The Project CARS Video Thread

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Some rough-looking collisions, but the damage looks bueno to me. I could live without damage at all, even mechanical. Other things take priority, IMO.

Cue the "investigative" blog article saying we're shills or fanboys white-washing the exclusion of "proper" damage.
 
EmptyBox isn't one of those people (he's actually quite critical of the poorer aspects of iRacing). He is one of the few people in the sim racing community that I actually believe. I don't agree with him on everything, but he is far more level headed and objective than many of the armchair racing experts you'll find.
Agreed. Empty Box seems to dabble in all the sims and he's full of good advice in many aspects of sim racing. My only complaint is that he's too wordy:sly:.

Personally I don't care about damage.
But I can see alot of disappointment comming this way.
About how it is not realistic enough.
Is there another game with better damage and this level of visuals? I'm not sure much more an be done on consoles and retain the promised frame rate, but even still, it's better than any game I've ever played.
 
Regarding the Empty Box video, here was the video description. I bolded some of the things that standout.

"A month and a half from release and well, it feels like that release date is actually doable this time. So anyways... As of this version... I guess this is a preview type of thing, though keep in mind this isn't final.

The good :
Race cars drive relatively well. There is still occasionally a bit of "swashbuckling", but most of that is down to driving in too deep too late too hard - which should be expected the car doesn't like that. That's slow anyways. When it comes to race cars, I feel it is no worse than R3E, which is where I think this title is aiming at in PC terms regarding "simness".

Braking is awesome, you can "back into" a corner if done properly. Get your braking too late with too much rear bias and you can kind of "kart" through the corner. Typically this results in instadeath in some other sims.

Weather system. I don't need to say much about it, it's awesome, everyone who has read anything about this game or seen footage of it already knows that.

AI shows good indications of being competent and usable and raceable. I'm interested in seeing if the first lap shenanigans end up getting toned down and they can become more consistent. Both of those things are common to every AI system though. Keep in mind, some videos will show horrid AI, I think that is largely down to just where they are in development. I feel this video is more representative of what the AI will end up being.

Solid FFB, on par with R3E, GSC, rF1 realfeel and the likes.

Graphics, at times. Some times this game looks amazing.

Le Mans + 24 hour day night cycle + weather = YES. I'm having Test Drive Le Mans (PC version ftw) flashbacks!"

Cockpit displays. I go on about this a lot, horrid looking cockpit displays drive me crazy because it makes no sense. These are readable, functional and they look properly realistic. Yes this is a small thing but it does annoy me when it's done poorly. (lookin' at you rFactor.)

The bad:
Some cars still "swashbuckle", like they always have underinflated tires. This is most common on the road cars, it's like there is no stiffness at all. Cue up the "Shift 3" comments.

Commonly seen every other racing game car and track lineup while never really putting one series together. For this type of game I consider that a downside. It's why I don't play this game much nor care that much, I've already seen these cars and tracks a million times.

Track accuracy. Yes I'm spoiled by iRacing and Assetto Corsa, any track that is in either of those two games is so "wrong" here in Project CARS I can't stand to drive them. There are tons of comparisons on YT here between those track versions, but honestly I never notice the difference until driving them, at which point it is often a night and day difference. Once you go laser scanned you don't go back - unless it's a high quality survey version ala rF2.

Tracks with silly track side objects, worst offender being Road America. Why the need to add random crap that isn't there is beyond me. Yes, the tracks really do annoy me a lot in this game.

Graphics can look terrible at times, looking ultra gamey and unrealistic. If you have played BF3 or BF4 you will recognize the soft shadow / AO everything feel, it just looks unnatural.

Sound. Can't say I'm a fan at all, it sounds like they are trying too hard to make it sound "awesome" and have made it sound like crap in the process.

Replays suck and I don't think it's going to get much better for release at this stage.

Wrapping this up : if GTR2 were released today it would be receiving the same reception. GTR2 turned out okay, did it not? No, I don't see this as a sequel to GTR2 by any means, but when I drive some of the race cars here, it does have that "feel" that many of us are familiar with from that game.

Now, GTR2 was awesome because it was great at the time and it was a full real world series with real cars and skins, which Project CARS is not and I do think that is the big problem with Project CARS and one that is obviously not going to be fixed - lots of everything, but not a lot of one thing done exceptionally well.

This isn't a competitor to iRacing, rFactor 2 and the like, but I do feel it is absolutely a competitor to R3E, which isn't a bad thing. I forsee this being a gateway to those more widely accepted "study sims" for many.
 
The most important part of the damage in pcars is not how it looks, it is that your car doesnt drive as well as before (on pro/full setting, at least). It could be better visually, but I think that will be one of the high priority tasks for post release updates.
 
Yeah, the actual "physics" implications of a big crash are there and they are impressive to me. Now, I haven't played too many "proper" sims on PC other than I-racing, but I think at least on consoles this is going to be a big breakthrough. I do wish the visual side was a bit better, but again, if you compare to what's available there in the market its at least as good.
 
I completely agree with EmptyBox about the replays. I seem to be ignored everytime I mention the faults that I see in them.
 
Is there another game with better damage and this level of visuals? I'm not sure much more an be done on consoles and retain the promised frame rate, but even still, it's better than any game I've ever played.

I don't know, but somehow a lot of people want burnout style damage or something.
For me I'm more than happy with the way it is shown in the video. But I even happy with just some scratches ;)
 
I completely agree with EmptyBox about the replays. I seem to be ignored everytime I mention the faults that I see in them.
I mostly heard people being impressed with them, because they use the real trackside cams and the camera doesn't hover around your car in a silly way like it does in most console racers nowadays.
Maybe if you are used to pc sims, but compared to what we have on console nowadays it's great to have a proper replay again (although GT was still good at that also).
 
I mostly heard people being impressed with them, because they use the real trackside cams and the camera doesn't hover around your car in a silly way like it does in most console racers nowadays.
Maybe if you are used to pc sims, but compared to what we have on console nowadays it's great to have a proper replay again (although GT was still good at that also).

I have no idea what the complaint would even be about the replay cams. Does anyone have a video they can use to explain it?
 
Why is it they have enough data to model the circuit but don't use the name?
If they don't have a license are they allowed to replicate the circuit in detail?
 
Why is it they have enough data to model the circuit but don't use the name?
If they don't have a license are they allowed to replicate the circuit in detail?

Yes, they are. Someone, surely, will give you the details.

Is it me, or does the Formula car sound like a Mazda 787? ^^

A badly sound sampled Mazda 787? Because the real thing sound way different than that.
 
Why is it they have enough data to model the circuit but don't use the name?
If they don't have a license are they allowed to replicate the circuit in detail?
As long as you don't replicate the signage or the name of the circuit you're ok. That's how GT gets away with Cote D'Azur for example. Ideally you'd like an exact copy signs and all, but it's not always possible.
 



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The Lancer video is amazing but... is the smoke effects turned off?

And i don't get why some people are complaing about the replay, I loved it! The camera angles are great, take a lot of the action. The GT replays are more beatiful but, sometimes the camera don't take that special moment that you are waiting for the hole reaply, and that's annoying. In PCars it doesn't seem to happen.
 
The Lancer video is amazing but... is the smoke effects turned off?

And i don't get why some people are complaing about the replay, I loved it! The camera angles are great, take a lot of the action. The GT replays are more beatiful but, sometimes the camera don't take that special moment that you are waiting for the hole reaply, and that's annoying. In PCars it doesn't seem to happen.
Yes, smoke was off to get mor FPS.
 
The Lancer video is amazing but... is the smoke effects turned off?

And i don't get why some people are complaing about the replay, I loved it! The camera angles are great, take a lot of the action. The GT replays are more beatiful but, sometimes the camera don't take that special moment that you are waiting for the hole reaply, and that's annoying. In PCars it doesn't seem to happen.

I love the look of the replays too. However I have two problems with the sound in what I've seen/heard.

1 As mentioned, the Doppler effect to me isn't too convincing. Personally I don't think the good example used of GT6 has it right either.

2 The volume should be louder in the replays. Sure in car/when driving volumes are louder when measured close up than from a camera perspective. However the volumes should be relatively as loud in the replays as when driving. I don't want to have to turn the volume up for a replay. The maximum volume of the replay should roughly match the maximum volume when driving. Of course they will sound different due to where the virtual microphone is placed, however replays appear to need a volume/normalisation boost (not compression).
 
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