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

Crap, guess I should have sprung for the 980. I bought a 970 hoping I would be able to max it out at 1080P and get 60 FPS.
 
I have a i5 3300 and a HD 7850. It doesn't run Shift 2 on max settings on 900p, so I guess that I'll probably be better with the PS4 version. The problem is that here in Brazil console games are much more expansive than on PC. ;(
 
Crap, guess I should have sprung for the 980. I bought a 970 hoping I would be able to max it out at 1080P and get 60 FPS.

You should be fine with a 970 at 1080p 60fps. Just make sure you turn down the particle effects, render frames ahead, detailed grass (causes issues and you really don't notice it off), and maybe don't choose the highest AA setting. Everything else can be max. You may want to overclock your GPU to something in the 1400-1500Mhz range, but that will only make a ~5fps difference.

If you do all that and keep the car count below ~25 you should be ok. Rain, low sun, and certain tracks (Zolder, Laguna, Spa) may dip you below 60fps but you should average around 60 with those settings and a 970.

I used to have a 4670k and a GTX 770 and I ran at the settings above with no AA and I got ~60fps on average. The game was less optimized then as well. They have done a terrific job improving FPS in rainy weather. I would assume that it will be even better at release.
 
I haven't updated the beta for quite some while, is there finally decent anti aliasing in the game?
Downsampling AA is pretty good (DS2X, DS4X), but will require some memory and if you like can still be coupled with SMAA. Since the game's running a mix of Deferred and Forward Rendering aliasing will easily be an issue, but DSAA can be really effective still.
 
Depends on your hardware. There's no much difference in performance whether I set it to High AA or DS2X here. At least there wasn't when I last tested them all.
 
Hi
Comparison of 30fps vs 60fps where you can see the big difference playing more fps, video Nordschleife with detailed lotus 49, I hope you like it;)



greeting

The horrible stuttering mess at 30fps must be a PC phenomenon. Drive Club is silky smooth at 30fps.
 
I'd say it looks a bit weird compared to what I see on my machine when running the game at 30fps, especially those slowdowns during braking are something I haven't noticed while playing. I don't know if it's Youtube or the encoding, but my advise would not to take it at exact face value, but it does illustrate the difference between 30 and 60fps quite well and I will definitely have to test it again and pay some more attention while playing. I personally have been running the game at 30fps for so long (thanks to HD5850) that I don't actually know whether to push for the graphics or the framerate with my R280X.
 
More like a Youtube phenomenon. That said, pCARs seems to have some stuttering issues when it's not running with v-sync on and hitting those sweet 30fps.
 
Been i while since i fired up the game (not since late last year properly), i suppose the pre-alpha has moved into Beta stages by now.

When I last was playing it, having more than xx'teen cars on screen at once would cause it to crash on the loading screen. I used then limit my quick races to 10 AI to avoid this. Has it been resolved?

Also, i did do a very quick TT a couple weeks back but at the same gfx settings, the lighting looks very flat and neutral and a lot of the contrast is gone. Same daylight settings, 14:00 with light cloud...

There used to be 2 lighting modes, photographic hdr and another, and i used to have it on the other. I didnt see those modes anymore and it looks like it defaults to photographic HDR now?

Appreciate your thoughts/comments.
 
Downsampling AA is pretty good (DS2X, DS4X), but will require some memory and if you like can still be coupled with SMAA. Since the game's running a mix of Deferred and Forward Rendering aliasing will easily be an issue, but DSAA can be really effective still.

Downsampling AA is not really a decent AA imho. The ratio between smoothening and needed performance is beyond terrible.
 
Been i while since i fired up the game (not since late last year properly), i suppose the pre-alpha has moved into Beta stages by now.

When I last was playing it, having more than xx'teen cars on screen at once would cause it to crash on the loading screen. I used then limit my quick races to 10 AI to avoid this. Has it been resolved?

Also, i did do a very quick TT a couple weeks back but at the same gfx settings, the lighting looks very flat and neutral and a lot of the contrast is gone. Same daylight settings, 14:00 with light cloud...

There used to be 2 lighting modes, photographic hdr and another, and i used to have it on the other. I didnt see those modes anymore and it looks like it defaults to photographic HDR now?

Appreciate your thoughts/comments.
Make sure to delete your profile.

I have never had problems with number of AIs, other than performance, although I can hit over 30 without losing much (maybe 3-5fps? Haven't tested throughly).

About the game looking flat, was it an open wheeler? Try using that or look behind to see what's the difference. There's an exposure problem in many cars (I havent checked, but I'd say most of them)when using cockpit camera. It's even worse if you use helmet cam insteaad.

Besides, I've been toying with exposure and found that de default isn't the best for me. I've been playing around a bit, still haven't made a final decision, but I'd say 1.30 is far better. I like 1.6 for clear conditions, but then it's too white when it rains or in overcast. Try changing these.

And yeah, the different filters are gone.

Downsampling AA is not really a decent AA imho. The ratio between smoothening and needed performance is beyond terrible.
DSX is not only downsampling. It also applies AA filters. There's a huge difference between using the one that comes in the game or using nVidia solution, for example. DS4X is nearly flawless @1080p. Sadly it's too intensive for my GTX 770 4GB :-/
 
Downsampling AA is not really a decent AA imho. The ratio between smoothening and needed performance is beyond terrible.
No, not for a deferred render engine, MSAA above 4x was just terrible. So using DX2 (or 4) with a little bit of post AA (FXAA/SMAA) is less performance hungry than MSAA4x.
 
Nah 30fps is much more noticeable put side by side with 60fps.

And I'd never call a 30fps "silky smooth", its bare minimum of smooth.
30fps is just something you get used to when you have no other choice, however the main reason it doesn't look as 'smooth' as Driveclub is simply because that is a pure 30fps feed without motion blur to cover up just how juddery 30fps really is.

Driveclub and every other 30fps game still have the same issue, it's just harder to spot because of the blurring, a better example would be to use Raceroom as that has a great motion blur implementation.
 
30fps is just something you get used to when you have no other choice, however the main reason it doesn't look as 'smooth' as Driveclub is simply because that is a pure 30fps feed without motion blur to cover up just how juddery 30fps really is.

Driveclub and every other 30fps game still have the same issue, it's just harder to spot because of the blurring, a better example would be to use Raceroom as that has a great motion blur implementation.
PGR4 on 360 also has great motion blur. Looks far better than the method implemented in any other I've ever seen. Will have to try out Raceroom soon and see how it looks when locked at 30.

I wonder if it's possible on anything to use motion blur in conjunction with 60fps? I've seen the option in some games and it generally makes it look worse, but if it's implemented well it could give the impression of something even smoother than 60fps.
 
PGR4 on 360 also has great motion blur. Looks far better than the method implemented in any other I've ever seen. Will have to try out Raceroom soon and see how it looks when locked at 30.

I wonder if it's possible on anything to use motion blur in conjunction with 60fps? I've seen the option in some games and it generally makes it look worse, but if it's implemented well it could give the impression of something even smoother than 60fps.
Yeh the motion blur they used in PGR3 & 4 was fantastic as they used a realistic per pixel motion blur rather than a cheap blur the edges type most use. I'm not sure what RRE uses but it looks brilliant, I use it at 60fps and I think in motion it looks better than Assetto Corsa because of it.
 
looks nice on both systems imo - Video - Project CARS - PC vs. PS4
9ZKQXup.jpg
 
The horrible stuttering mess at 30fps must be a PC phenomenon. Drive Club is silky smooth at 30fps.

nope is just your opinion..for example in pararel universe Drive Club exist on PC and run at 60 fps you will see a massive difference compared to console version at 30fps....fact...the problem is u are used to 30 fps and probably not playing games on pc?
 
Hi
Test the Audi R8 LMS Ultra in Bathurst circuit, the video has an edition of introduction and a return recorded with the gopro, I hope you like it;)



greeting
 
Hi
Test the Audi R8 LMS Ultra in Bathurst circuit, the video has an edition of introduction and a return recorded with the gopro, I hope you like it;)



greeting

My god, wondering, how much does a trustmaster triple screen set up like that cost ya? That look very nice to play on.
 
The horrible stuttering mess at 30fps must be a PC phenomenon. Drive Club is silky smooth at 30fps.

It looks like Grid : Autosport when playing at 30fps, maybe just a little worse, but overall it looks like that. The fact is: as soon as you play at 60 fps and you become used to it : you're spoiled. I used to play games at 25-35fps on my HD 5770. With my new GPU, I became used to play as 60fps. Now, I can't play games at 30 fps. And, this is sad. In a way, Low standard = more fun and less money spend on hardware! Ignorance is bliss! ;)
 
Hi
Comparative Project CARS Vs Real in the Road America circuit where you can appreciate the high quality of this game, hope you like it;)



greeting
 
Parts get scratched, dented and finally separated from the car. Physic impact of such damages can be turned on/off. You can see damage tests at youtube.

Yeah i saw one of those. Im just asking if it applies to every car since cosmetic damage is usually a huge licensing issue. If so how did SMS do it when other more well financed devs seemingly cant?
 
Yeah i saw one of those. Im just asking if it applies to every car since cosmetic damage is usually a huge licensing issue. If so how did SMS do it when other more well financed devs seemingly cant?

Yes, all cars have damage.

And they possibly got permission for that because their audience is much smaller than the ones from Forza/GT.
 
Are we going to see a marketing push from BN/SMS soon, or are they just going to rely on the fans for this?
That's not something SMS would disclose to us, given that things would get leaked by the community, but I certainly hope so and at least the game has gotten a good response at most conferences.
 
How do you get the t500 working with this game? There doesn't seem to be anywhere to set wheel rotation? Going through the wheel calibration causes the wheel to be very sloppy, have to use almost a full two and a half turns lock to get around gentle corners.

It there some ini I can edit or something?
 
Hi
Comparative Project CARS Vs Real in the Road America circuit where you can appreciate the high quality of this game, hope you like it;)



greeting

O.o the CARS video looks more realistic that the real life video!

What system is that CARS running on?
 
How do you get the t500 working with this game? There doesn't seem to be anywhere to set wheel rotation? Going through the wheel calibration causes the wheel to be very sloppy, have to use almost a full two and a half turns lock to get around gentle corners.

It there some ini I can edit or something?
In case the game doesn't provide you with some setting, you should be able to manually adjust it from the wheel by pressing the left or right button on the d-pad and the Mode button simultaneously (and release them immediately).
A second later, the mode LED will flash a number of times, depending on the new setting:
  • 1 time : 270°
  • 2 times : 360°
  • 3 times : 540°
  • 4 times : 900°
  • 5 times : 1080°
 
In case the game doesn't provide you with some setting, you should be able to manually adjust it from the wheel by pressing the left or right button on the d-pad and the Mode button simultaneously (and release them immediately).
A second later, the mode LED will flash a number of times, depending on the new setting:
  • 1 time : 270°
  • 2 times : 360°
  • 3 times : 540°
  • 4 times : 900°
  • 5 times : 1080°

I thought that was only part of the PS3 t500 sdk? Didnt know that also worked on PC.
 
Racing in the wet is soooo exciting. Should be mandatory for every sim. If it llooks as sweet as it looks in this game, then the experience is beyond words. I really appreacite that SMS ditched the ugly as fuck puddles and went for a very convincing approach to how wet conditions look. Check yourselves here:

https://www.youtube.com/watch?v=nhPX5iyACfQ&list=UU7HL_9yJeHhSk6KuXaP1qVQ
Whoa, I didn't realize they got rid of the puddles. That does look nice, and not as ultra-reflective too.
 
Racing in the wet is soooo exciting. Should be mandatory for every sim. If it llooks as sweet as it looks in this game, then the experience is beyond words. I really appreacite that SMS ditched the ugly as fuck puddles and went for a very convincing approach to how wet conditions look. Check yourselves here:

https://www.youtube.com/watch?v=nhPX5iyACfQ&list=UU7HL_9yJeHhSk6KuXaP1qVQ

Man this looks so damn good. If the console version I pick up in a few months looks anywhere close to this I'll be so pleased.
 
Can anyone tell me how this is looking with controllers? I know it's sacrilege, but there's no way I'm going to be able to use a wheel with this.

I'm glad they delayed it to work through some of the issues regarding set-up and handling, just wondering if anyone can tell me if these are resolved too?
 
Can anyone tell me how this is looking with controllers? I know it's sacrilege, but there's no way I'm going to be able to use a wheel with this.

I'm glad they delayed it to work through some of the issues regarding set-up and handling, just wondering if anyone can tell me if these are resolved too?

Don't expect to race the AI on max difficulty. But IMO controller implementation is just fine. On PC you can tweak it a lot. Hopefully that caries over to consoles. Some twitchy cars (P1, Gumpert, RUF CTR, etc) are a little tricky though.
 
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