The Project CARS Video Thread

  • Thread starter Ameer67
  • 5,999 comments
  • 467,750 views
I'm not able to view the video through Twitch for some reason, but Gameblast has it on their website too now. This one works for me. Skip to around 21:13:00 for the Project CARS Saturday afternoon session (PS4 footage):
http://gameblast.game.co.uk/
that's good to know. I hope it plays through the PS4 browser
I'm not able to view the video through Twitch for some reason, but Gameblast has it on their website too now. This one works for me. Skip to around 21:13:00 for the Project CARS Saturday afternoon session (PS4 footage):
http://gameblast.game.co.uk/
i can't see an option to play a video on that link :/
 
that's good to know. I hope it plays through the PS4 browser

i can't see an option to play a video on that link :/

It automatically opens the recording from Twitch, but embedded on that page. The PS4 might not be able to load it.
 
I'm not defending the tradeoff, yet i do understand the problem. It is not that simple, level all the sounds equally and it will sound better. Every single game uses some kind of acoustic tricks to manage the resources. And no speaker in the world has enough dynamic range to reproduce the sound of dozends of race cars at the same time physically correct.

No one is asking to get physically correct sounds for dozends of cars. But imho, pcars has failed when it comes to reproduce a reasonable acoustic racing atmosphere, if more than one car is on the screen. But the competitors can do it. And I wonder about the reaction, when customers and reviewers will notice and realize that the great sounds pcars was advertised with in videos, only applies to the player's car. And not only have the AI cars way less sound quality, but they are also barely noticable during replays.

I am not a friend of this design decision.
 
No one is asking to get physically correct sounds for dozends of cars. But imho, pcars has failed when it comes to reproduce a reasonable acoustic racing atmosphere, if more than one car is on the screen. But the competitors can do it. And I wonder about the reaction, when customers and reviewers will notice and realize that the great sounds pcars was advertised with in videos, only applies to the player's car. And not only have the AI cars way less sound quality, but they are also barely noticable during replays.

I am not a friend of this design decision.
Me neither. I guess there must be some code/engine limitation. Like you said, others can do it, so I don't know what the problem is, but we (WMD members) never got an exact explanation of why that is.
 
No one is asking to get physically correct sounds for dozends of cars. But imho, pcars has failed when it comes to reproduce a reasonable acoustic racing atmosphere, if more than one car is on the screen. But the competitors can do it. And I wonder about the reaction, when customers and reviewers will notice and realize that the great sounds pcars was advertised with in videos, only applies to the player's car. And not only have the AI cars way less sound quality, but they are also barely noticable during replays.

I am not a friend of this design decision.
Excuse me, but what consoles racer has brilliant car sounds with an up to 45 player grid?! They're all limited to 16 players, no wonder they have more resources available. Get you facts right dude. Oh, ofc in case you missed that, this game will also be released on XB1/PS4 with 1080/60 still beeing the target for BOTH consoles.
 
I am talking about the competition on PC not consoles. And I am used to having a reasonable sound during replays. At least to have all cars at the same loudness level. I actually can't remember any racing game or sim having such a blatant difference between player car and AI.
 
Althought the game is not entirely finished yet, the sound that this game offers is the main draw for me, and from the many games i have driven, this is shaping up to be the best, its hard i should think for devolopers to keep everyone happy, people have their own take on sound, but wait until the finished product, to make a truely fair comment.
 
Excuse me, but what consoles racer has brilliant car sounds with an up to 45 player grid?! They're all limited to 16 players, no wonder they have more resources available. Get you facts right dude. Oh, ofc in case you missed that, this game will also be released on XB1/PS4 with 1080/60 still beeing the target for BOTH consoles.

Now to be fair so far you have brilliant sound for 1 car out of 45 offline and 1 out of 16 online :D

I'm sure they'll improve the matter i do not think it's so hard to do... Maybe the are trying to end out with a proper mixing.
 
New video of the series 'Real Cam Effect' with Project CARS, where I've added filters for enhancing the realism and lighting, also flashes and spots on the lens. The video is recorded as if the driver take the camera on the top of helmet, is a lap at California Raceway with the Lotus 49 Cosworth '67.

 
Hey guys, I have a question that I hope someone in this thread can answer (I can ask elsewhere if needed). With the engine/exhaust sounds in PCARS, do you get the "popping" backfire sounds you typically hear from a race car? Example.

Kind of a random question, but I find that games which have that sound effect included (like AC) feel a bit more authentic [as far as sound goes] because of that. I've watched several videos in here already and tried listening carefully for that but I can't really pick it out. A lack of that is not even close to being a deal breaker to me, but I'm curious.

Thanks!
 
Back