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

Thanks for the heads up, shame they can't offer a USB upload slot for consoles. Maybe something they might consider who knows.

Looking great though so seems I have another racer to play on the PS4.

I agree it would be cool but that's totally out of SMS' hands. It's currently not possible to do that with a PS4 or the XB1. I mean... It's not even just that MS/Sony don't want too, it's technically not possible right now. Both consoles would need firmware updates for that and it's a huge potential security risk so they'll never do it.

The only possible solution I could see would be "Skin packs" dlc that SMS could do but then that would cost a lot of money and time so who knows.
 
That is already done though. Most people that wanted this on Wii U have moved on... they know the developer could give a damn about the Wii U version at this point. Not even "ONE" screenshot. So why not just cancel it and get it over with.

"At this point" the priority is clearly PC, Bone and PS4. If you really want it for WiiU, why would you want it cancelled? Isn't late better than never?

Makes no sense to me..!
 
The Wii U version existing isn't going to take away from the PC version.

While, the PS3 and 360 versions may have been canceled, Consider it more of a priority shift to the PS4 and XB1 versions as their replacements. Seeing as a significant portion of console owners who owned either a PS3 or 360, have migrated to the PS4 and XB1 to begin with.

The PC version was always the main development platform to begin with.

I seriously don't see the point of denying the game to a specific audience, despite how small it may be. It just means that many more people that have the opportunity to enjoy the game.
Because in the real world things cost money --> limited budget.

When the old consoles were around, SMS could develop a game for PS3/360, put some extra bells on it for the PC version and run that console version on the WiiU, with some extra work. With the switch to next gen, that little bit of extra work become a lot bigger. Take for example the physics engine (tire model), the moment the focus switched to next gen, the cpu budget for those dev. guys became bigger. New model, extra detail and at higher tick-rate. This model cannot run on the old generation, or the WiiU. So that now requires a lot more time to get done.

But having said that, SMS is the one still committed, so you could say the backers do "not matter". I guess they see Nintendo (platform) being around for a while longer and they see it as an opportunity for a more serious racing game on that platform (no one is there (yet)). If pCARS does ok (other platforms), I think they still want to do it, if things go terrible for the game, maybe that will change it, time will tell.
 
"At this point" the priority is clearly PC, Bone and PS4. If you really want it for WiiU, why would you want it cancelled? Isn't late better than never?

Makes no sense to me..!

I honestly haven't heard a single reasonable excuse for the cancellation of a Wii U version in most of the Project CARS discussions outside of something that comes across as platform loyalist nonsense to be honest.

Even if someone was to argue the poor sales / SMS losing money angle, A significant portion of the money gained to develop this game isn't exactly coming from SMS own pocket, so that also becomes somewhat moot itself.

The way I see it, if you own a PC, PS4, an XB1 or a Wii U, you will be able to enjoy the game in some fashion, sooner or later.

The Wii U version will not have a negative effect on those interested in the other 3 versions. It certainly isn't halting or delaying their development for sure.


Because in the real world things cost money --> limited budget.

Are you REALLY going to try and use that statement in regards to THIS game? Especially when it was mainly CROWDFUNDED no less? If it was coming out of SMS own pocket then this may have been reasonable.
 
What's the insider perspective on how well the console versions are developing? If mid-May is still on the cards then the game must be getting close to going gold. Are SMS confident of releasing with a rock-solid 60fps with zero drops, a la Forza? I cannot stress how important that is to me.
Seems to be in certification and for a while now, and most of the development talk refers to day 1 patch or subsequent patches so it does look like it's nearly there.
 
I'm so hyped. Can't wait to get my hands on this game (planning to buy a PS4 version). Anyone know if the modified car pack will be available in every retail copy or in only some of them? There's also limited edition available in my country, but costs significantly more and I don't think I'll be paying that much just to get 5 more cars.
 
I honestly haven't heard a single reasonable excuse for the cancellation of a Wii U version in most of the Project CARS discussions outside of something that comes across as platform loyalist nonsense to be honest.

Even if someone was to argue the poor sales / SMS losing money angle, A significant portion of the money gained to develop this game isn't exactly coming from SMS own pocket, so that also becomes somewhat moot itself.

The way I see it, if you own a PC, PS4, an XB1 or a Wii U, you will be able to enjoy the game in some fashion, sooner or later.

The Wii U version will not have a negative effect on those interested in the other 3 versions. It certainly isn't halting or delaying their development for sure.




Are you REALLY going to try and use that statement in regards to THIS game? Especially when it was mainly CROWDFUNDED no less? If it was coming out of SMS own pocket then this may have been reasonable.
Because those backer aren't "kickstarters", but actual investors, they get a return on their invested money.

The moment new consoles came out, the project changed, after asking those backers and the WiiU version became a lot more expensive, because of the focus change. If SMS had asked their backer if they should drop the WiiU version, the answer would have been YES.

But because SMS also put a large amount of their own money in to the project, budget is not just from backers, they (rightfully IMO) also have a say and they still want one and that's the reason this might still be happening, not because those that backed the project want one (at least not the majority).
 
SLI/Crossfire setups exist.
Yeah, and you sure can't max DS9X@60 under rain conditions, even with SLI.

Then again, this trailer was made by the community.

The complaints about the WiiU version being still in the dark makes no sense to me. The game was delayed on the WiiU, then it was delayed for every platform. They have been in crunch mode for so long now. I don't think they have any kind of prority in talking or working on the WiiU version, when they are busy enough finishing the game for three platforms.

From some comments I've read from the Andy G., the WiiU version is coming because it seems there's some legal thing going on behind the scenes (my personal take is that Nintendo helped fund their version in some way).

Besides, WMD funded a big part of the game. SMS funded the other part, and then gave some of their share to WMD. BUT, and this is a big BUT, to my understanding, the delays were possible thanks to BN (again, this is me reading between the lines, no official info). So, they probably are funders in some way.

So, the WiiU version is still coming officially. That said, that version has close to zero interest to any of the funders and it's still happening propably because Ninty gave some money to strike a deal.
 
Because those backer aren't "kickstarters", but actual investors, they get a return on their invested money.

The moment new consoles came out, the project changed, after asking those backers and the WiiU version became a lot more expensive, because of the focus change. If SMS had asked their backer if they should drop the WiiU version, the answer would have been YES.

But because SMS also put a large amount of their own money in to the project, budget is not just from backers, they (rightfully IMO) also have a say and they still want one and that's the reason this might still be happening, not because those that backed the project want one (at least not the majority).

I know this already. I'm very familiar with project over at WMDportal and the various investor tiers. It's not like I haven't been following this project since it's announcement. My attention on this game interested is mainly about SMS themselves especially since the several of their core devs worked on a few of the SimBin racing titles.

The Wii U versions development was put on hiatus. They are entirely focused on getting the PC and PS4 / XB1 versions out the door. I really don't see what you personally gain out of the lack of a Wii U release.

The last console effort by SMS was Shift 2, which still to this day is one of the best looking racing games despite being for the PS3 and 360 gen. We already know that Project CARS physics and handling are leaps and bounds beyond that Shift 2. So with that said, I can only see the Wii U version looking at least on par or better than Shift 2 was (which is still very good, all things considered).

As for physics calculations and whatnot, I find it unlikely the Wii U version of Project CARS is going to be worse then the complex physics and tire model that Gran Turismo 6 has, especially even more so when Project CARS is much more a full on sim, then a semi-sim that the Gran Turismo series is,
 
I don't think anybody is discussing a sim can be made on the WiiU. The discussion here is how much effort and money it takes to adapt what we have now in the other versions to what the WiiU can handle.
 
I don't think anybody is discussing a sim can be made on the WiiU. The discussion here is how much effort and money it takes to adapt what we have now in the other versions to what the WiiU can handle.

Exactly... And it's all about return on investement. Even the best third parties games on WiiU sell like crap. Now if you factor in the fact that it's a hardcore racing sim on a console without any analog controls or steering-wheels and it just doesn't make any sense money wise.

Like I've said previously, my bet is that they have a contract with Nintendo and they can't get out of it.
 
I don't think anybody is discussing a sim can be made on the WiiU. The discussion here is how much effort and money it takes to adapt what we have now in the other versions to what the WiiU can handle.

Exactly... And it's all about return on investement. Even the best third parties games on WiiU sell like crap. Now if you factor in the fact that it's a hardcore racing sim on a console without any analog controls or steering-wheels and it just doesn't make any sense money wise.

Like I've said previously, my bet is that they have a contract with Nintendo and they can't get out of it.
Thanks for saving me some time guys ;)

I don't know why SMS insists in making the WiiU version, other then there might be some long term game plan (or other speculation), but it is not because the backers so want them to do it.
 
I know this already. I'm very familiar with project over at WMDportal and the various investor tiers. It's not like I haven't been following this project since it's announcement. My attention on this game interested is mainly about SMS themselves especially since the several of their core devs worked on a few of the SimBin racing titles.

The Wii U versions development was put on hiatus. They are entirely focused on getting the PC and PS4 / XB1 versions out the door. I really don't see what you personally gain out of the lack of a Wii U release.

The last console effort by SMS was Shift 2, which still to this day is one of the best looking racing games despite being for the PS3 and 360 gen. We already know that Project CARS physics and handling are leaps and bounds beyond that Shift 2. So with that said, I can only see the Wii U version looking at least on par or better than Shift 2 was (which is still very good, all things considered).

As for physics calculations and whatnot, I find it unlikely the Wii U version of Project CARS is going to be worse then the complex physics and tire model that Gran Turismo 6 has, especially even more so when Project CARS is much more a full on sim, then a semi-sim that the Gran Turismo series is,

The Wii U versions development was put on hiatus. They are entirely focused on getting the PC and PS4 / XB1 versions out the door. <-------- I really don't see what you personally gain out of the lack of a Wii U release.

You just wrote why it's on hiatus, and then immediately followed by asking why it's on hiatus.

Thanks for saving me some time guys ;)

I don't know why SMS insists in making the WiiU version, other then there might be some long term game plan (or other speculation), but it is not because the backers so want them to do it.

I think they are just big Nintendo fans, and that's cool. I know Andy is for sure. It's a labor of love, but as you say, business sometimes needs to take priority.
 
love is always a good reason, smart one though, we will see ;)

Personally I don't think it's financially smart at all, but I'll admire them for taking a road less traveled if they do indeed ship a WiiU version. Although if Nintendo really are doing a new box, that would likely put the nail in that coffin. Just wait for the new hardware.
 
You just wrote why it's on hiatus, and then immediately followed by asking why it's on hiatus.

No I didn't.

I asked what markao, personally gains out of being no Wii U release at all.

Even some people plan to buy the PC, PS4, or XB1 version to begin with, then why deny those who intend to pick up the Wii U version their right to do so. It would not change anything for them. They were still going to get the game anyways.

Seriously, this doesn't need to be complicated guys. It's about being able to enjoy Project CARS regardless whatever 8th generation console you own. Or PC if you take that choice as well. Options and having a choice are a good thing.
 
I've been a Nintendo fan for the majority of my life, so I understand where you're coming from. What you need to understand is that here there's no such a thing as a right. This is a market, and people who buy a certain system will have to deal with both pros and cons. You also need to understand how little sense a WiiU version of this game makes now. Oher than giving WiiU users a chance to have a version of the game, there's no objective reason to release a WiiU version of the game.
 
No I didn't.

I asked what markao, personally gains out of being no Wii U release at all.

Even some people plan to buy the PC, PS4, or XB1 version to begin with, then why deny those who intend to pick up the Wii U version their right to do so. It would not change anything for them. They were still going to get the game anyways.

Seriously, this doesn't need to be complicated guys. It's about being able to enjoy Project CARS regardless whatever 8th generation console you own. Or PC if you take that choice as well. Options and having a choice are a good thing.

First off, let's dispense of the canceled WiiU version hypotheticals. It's not canceled.

Look, as a fan of games on all platforms, I agree. I would like to see as many people enjoy it as possible. I don't pay the bills, and I don't write the code however. If I did, I'd surely feel differently.

There are other factors at play here as was explained by Mark and Fresq. These are the same internal debates that happen all over the gaming landscape, but because of SMS's structure, they occasionally face outward. If this was just the usual dev-to-gamer handoff, no one would care about the platforms. I'm certain of it.

Now, please. There's no denying going on, and there's certainly no right to a WiiU version. That's a ridiculous statement. What the hell was that?
 
Don't the PC, Bone and PS4 versions also share similar underlying code DNA, making simultaneous development easier, whereas the WiiU version would be genetically more distinct?

This reason alone could explain why the WiiU version lags behind.

(If true - I could have pulled this wet from my ass).
 
Has damage modelling improved at all since this video was made?

It looks a little... underwhelming.
This might be a controversial opinion, but I'd be perfectly happy if the visual damage modelling was limited to scuffs and maybe fenders/wings falling off. I think the emphasis on making car destruction look super realistic is time and effort that could be much better spent on other aspects of the game.

This isn't just my opinion for Project CARS, I feel this way about all sim racers. I don't play sim racers like a destruction derby and I'm not overly interested in watching deformed cars going around a race track. For me a big part of the attraction of racing games is watching beautiful works of art in motion, and seeing them heavily damaged is a little soul destroying :(
 
This might be a controversial opinion, but I'd be perfectly happy if the visual damage modelling was limited to scuffs and maybe fenders/wings falling off. I think the emphasis on making car destruction look super realistic is time and effort that could be much better spent on other aspects of the game.

This isn't just my opinion for Project CARS, I feel this way about all sim racers. I don't play sim racers like a destruction derby and I'm not overly interested in watching deformed cars going around a race track. For me a big part of the attraction of racing games is watching beautiful works of art in motion, and seeing them heavily damaged is a little soul destroying :(

I have the same exact sentiments.
 
This might be a controversial opinion, but I'd be perfectly happy if the visual damage modelling was limited to scuffs and maybe fenders/wings falling off. I think the emphasis on making car destruction look super realistic is time and effort that could be much better spent on other aspects of the game.

This isn't just my opinion for Project CARS, I feel this way about all sim racers. I don't play sim racers like a destruction derby and I'm not overly interested in watching deformed cars going around a race track. For me a big part of the attraction of racing games is watching beautiful works of art in motion, and seeing them heavily damaged is a little soul destroying :(

I kind of agree, but massive impacts should result in massive damage. PCars looks incredibly realistic and that should follow through to physically-correct damage modelling. Race-ending damage, if appropriate - collapsed suspension, bumpers off, aero damage, shattered windscreens etc. Some of that is evident in the video, but a 150mph crash into a wall should utterly destroy the vehicle, not simply dent the front.

I guess some car manufacturers are interfering at some point, trying to convince Joe Public that their cars don't sustain damage in crashes.
 
If the visual damage is not followed by realistic physics damage, then it is not worth it. If it is followed, then more power to the game.
 
If the visual damage is not followed by realistic physics damage, then it is not worth it. If it is followed, then more power to the game.

Agreed. Is that present in pCARS?

I'd love the same thrill I got from the original GRID, where AI cars would wipe out violently with body panels and debris flying off and littering the track. It added to the drama and realism in an incredible way.
 
If the visual damage is not followed by realistic physics damage, then it is not worth it. If it is followed, then more power to the game.

Agreed. Is that present in pCARS?

Of course, this is a sim.

Users can turn on/off visual and performance damage to the car [which includes tearing entire wheel from the car if the driver is enthusiastic with his crashes]. There are also separate toggles for realistic tire wear and physics changes due to fuel weight.
 
I've seen lot's of gameplay videos of the cockpit view and the drivers hands do not move the same as the steering wheel. Has that been fixed? It can be easily seen in this video, notice the steering wheel moves more than the drivers hands:

http://www.gamersyde.com/hqstream_project_cars_caterham_part_1-34445_en.html

Can't say I can see what you mean? Have you a time reference in the vid where you think its bad? The only thing I saw was where one hand had a loosed grip (anticipating a gear change) and then the other hand was pulling the wheel through the loose fingers?

Can't say I've ever noticed in the game whilst playing either but I may not be the best person to answer your question if I can't see it anyway!
 
This might be a controversial opinion, but I'd be perfectly happy if the visual damage modelling was limited to scuffs and maybe fenders/wings falling off. I think the emphasis on making car destruction look super realistic is time and effort that could be much better spent on other aspects of the game.

This isn't just my opinion for Project CARS, I feel this way about all sim racers. I don't play sim racers like a destruction derby and I'm not overly interested in watching deformed cars going around a race track. For me a big part of the attraction of racing games is watching beautiful works of art in motion, and seeing them heavily damaged is a little soul destroying :(

I agree. Sim racers should always look to avoid wrecks and if they do wreck is supposed to be a disappointment not a chance to marvel at damage modelling because at that time your race should be over. Although I also understand some people want that extra level of realism.

In my opinion physical damage modelling is not very important but I hope that this game includes realistic internal damage that directly impacts the functionality of the car when you crash, for example, a serious impact on a barrier breaking the suspension on a open wheel car etc.
 
Agreed. Is that present in pCARS?
Yeah, it's present. I couldn't elaborate about whether it's well done or not. My time with the game is spent in MP and TT mostly. In MP damage and mechanical failures have been off until a couple months ago. Now it's mostly implemented, but since there're still some problems with sync and stuff like that, it's hard to tell whether it's working well or not.

From my experience, I'd say it's on the permisive side, but you can DNF your car or at least damage is enough to need to go to the pits if you crash hard enough.
 
Was those time lapsed views based on the English weather system or something??

Also shouldn't the crowd put umbrellas up when it starts hammering it down!?
 
Mmm... Was expecting more from a Gamersyde video. I've seen a ton of much better pCARS timelapse videos. That one was a little sterile.

Plus: please tell me you can disable that awful (and annoying) raindrops-on-the-lens effect? I'm guessing - hoping - so..?

Well it's not there if you play from the cockpit. Not sure if you can disable in other views tho.
 
That's not very realistic for a simulation racer, is it? :P It's nice they allow people to have bumper cam, but in a real car you'd certainly have the chassis etc. around you.

You'd also be able to move your head to compensate for obstructions to your view. There's nothing more 'realistic' about in car views really. Until VR or course!
 
That's not very realistic for a simulation racer, is it? :P It's nice they allow people to have bumper cam, but in a real car you'd certainly have the chassis etc. around you.

I've never really got on with cockpit view, but I have tried. It always seemed odd having an extra set of virtual arms and steering wheel in front of my real arms and steering wheel. I prefer to treat my display as the windscreen. The view can be really restricted in cockpit view, too - especially on a single screen.

I can understand cockpit view working perfectly with VR though.

Edit: what ruttyboy said!
:P
 
You'd also be able to move your head to compensate for obstructions to your view. There's nothing more 'realistic' about in car views really. Until VR or course!
But you can already move your head to compensate for obstacles, with VR headsets like the Oculus Rift devkits, which work with games like Project CARS. :P The future is (sort of) here!

I may be wrong on this but I think some games have an option to show the cockpit but hide the steering wheel, for people who don't like the second set of arms / extra wheel.
 
You'd also be able to move your head to compensate for obstructions to your view. There's nothing more 'realistic' about in car views really. Until VR or course!
True to some extent, but you can't actually move that much in a race-spec car with the tight harness and restrictive helmet/HANS device - VR's positional tracking gives you an unrealistic amount of freedom of movement :)

I may be wrong on this but I think some games have an option to show the cockpit but hide the steering wheel, for people who don't like the second set of arms / extra wheel.
Yep, the vast majority of PC sims allow this (including PCARS).
 
But you can already move your head to compensate for obstacles, with VR headsets like the Oculus Rift devkits, which work with games like Project CARS. :P The future is (sort of) here!

I may be wrong on this but I think some games have an option to show the cockpit but hide the steering wheel, for people who don't like the second set of arms / extra wheel.

Well, like you said 'sort of' :D

The problem with in car views for me is that if you 'zoom in' enough so that you get a similar field of view as you do in real life with regards to the wheel/dashboard etc., the actual area that a static head postion can display on a TV is then too small to see anything that isn't in a tiny area directly infront of you, zoom back out then all you can see is the interior of the car.

The increased FOV and head movement of VR are, presumably, going to resolve all this and then it will be in-car view all day!
 
True to some extent, but you can't actually move that much in a race-spec car with the tight harness and restrictive helmet/HANS device - VR's positional tracking gives you an unrealistic amount of freedom of movement :)

Perhaps, but even ignoring actual head movement, being able to move your eyeballs alone would be a revelation! At the moment even using things like mirrors properly is nigh-on impossible.
 
Top Bottom