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

Not a big racing game fan so haven't really been in this thread but just wanted to say how amazing the dev team involvement is here. Brilliant stuff :)
 
It's been checked with 60FPS footage on Youtube and it's still present unfortunately.

noticed that too, in every PS4 video i saw.
looks like a ' 1 sample' motion blur of sorts, very distracting. Still not sure if it's the videos' fault or the game is like that.
 
Did anyone notice how ugly is the effect of objects simply disappearing looking at front mirror ? (Don't know the technical term)
 
I was watching this german guy's ps4 twitch stream (who was refusing to drive anything but the merc SLS AMG) over the weekend and saw these nasty ghosting, so not sure if it was a twitch thing or what:

I heard there will be day 1 patch for fixing that ghosting issue.
 
Rut roh. Empty Bawks is wildy considered one of the most knowlegable people about sim racing games, shame he's comes across as such a pretentious arse, so to have him come out and say that isn't good news.
May be the case, but I have to wonder...he says that the career mode is very "basic" yet even what we have been shown puts it literally light years ahead of the career mode in Gran Turismo or Forza...

So while maybe it doesn't meet its lofty goals, it almost HAS to be a step in the right direction for those of us that have wanted more from career modes in racing games..
 
May be the case, but I have to wonder...he says that the career mode is very "basic" yet even what we have been shown puts it literally light years ahead of the career mode in Gran Turismo or Forza...

So while maybe it doesn't meet its lofty goals, it almost HAS to be a step in the right direction for those of us that have wanted more from career modes in racing games..

With such a short tweet it's difficult to ascertain why he's saying not buy it. But if he's saying that, I'd say it's most likely down to the core gameplay than the career mode.

He blasted Assetto Corsa for having terrible AI and being little more than a hotlapping sim. He also held it to task on it's MP mode too.
 
The AI complaint could be valid, but "tracks are poor" what does that mean? Selection, implementation, visuals, what's the issue. Also graphic complaints seem a little odd.

I bet he's talking about the the physical surface detail and compares it to laser scanned tracks of other sim racers.
I mean, look at the track list of NFS Shift 2 and compare it to PCARS... lots of tracks and there is a significant overlap (how many other racers feature Oschersleben?) and those Shift 2 tracks probably weren't the crown of sim-accuracy.
Then again, my Bathurst times with the Mercedes SLS AMG were all in the 2:28 region with Forza 5, GT6 and a last year build of PCARS, my Shift 2 time was a lot faster(~2:22), could have been a new track and and new handling model, but maybe it was just the new car physics that corected that time on basically Shift 2 track.
 
The AI complaint could be valid, but "tracks are poor" what does that mean? Selection, implementation, visuals, what's the issue. Also graphic complaints seem a little odd.
I noticed the easy A.I in the VVV videos, since this game was touted so much as a model sim racer it was a bit shocking tbh, I don't think the physics are that great either, the cars all seem to hug the road a bit too much and there's just no excitement and thrill to the races from what I've seen.

Outside of a clean IQ, the visuals are really nothing special at all which is surprising because these consoles can do good textures at least, some of the roadside textures are very poor here, so may be it was part visual and part implementation which he mentioned, maybe the lack of car vs road feedback in comparison to other racers. From what I've seen it's definitely lacking something, I haven't seen one race that was exciting to watch on the VVV channel.
 
With such a short tweet it's difficult to ascertain why he's saying not buy it. But if he's saying that, I'd say it's most likely down to the core gameplay than the career mode.

He blasted Assetto Corsa for having terrible AI and being little more than a hotlapping sim. He also held it to task on it's MP mode too.

Again, may very well be the case, but he did single out the career mode as basic...and I just can't see that being anything other than being overly negative...

When you compare the game from the perspective of career mode to what's available out there for racing games there is just no way
 
I noticed the easy A.I in the VVV videos, since this game was touted so much as a model sim racer it was a bit shocking tbh, I don't think the physics are that great either, the cars all seem to hug the road a bit too much and there's just no excitement and thrill to the races from what I've seen.

Outside of a clean IQ, the visuals are really nothing special at all which is surprising because these consoles can do good textures at least, some of the roadside textures are very poor here, so may be it was part visual and part implementation which he mentioned, maybe the lack of car vs road feedback in comparison to other racers. From what I've seen it's definitely lacking something, I haven't seen one race that was exciting to watch on the VVV channel.
I don't think Alan has turned the A.I up to 100% just yet, IIRC he's mostly had them at 80% or lower. The physics are pretty good IMO, maybe they're not the most realistic, but I always have fun whenever I drive a few laps.

Why do all the cars have to drive like they are on ice? That myth has been smashed many a time: that's how GT3/DTM cars are. WEC is plenty exciting and all the prototypes stick to the road like glue and still manage incredibly close racing.
Aye, GT3 cars should be relatively easy to drive rather quickly, but once you start looking for the last few seconds/tenths they're quite tricky. I haven't played iRacing that much, but it pretty much felt like I was driving on some crappy indoor kart track the last time I tried it.

I have no idea how they're actually supposed to feel, but in my mind they're pretty grippy, hah.
 
I have no idea how they're actually supposed to feel, but in my mind they're pretty grippy, hah.

I think Chris Harris is the most quoted person saying something akin to, paraphrasing here btw: It's bloody easy to drive, but the challenge comes from getting the tenths out of the car under race conditions. Without pushing it over the limit and losing time in a slide. Anyway I'm driving this wildly off topic sorry.

Judging by some of the comments I've witnessed on some threads, not convinced that's a better option!

Driveclub? ;p
 
I bet he's talking about the the physical surface detail and compares it to laser scanned tracks of other sim racers.
I mean, look at the track list of NFS Shift 2 and compare it to PCARS... lots of tracks and there is a significant overlap (how many other racers feature Oschersleben?) and those Shift 2 tracks probably weren't the crown of sim-accuracy.
Then again, my Bathurst times with the Mercedes SLS AMG were all in the 2:28 region with Forza 5, GT6 and a last year build of PCARS, my Shift 2 time was a lot faster(~2:22), could have been a new track and and new handling model, but maybe it was just the new car physics that corected that time on basically Shift 2 track.

I don't see how Shift 2 is relevant here. All tracks are build from the ground up and they hold up very well in comparison videos with laserscanned versions.
 
I don't see how Shift 2 is relevant here. All tracks are build from the ground up and they hold up very well in comparison videos with laserscanned versions.

That's what I would say too if I were SMS unless I wanted to get sued by EA for using assets developed when under the Shift 2 contract that now belong to EA.
I mean, common, how much time and money did SMS have to develop Project CARS(?) ...and there are how many tracks?
I just can't believe they re-invented the wheel for this. Just LISTEN to the engine-sounds and compare the sounds of some production cars in PCARS to Shift 2 and then to other racing games. It sounds very Shift 2'ish(which I kinda liked, but it makes every car sound somewhat GT-tuned).

But as I already said, my time on Bathurst with a last year PCARS build was already within a second of my GT6 and FM5 time and Forza's Bathurst track is laserscanned, so it really might not matter if "from the ground up" or "reused a lot of track data", maybe we'll know more on wdnesday, but I'll probably decide for myself, pretty sure I'll get the game.

I wish I knew which version to get, One or PS4? I've gotten so used to my TX wheel with a 458 challenge wheel addon, but I also could use a T500RS on my PS4. ...I wish there was a demo of the final version on both platforms.
 
That's what I would say too if I were SMS unless I wanted to get sued by EA for using assets developed when under the Shift 2 contract that now belong to EA.
I mean, common, how much time and money did SMS have to develop Project CARS(?) ...and there are how many tracks?
I just can't believe they re-invented the wheel for this. Just LISTEN to the engine-sounds and compare the sounds of some production cars in PCARS to Shift 2 and then to other racing games. It sounds very Shift 2'ish(which I kinda liked, but it makes every car sound somewhat GT-tuned).

But as I already said, my time on Bathurst with a last year PCARS build was already within a second of my GT6 and FM5 time and Forza's Bathurst track is laserscanned, so it really might not matter if "from the ground up" or "reused a lot of track data", maybe we'll know more on wdnesday, but I'll probably decide for myself, pretty sure I'll get the game.

I wish I knew which version to get, One or PS4? I've gotten so used to my TX wheel with a 458 challenge wheel addon, but I also could use a T500RS on my PS4. ...I wish there was a demo of the final version on both platforms.

The difference is noticable between the 2 versions, and I distinctly remember driving on a first version of the track that was just a road floating in midair.

You think SMS would be stupid enough to steal assets that legally belong to EA? Of course there are similarities, it's done by the same people.
 
Mind expanding on this? I have seen similar comments, but never any details on why "they're not the most realistic:?

Ah, I just meant to say that I actually have no idea whether or not it has the most accurate physics out there, could have worded that better, sorry. For all I know the physics could be dead-on :P
There's definitely a lot going on terms of tyre simulation, temperatures, loads etc. though, and the game does punish you for a lot of things, but maybe not to the same degree as something like iRacing. The cars I've tried feel like I expect them to, whereas something like the Skippy in iracing feels a bit alien to me.
 
Why do all the cars have to drive like they are on ice? That myth has been smashed many a time: that's how GT3/DTM cars are. WEC is plenty exciting and all the prototypes stick to the road like glue and still manage incredibly close racing.

Actually the reason why I stopped playing iRacing and jumped to pCars (and backed it) was precisely that the handling model was one that seemed to make more sense when compared to the real world.

I remember also a video (I just can't remember from which show, but it may sound familiar to UK folks), of a guy testing a Renault F1 in Silverstone, and saying something along the lines of "the car is sticking in places where it should not be".

Which doesn't mean all cars drive like if they were glued to the ground. The Lotus 49 is a nightmare to keep in the track. Huge power, no aero... As you'd expect, really.
 
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