It's here.
Bandai Namco Games will be distributing Project CARS.
And there's a new trailer to go with it
https://www.youtube.com/watch?v=56eyYWVVfrA
It's here.
Bandai Namco Games will be distributing Project CARS.
Please be Wii U footage!
And there's a new trailer to go with it
https://www.youtube.com/watch?v=56eyYWVVfrA
And there's a new trailer to go with it
https://www.youtube.com/watch?v=56eyYWVVfrA
It's been confirmed to be PC footage.Uh... that looks like the E3 trailer. And I would really appreciate it if developers/publishers would start labeling their footage so we know whether or not the shown footage is PC or PS4.
Great publisher. Hope it works out well for both parties.
It's here.
Bandai Namco Games will be distributing Project CARS.
How does one apply? Via SMS' forum somehow?I know its not exactly the right topic, but did anyone here sign up for the world of speed beta?and got accepted yet?
Please be Wii U footage!
http://wos.my.com/How does one apply? Via SMS' forum somehow?
We will get that footage after the first player get's the game and posts some shitty YouTube video.
What are we waiting for exactly?
Awesome! It says my CBT application has been "accepted", but I don't know what that means. I guess I wait now?
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.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.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 had the same message, I guess we have to wait..Awesome! It says my CBT application has been "accepted", but I don't know what that means. I guess I wait now?
Look at the low quality shadows on the end 3 cars on the left of this:
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Notice the lack of anisotropic filtering on the road:
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Low resolution decals on back of car:
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Crowd in the stands in the background shows a memory/CPU limit:
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Have they ever said if the Wii U version will support the analog triggers on the Wii Classic controller or on the Gamecube controller?
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?
What track is that in the top picture? I don't recognize that corner.
Oschersleben.
Could these be Wii U screens upscaled?
Project Cars Imgur gallery
There're no official WiiU screens. Which means there're no WiiU screens yet.
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).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?
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
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.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)
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?
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.
:ODo 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.....
Really interested in this as well. Mod communities are what keep sim racing games and their communities alive.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 they've added god rays...
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There are no godrays on that shot. Those are just lensflare effects [which are old].