "Livetrack" and "temporal slider"... :guilty:
 
Same here - I mostly hot lap anyway but when I do race I keep the grid size to something that causes minimal tearing. I'm afraid I'm not really familiar with the terms "Livetrack" and "temporal slider"... :guilty:
Livetrack is the way Project CARS handles the circuit itself. LiveTrack 3.0 is an evolution from the previous iteration which I assume was in PC1. No idea what it's called. Probably LiveTrack 2.

Temporal Slider is essentially an aggression slider. Like RFactor.
 
Livetrack is the way Project CARS handles the circuit itself. LiveTrack 3.0 is an evolution from the previous iteration which I assume was in PC1. No idea what it's called. Probably LiveTrack 2.

Temporal Slider is essentially an aggression slider. Like RFactor.

LiveTrack 2.0 was in GTR2 and (I think) GTL. I don't think LiveTrack was used at all in pCARS1 (but I could be wrong).
 
Ah. Ok. I just assumed it was in PC1. My bad.

It's possible that pCARS1 had LiveTrack "2.5", or something. I honestly don't know what was used in pCARS1. I know that LiveTrack was introduced with the original GTR, and that LiveTrack 2.0 was used in GT Legends (I confirmed this on my old install) and GTR2. Since I know how good all 3 of those sims were (I still play them regularly), I am expecting BIG things from pCARS2.
 
Temporal Slider is essentially an aggression slider. Like RFactor.
Not quite. Pcars uses a temporal AA filter to blend the current frame with the previous one to reduce jaggies, and the slider gives the player adjustment over the filter's effect. At launch there was noticeable 'double imaging' on consoles with the temporal AA set at 100% by default. The slider (introduced in a patch) lets us tone that down to get a good balance with double imaging eliminated.

There's an AI aggression slider in pCARS 2 to alter personality of AI drivers, but it's nothing to do with the temporal slider which is purely to adjust the visuals.
 
Livetrack is the way Project CARS handles the circuit itself. LiveTrack 3.0 is an evolution from the previous iteration which I assume was in PC1. No idea what it's called. Probably LiveTrack 2.

Temporal Slider is essentially an aggression slider. Like RFactor.

Oh right, thanks for clearing that up. So that's what they call all those dynamic changes on track that were being showcased in the videos. Nice! What I'm really looking forward to is a deeper simulation experience along with Livetrack and unique sounds for every car that's nothing short of the real thing. It's 2017 SMS, you can do it! Show dem' Forza guys how its done!
 
Not quite. Pcars uses a temporal AA filter to blend the current frame with the previous one to reduce jaggies, and the slider gives the player adjustment over the filter's effect. At launch there was noticeable 'double imaging' on consoles with the temporal AA set at 100% by default. The slider (introduced in a patch) lets us tone that down to get a good balance with double imaging eliminated.

There's an AI aggression slider in pCARS 2 to alter personality of AI drivers, but it's nothing to do with the temporal slider which is purely to adjust the visuals.
Ah. I must have misread.
 
@IanBell will the Vulcan feature fictional racing liveries?
benoit-fraylon-aston-martin-vulcan-gte-by-benoit-fraylon.jpg

Thanks!
 

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