Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

Great publisher. Hope it works out well for both parties.

Not publisher, distributor IIRW

PCARS remains self-published by SMS

Any publisher would went nuts with obligations towards WMD - no way any lawyer could make a beneficial contract

I see next game maybe published by some big name, but due to WMD structure, this can be published only by SMS
 
What happened to the community gallery thing? I havent seen those awesome screenshots in weeks and its not on their website :/
 
I know its not exactly the right topic, but did anyone here sign up for the world of speed beta?
and got accepted yet?
 
Can't find an answer to this and don't have access to the WMD forums, so don't know if it's already been discussed: are all the fake logos, brands, advertisers, sponsors and track names just placeholders at the moment, pending official licencing agreements? I think SMS have done a prety good job with them but (given the choice) I'd much prefer real-world versions in the final game for that added veneer of authenticity.
 
Can't find an answer to this and don't have access to the WMD forums, so don't know if it's already been discussed: are all the fake logos, brands, advertisers, sponsors and track names just placeholders at the moment, pending official licencing agreements? I think SMS have done a prety good job with them but (given the choice) I'd much prefer real-world versions in the final game for that added veneer of authenticity.
I suspect a lot of them are backer rewards but I don't actually know. I was lazy so I didn't get any of my backer rewards like making a track ad logo, which was pretty stupid of me since I am manager level. :P
 
Can't find an answer to this and don't have access to the WMD forums, so don't know if it's already been discussed: are all the fake logos, brands, advertisers, sponsors and track names just placeholders at the moment, pending official licencing agreements? I think SMS have done a prety good job with them but (given the choice) I'd much prefer real-world versions in the final game for that added veneer of authenticity.
About track names, they're working on licenses. I don't know if every circuit in the game will have its real name in the end. They strike deals from time to time and we know little about the state of negotiations with third parties, or even if there are any.
 
Could these be Wii U screens upscaled?

Look at the low quality shadows on the end 3 cars on the left of this:
dzWqNSW.jpg



Notice the lack of anisotropic filtering on the road:
mFvG94R.jpg



Low resolution decals on back of car:
MFavnNH.jpg


Crowd in the stands in the background shows a memory/CPU limit:
eRXhXsZ.jpg

Wii U Boxart as well:


Project Cars Imgur gallery
 
Have they ever said if the Wii U version will support the analog triggers on the Wii Classic controller or on the Gamecube controller?
 
Those screenshots look like PC version on low settings. I think this is still too much for WiiU unless it will be 720p 30 fps.

Edit: after looking at the whole imgur album i think the screenshots are all from PC version, but some of them are taken with low/medium settings. Add a relatively horrible image compression and you get WiiU look. And there is also no official cover even for PC version.
 
How are the PCars devs getting reliable manufacuter data for vehicle physics/modelling and also track design (asphalt, dimensions etc), without having a license to do so (yet)?

I see the opposite from Kunos, who got all the licensing sorted out first then delved into using data directly from manufactureres or laser scanning of tracks with full compliance of the license holder and all data available.

How is PCars getting around this? Or are license holders giving them data without finalsing a license agreement? Is that even possible?

This is my biggest worry with this game, do they have a proper relationship with track owners and vehicle manufacturers?
 
How are the PCars devs getting reliable manufacuter data for vehicle physics/modelling and also track design (asphalt, dimensions etc), without having a license to do so (yet)?

I see the opposite from Kunos, who got all the licensing sorted out first then delved into using data directly from manufactureres or laser scanning of tracks with full compliance of the license holder and all data available.

How is PCars getting around this? Or are license holders giving them data without finalsing a license agreement? Is that even possible?

This is my biggest worry with this game, do they have a proper relationship with track owners and vehicle manufacturers?

Check the official sites, there is plethora ans plethora of information regarding your wonderings released through past 24 months in the blog.
 
How are the PCars devs getting reliable manufacuter data for vehicle physics/modelling and also track design (asphalt, dimensions etc), without having a license to do so (yet)?

I see the opposite from Kunos, who got all the licensing sorted out first then delved into using data directly from manufactureres or laser scanning of tracks with full compliance of the license holder and all data available.

How is PCars getting around this? Or are license holders giving them data without finalsing a license agreement? Is that even possible?

This is my biggest worry with this game, do they have a proper relationship with track owners and vehicle manufacturers?

We don't know when the licensing agreement is actually finalised. There were cars and tracks that were introduced in already finished (beta) state just after the license was announced.
 
Could these be Wii U screens upscaled?
Project Cars Imgur gallery


A lot of these screens are from the High-Res PC Screenshot Thread here on GAF and Dead End Thrills, with quite a few being from GAF user MrRoderick. Definitely not low or medium, and most of these screenshots have been taken with the game running in 4K. Low-resolution decals are still a thing in the current builds even with everything maxed out; player vehicle decals appear higher resolution than those of opponents. Same with the shadow maps being lower res at a distance, unless that was fixed recently - which I can't really recall.
 
Could these be Wii U screens upscaled?

Wii U Boxart as well:

Project Cars Imgur gallery
There're no official WiiU screens. Which means there're no WiiU screens yet.

How are the PCars devs getting reliable manufacuter data for vehicle physics/modelling and also track design (asphalt, dimensions etc), without having a license to do so (yet)?

I see the opposite from Kunos, who got all the licensing sorted out first then delved into using data directly from manufactureres or laser scanning of tracks with full compliance of the license holder and all data available.

How is PCars getting around this? Or are license holders giving them data without finalsing a license agreement? Is that even possible?

This is my biggest worry with this game, do they have a proper relationship with track owners and vehicle manufacturers?
All the cars in the game at the moment have been licensed (except for Formula cars). And there're some licenses with no car in the game yet (Bentley).

Besides, you gotta keep in mind that SMS have been in the racing business for quite a long time. They probably keep data from games they made in the past, so they can start work before they strike a license deal. Only Oulton, Snertton, Brands and Cadwell are laser scanned, and they made the deal like years before they were inclouded in a public build.
 
I love to see the Wii U version moving because those screenshots looks great!

:EDIT - Oh.. There are no Wii U screen yet. Oh well. Watch this space I guess.
 
Not publisher, distributor IIRW

PCARS remains self-published by SMS

Any publisher would went nuts with obligations towards WMD - no way any lawyer could make a beneficial contract

I see next game maybe published by some big name, but due to WMD structure, this can be published only by SMS

Ah, thanks for the correction. Hope it does well then for SMS. :p
 
Isn't it using the same graphics engine as the Shift games?

If so, then the PS3/360 versions of Shift 2 should be a good reference of what to expect from the Wii-U version (I found the PS3 version to look fine when I played it)
 
Isn't it using the same graphics engine as the Shift games?

If so, then the PS3/360 versions of Shift 2 should be a good reference of what to expect from the Wii-U version (I found the PS3 version to look fine when I played it)
It's a heavily modified version, to the point you could well say it's a different engine. It adds so much over what Shift games had. But yes, Shift 2 could be a good reference in general for how graphics will look like on the WiiU.
 
So, as I understand it (and correct me if I'm wrong), modding isn't officially supported in pCARS (unlike Assetto Corsa). Does that mean that modding isn't possible in pCARS? We all know a sim can live or die by its number of tracks, and one of AC's big draws for me will be the dozens and dozens of extra circuits that will be released by the modding community, constantly keeping the game fresh. Is this same situation unlikely to happen in pCARS?
 
So, as I understand it (and correct me if I'm wrong), modding isn't officially supported in pCARS (unlike Assetto Corsa). Does that mean that modding isn't possible in pCARS? We all know a sim can live or die by its number of tracks, and one of AC's big draws for me will be the dozens and dozens of extra circuits that will be released by the modding community, constantly keeping the game fresh. Is this same situation unlikely to happen in pCARS?

It does have a fuckton of tracks compared to ac tho.
 
Well to be honest pCARS track count is pretty high (and even more is to come with DLC), the opposite is true for AC, this pretty much has to allow modding for making a nice package.
 
Do you know when some acutal Wii U footage will be shown?

I saw this on the Project Cars Facebook page:



Link

The Wii U anticipation is strong with this one.....
:O

Literally did not occur to me until this picture that a mounted Wii U pad could be a perfect modern racing steering wheel...

So, as I understand it (and correct me if I'm wrong), modding isn't officially supported in pCARS (unlike Assetto Corsa). Does that mean that modding isn't possible in pCARS? We all know a sim can live or die by its number of tracks, and one of AC's big draws for me will be the dozens and dozens of extra circuits that will be released by the modding community, constantly keeping the game fresh. Is this same situation unlikely to happen in pCARS?
Really interested in this as well. Mod communities are what keep sim racing games and their communities alive.

Ultimately will depend on pCARS's popularity and the dev's stance towards mods.
 
Top Bottom