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

The basic Wii U line of architecture being different and takes more time. I am looking to see if they go on a information blackout of Wii U version like ubisoft has done with Watchdogs. I mean for both games we have not seen an offical screenshot or gameplay video.

Nah, if the Wii U was that difficult to program for they wouldn't even try it in the first place. Porting x86 to PPC code is not that time consuming (see Xbox 360 development for reference), especially since the Wii U version has been in development since mid 2012 and the PS4/Xbox One have only been in development for less than 1 year.....what makes more sense is money talking.
 
Nah, if the Wii U was that difficult to program for they wouldn't even try it in the first place. Porting x86 to PPC code is not that time consuming (see Xbox 360 development for reference), especially since the Wii U version has been in development since mid 2012 and the PS4/Xbox One have only been in development for less than 1 year.....what makes more sense is money talking.
It really is. SMS isn't that big. They don't have the manpower to work on two entirely different versions and deliver the game by November. The WiiU version has been in developement since 2012, yes, but just check the 2012 vs 2014 comparision video above; many things have changed since 2012, not only graphically. Porting the stuff done in PC to PS4 and Bone isn't that hard to do because the tech can be somehow shared. It is not the case for the WiiU where the console is severely underpowered to deliver many features of the game. One example: AI tyres can be as complex as the player's in the PC game, but can't in the WiiU version, it needs developing different tech from the ground.

I understand WiiU owners feel mistreated ( I feel mistreateeeed... Rainbow reference \m/ ), but they need to understand it's not as easy as it seems. There's no conspiracy here, this is a crowfunded game of shorts, SMS isn't a big studio with unlimited manpower and WiiU is not up to par regarding technology. I've been a Nintendo supporter my entire life and I know how it feels, but some people need a reality check.
 
One thing to note is that since the Oculus support is still being implemented, SMS has the NDA thing going where people aren't supposed to post public videos yet. Since they follow this forum, people who post videos like that (whoever the uploader on youtube was) may find it an unfortunate way to get one's PCARS account refunded. :P

Another thing to note is that for ANY DK2 video with chromatic aberration, it's intended to help correct for the lenses. When you look through the lenses, you're supposed to see a more normal image, but the actual on-screen image outside the DK2 looks weird.

This is the opposite of games that add a chromatic aberration effect for artistic purposes -- they're simulating camera/lens problems.

Ahh, interesting to know. Still though, can't wait to see what the retail versions of the Rift will look like.
 
Those chromatic abrasions look a little distracting, but otherwise VR headsets like Oculus really are going to bring racing sims one step closer to imitating reality.

Chromatic displacement of color is invisible when you are using the oculus. The lenses themselves are producing chromatic aberration, and to counter that, games need to render the gameworld with "anti-chromatic" effect on the edges of the viewing area.
 
Today they announced a limited edition with steelcase, behind-the-scenes-book "Project CARS: By Racers 4 Racers" and "five legendary cars": McLaren F1, Sauber C9, BMW W1 ProCar, Mercedes-AMG C-Class Coupé DTM and 1967 Ford Mk IV.

Trailer: https://www.youtube.com/watch?v=CGi0hWACM-Y

Also announced: Pre-Order Boni "Modified Car Pack" with Ruf CTR3 SMS-R, Pagani Zonda Cinque Roadster and Ariel Atom 3.
 
Do us wmd dudes get em all anyway?
I don't know, I hope so. There are two things that bother me at this point:
-Content (because its not moddable like AC)
-Tyre model (AC still feels way better)

I'm no AC fanboy and I'm proud to be a wmd member since the beginning but there is still so much to do..

Content wise Gran Turismo is still king imo, would be great to have at least something close to that in a few years..
 
At least you get some decent cars unlike the DriveClub Special Edition.

I had the normal Project CARS on order but after seeing this, i have only one thing to say

OH8IJkh.gif
 
So how is the simulation at the moment, for people who have access?

Like, relative to something I'd understand like GT6, areas where one or the other is better or whatever would be really helpful.
 
So how is the simulation at the moment, for people who have access?

Like, relative to something I'd understand like GT6, areas where one or the other is better or whatever would be really helpful.
GT6 is not really comparable. pCAR is a sim, while GT6 is a semi sim. It's a deeper game in mostly every aspect. The game is after the motorsport driver experience, not after the car collector experience. So, oranges and apples there.
 
GT6 is not really comparable. pCAR is a sim, while GT6 is a semi sim. It's a deeper game in mostly every aspect. The game is after the motorsport driver experience, not after the car collector experience. So, oranges and apples there.

Sounds great - coming from GT6 and having never driven fancy cars in real life, what will I notice mostly in terms of differences.

Sorry for so many questions, I'm just trying to work out how it plays, seeing as I can't try it out lol.
 
Just fired this up for the first time in at least a month. These new UI changes are messing everything up. Menus should be easily controlled with a wheel and these have a long way to go.
 
I'm very late in discovering Project Cars. Is there a Limited Edition PC preorder available in the U.S.? I don't see anything other than console versions.
 
Where do you guys see the limited edition at in the US? On bestbuy, amazon, and gamestop they just show the regular version.
 
Where do you guys see the limited edition at in the US? On bestbuy, amazon, and gamestop they just show the regular version.

I'm not sure this info has even got to some retailers yet. Gamestop just got pCARS in their system to find and preorder at all.
 
Sounds great - coming from GT6 and having never driven fancy cars in real life, what will I notice mostly in terms of differences.

Sorry for so many questions, I'm just trying to work out how it plays, seeing as I can't try it out lol.
The biggest difference is the complexity of the different systems at work. Tyres are far more complex than in GT6, the same can be said about springs, and physics in general. This doesn't mean the game is hard to play, it's just closer to the real thing. There're more things you need to take into account when driving (there's damage and mechanical wear/failures). The game is taking into account most aspects that are important in motorsports, from weather, to grip in the track, to pitstops, to setups...

In general, this game is aiming at reproducing the real thing, while GT6 is made of a good base+some make believe (for istances, many people think the spring system is very complex just because it's got awesome animations).
 
There's supposed to be a demo of changeable weather in the PS4 version at Gamescon today according to Andy Tudor's twitter. Anyone seen any videos? My own search failed.
 
It really is. SMS isn't that big. They don't have the manpower to work on two entirely different versions and deliver the game by November. The WiiU version has been in developement since 2012, yes, but just check the 2012 vs 2014 comparision video above; many things have changed since 2012, not only graphically. Porting the stuff done in PC to PS4 and Bone isn't that hard to do because the tech can be somehow shared. It is not the case for the WiiU where the console is severely underpowered to deliver many features of the game. One example: AI tyres can be as complex as the player's in the PC game, but can't in the WiiU version, it needs developing different tech from the ground.

I understand WiiU owners feel mistreated ( I feel mistreateeeed... Rainbow reference \m/ ), but they need to understand it's not as easy as it seems. There's no conspiracy here, this is a crowfunded game of shorts, SMS isn't a big studio with unlimited manpower and WiiU is not up to par regarding technology. I've been a Nintendo supporter my entire life and I know how it feels, but some people need a reality check.

Actually is likely more closer the reason what Trevelyan9999 mentioned.

The reason why one can do a straight port from PC to PS4 or XB1 is because all three platforms are running on x86, so it's the same architecture across the board. Even if you want to consider the less powerful hardware of the Wii U, the real reason why development is taking longer is because of taking x86 developed code and recoding it for PPC architecture.

And if SMS is using a scalable engine for it's graphics renderer, then hardware power is even less of a factor because they can just scale the assets down to the appropriate spec suitable for the Wii U.
 
Did I read the other day that pCARS has fully-animated pitstops? I'm sure I saw an official tweet but can't find it now.

Maybe it was a dream.
 
It really is. SMS isn't that big. They don't have the manpower to work on two entirely different versions and deliver the game by November. The WiiU version has been in developement since 2012, yes, but just check the 2012 vs 2014 comparision video above; many things have changed since 2012, not only graphically. Porting the stuff done in PC to PS4 and Bone isn't that hard to do because the tech can be somehow shared. It is not the case for the WiiU where the console is severely underpowered to deliver many features of the game. One example: AI tyres can be as complex as the player's in the PC game, but can't in the WiiU version, it needs developing different tech from the ground.

I understand WiiU owners feel mistreated ( I feel mistreateeeed... Rainbow reference m/ ), but they need to understand it's not as easy as it seems. There's no conspiracy here, this is a crowfunded game of shorts, SMS isn't a big studio with unlimited manpower and WiiU is not up to par regarding technology. I've been a Nintendo supporter my entire life and I know how it feels, but some people need a reality check.

What different tech are you talking about?

SMS used a Unity Engine DX11 code complier to get a lot (but not all ) of the effects they were using in the PC build running on Wii U as stated in a late 2013 build of the game and mentioned on GAF a few times since then.

Wii U GPU = DX10.1 in main features, but also has some custom features. The core effects between DX10.1 and DX11 are the same. So basically by putting this all together, you might be able to see why SMS said the Wii U version was going to surprise people graphically in a early 2014 interview. The problem is that it seems development just got put on hold to prioritize the x86 consoles, most likely a publisher choice driven by revenue estimates for all versions and Wii U's bad rep for Third Party sales.

Also ask how difficult it was for developers to make games work on Xbox 360, where each and every game needed to be ported from x86 to PPC.
 
What different tech are you talking about?

SMS used a Unity Engine DX11 code complier to get a lot (but not all ) of the effects they were using in the PC build running on Wii U as stated in a late 2013 build of the game and mentioned on GAF a few times since then.

Wii U GPU = DX10.1 in main features, but also has some custom features. The core effects between DX10.1 and DX11 are the same. So basically by putting this all together, you might be able to see why SMS said the Wii U version was going to surprise people graphically in a early 2014 interview. The problem is that it seems development just got put on hold to prioritize the x86 consoles, most likely a publisher choice driven by revenue estimates for all versions and Wii U's bad rep for Third Party sales.

Also ask how difficult it was for developers to make games work on Xbox 360, where each and every game needed to be ported from x86 to PPC.
By tech I mean coding stuff. In my former example, I told you the AI is sharing tyres with the player in the PC, PS4 and Xbone but it wouldn't on the WiiU. You need to adapt the AI behaviour and all the pitstop triggers and all that kind of stuff aside for a different set of physics. That's the tech I'm refering to. It's not only the graphical aspects.

There're a lot of little systems going on under the hood. It's not only the graphical fidelity. Adapting those to the WiiU to make out the best of its limited power requires extra time. I don't see how this is not obvious to you.
 
New video of the series 'Real Cam Effect', this time 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 Mount Panorama, Bathurst with the Formula A.


http://www.youtube.com/watch?v=eRaBKTeoYQk

.
 
New video of the series 'Real Cam Effect', this time 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 Mount Panorama, Bathurst with the Formula A.


http://www.youtube.com/watch?v=eRaBKTeoYQk

.

I don't know if you've done so already, but you should share your settings in the helmet view settings thread at WMD. It looks great.
 
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