Project CARS General Discussion Thread

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@notanexpert personally I don't think that is worth it. You can find higher quality televisions for near the same price, or cheaper. They won't be 4K though, not that it matters. I bought a used (2012 model), 92 inch DLP television for not much more than that.
 
Sorry for posting this here, this seems like the best place to go for help. My TV sucks. Its 720p and the sound is nearly broken.

Is this worth it. Its a seiki 4k TV, low refresh rate, and I am on ps4 not PC. Im AWARE ps4 doesn't produce 4k
Thanks for the help to anyone who clicks on the link

http://www.newegg.com/Product/Product.aspx?Item=N82E16889522025

The link has moved here: http://www.newegg.com/Product/Produ...9375X1015946X0cb1021cca6f46445d8e60f5a76736a5

Component & HDMI supports: 480I,576I,480P,576P,720P,1080I ,1080P,4k2k 30HZ(Only HDMI)

If the above means the refresh rate on the 4k is only 30 Hz, then I'd think twice about getting this tv. A 1080P 120Hz will probably give you a much better picture when there is any motion on the screen...which is pretty much any time you are gaming.

Here is a snippet of a couple of reviews from NewEgg that sheds some light on the gaming issue:

In 4k resolution everything is crisp and beautiful, however 30hz may affect your decision. It certainly won't get in your way and personally I don't mind it when I'm gaming. However, if you are an elitist screen aficionado then you probably cringe at anything under 120hz, this monitor will probably make you want to give up your first born child. However, if you can't really tell the difference between 55hz 60hz 65hz 75hz or 120hz then do not fear the 30hz rate you will get used to it very fast as it is not really that noticeable if you are doing work and not actively analyzing the refresh rate under a microscope.

There are a few drawbacks to this. First of all, 30Hz is slow and lags. Total buzzkill. Your mouse feels weird, everything is a little delayed. It makes your computer seem a little drowsy. You get used to it and it is totally workable once you do. Secondly, this monitor cannot scale 1080P for it's life. I was hoping to be able to game at 1080P @120Hz like a normal human being but it just looks awful. Not sure if any tweaking can alleviate this problem, but rendering at 4K is insanely resource hungry of course. 8MP of video..... lots of GPU heavy lifting. I can't afford Titan SLI setup unfortunately. My 680 is the minimum card that you can game with at 4K
 
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If the above means the refresh rate on the 4k is only 30 Hz, then I'd think twice about getting this tv. A 1080P 120Hz will probably give you a much better picture when there is any motion on the screen...which is pretty much any time you are gaming.

If you're gaming on 120/240hz TV's one should make sure it is set to 'Game Mode' which eliminates the post-processing dropping it to 60hz to reduce input lag. I'm not sure how many TV's out there don't have a game mode, but I noticed the VIZIO 240hz doesn't for instance.
 
If only some TV manufacturer decided to capitalize on the gamer demographic by producing an HDTV that eliminates the delay for both digital and analog signals. When I get one, I don't want to make another space for my aging CRT just so I can play NES games without becoming infuriated trying to time jumps or shots.
 
my 240hz sony has game mode but i read to turn "motion flow " on high but that option is greyed out in "game mode " witch is better gaming

game mode no motion flow or normal with high motion flow ?
 
my 240hz sony has game mode but i read to turn "motion flow " on high but that option is greyed out in "game mode " witch is better gaming

game mode no motion flow or normal with high motion flow ?

i think that what "motion flow" does, with 60hz imput, is interpolating frame x with frame x+1 creating 3 middle frames to display on the 240hz monitor faking a 240hz imput. the cost to pay is at least 1 frame imput lag (it needs frame x+1 to interpolate before displaying frame x). The benefit could be a little better look in motion, but i'd keep game mode with reduced lag
 
so can anyone tell me if my Samsung 40" LED that has a quoted Clear Motion Rate of 100 hz (there is no mention of refresh rate for the set) is suitable for PCars? or limited and something else would be better? TIA
 
The best bit about the real weather settings is the fact that Sms has issued a warning about the clouds on the english tracks because of the back end of the hurricane affecting the clouds
" Due to hurricane Gonzalo striking the English shores this morning, the clouds have relocated. Expect them back in your next build."

Forgive me, but I haven't been following PCars all that closely... so you can choose real time weather? Does that include time of day or just cloud cover/rain?
 
Quick question regarding the replays (sorry im a question machine at the moment :D)

Can you cycle through each of the cars on the grid during the replays Froza/GT style, or is the camera stuck on just your car like in shift 2?

My question sort of got side tracked coz of the delay annoucement.

To refresh on the replay question above?
 
Forgive me, but I haven't been following PCars all that closely... so you can choose real time weather? Does that include time of day or just cloud cover/rain?

No, it means you can use a weather website to replicate the current weather conditions.
 
Which meant that because we had extremely strong winds in the uk it messed up the clouds in the game.
So far you can only go back to 2012 but To go back even further just use google.
 
Which meant that because we had extremely strong winds in the uk it messed up the clouds in the game.
So far you can only go back to 2012 but To go back even further just use google.

You mean when the real wind speed was loaded into the game it literally blew the clouds away? Hahaha that's fantastic :lol:
 
Which meant that because we had extremely strong winds in the uk it messed up the clouds in the game.
So far you can only go back to 2012 but To go back even further just use google.
Is this historic weather not an automatic feature built into the game? Do you have to link it to some outside datebase for it to work?

I wish I had a local track in the game to recreate conditions for:grumpy:. Actually I just wish I had a local track, the nearest Canadian circuit, Mosport, is 500ish km's away so there's that.:lol:
 
so can anyone tell me if my Samsung 40" LED that has a quoted Clear Motion Rate of 100 hz (there is no mention of refresh rate for the set) is suitable for PCars? or limited and something else would be better? TIA

Your TV is 50/60Hz. Ideally you'd turn off motion rate or go into game mode if you have one and that should disable motion. Motion rate, motion flow and other similar names are just adding in frames, it is not a real refresh rate. it's faked by repeating frames and interpolating which is not ideal for gaming inputs but you might like it. It may look smoother to you and you don't notice lag.

If your GPU or settings are pumping out 120fps then you might want to invest in a actual monitor that has a refresh rate of 120hz or a G-Sync monitor that will refresh with an NVidia graphic card. For example you might be running 80fps one moment, then 105fps the next. G-Sync monitor will alter the monitor refresh rate to match whatever your Nvidia GPU is doing so you get smooth output when you get variations in frame rate. Normal monitors and HDTVs are fixed at a certain rate, be it 50/60/120/144Hz. If you can't lock your game to match the monitor you'll get screen tearing and delayed frames.

If you're on about console then your frame rate will be fixed to 30fps/60Hz. Again motion rate will repeat frames to give a false sense of improved motion and you're best off disabling motion rate or using game mode which will then sync with your 60Hz standard console whether the final game runs at 30fps or 60fps.

If you like the effect of Motion Rate then by all means leave it on, do a test yourself.
 
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You mean when the real wind speed was loaded into the game it literally blew the clouds away? Hahaha that's fantastic :lol:
By the sound of it this what append for a few people on monad and Tuesday. As some weren't uk residents they were like, where are all the clouds?
Is this historic weather not an automatic feature built into the game? Do you have to link it to some outside datebase for it to work?
No as it's built in but for weather from last the 20th century you have to google it.
 
This seems to be a teaser for a trailer to announce the Nürburgring to be in the game. Finally!

I thought nubrugring had already been confirmed for a while now? we've had a list of tracks and this has been on it as far as i can remember? i maybe wrong though.
 
The track will be in the game, both Nordschleife and GP. Just the official license has not been announced (or maybe acquired, we dont know licensing talks due to NDA) yet.
 
Build notes from this week. "Le Mans: Added 28th pit spot and 55 & 56 start spots." :drool:
Build 832 (20/10/14)
Next-Gen:
* PS4: Clear render target pointers.
* XB1: Simplified joining new user flow.
* XB1: Added code to automatically leave the user from any non-active online sessions they might still be part of at boot time.
Render:
* DX9: Align SSAO with DX11
* Fix for cutscene flickering bug
* Fix for shadow glitch in phase 2.
* Changed order of phase 2 to occur after shadow task.
Effects:
* Lighting balancing on gravel and grass particle effects.
Cameras:
* Cockpit camera centered horizontaly with steeringwheel
* Showroom Cameras: Wide/medium/close/extreme close-up (x10/8/8/8)
GUI:
* Localised player grid positions
* Fixed missing dirt screen data loading
* Minimap coloring for previous and next participant
* Photo page code pass: Missing Focals lengths and Blur intensity
* Metric thread fixup, when only 1 low priority tick is requested to be registered.
* Added photo filter mapping to photo page, uses HRDF fiel to set details and text ID
* More fixups surrounding the relationship between AI lap time generation, and metric calculations.
* Fixed a core issue which led metrics to be registered multiple times, causing inconsistencies with the monitoring storage & retrieval
* Added mirror control to Graphics Config so that it is possible to have it on or off in game for performance reasons. Also added AppLink ready for integration into GUI.
* Achievement fixes: Eastdown & Down (WMD-2241), Consistency Is King (WMD-2020), Mailbox full (WMD-1904), Pristine Paintwork (WMD-1902), Sunday Driver(WMD-1809), Chewie, Do You Smell Somethin (WMD-1664) ... NOTE: make sure units are set to metric when comparing against HUD!
Characters/Animations:
* Added LODX hand for Oli Webb and Hamilton
* Fixed correct play of animations for 32 bit platforms
* Drivers GT and F1: Updated class with only HELMET and OUTFIT
* Drivers: Updated driver textures to match new hand UVs + minor tweaks
* Pitcrew: Chiefmechanic L/R: added trigger to act as start for ..move_pit_origin.. of pitcrew
* Pitcrew: Fixed skin in head and eyes meshes. Tweaked modifiers in stuck to be displayed properly.
Career:
* Career Motorsport Teams: Cleaned out redundant Endurance team files.
* Career Motorsport Teams: GT4, GT5 - All teams configured, matching liveries to teams, spread across series.
Physics:
* Formula C: Fixed a mistake in fuel consumption rate
* Vehicle control value is cleared on deinitialisation.
* Locally cached player participant slot helper value is updated when race mode is changed.
* Player control flag of participant manager is updated when player participant is restarted.
Vehicles:
* McLaren P1: Collision model update
* McLaren F1: Collision model update
* Mercedes 190E DTM: Collision model update
* Audi R8 LMS Ultra: Several approval fixes. Added wood piece and updated Carbon seat, added Signals and panels, updated R8 logo and tank inlet color, updated engine, updated signals, panels and seat updated. updated R8 logo and tank inlet color.
Tracks:
* Mount Panorama: Road UV2 adjusted
* Besos: Tweaked texture saturation levels
* Silverstone: Vertex painted all tarmac surfaces for puddle reflection mapping as appropriate
* Snetterton: New kerbs, terrain updates, overlays, road materials, tyrewalls, armco, viewer placement tweaks
* Wisconsin Raceway: Added grass skids, fixed lodding of terrain, removed a bunch of xtrees behind tree wall, added dirt edges next to kerbs
* Azure Circuit: Files for new streetsigns, thumbs for new streetsigns, textures for new streetsigns, fixed position of tunnel rain blocker in Azure circuit

Build 833 (21/10/14)
Audio:
* Tweaks to the Gumpert engine (louder decel) and shift wobbles.
* Rebuilt the Mercedes Evo2 DTM with new incar and exteriors. That induction snarl was an important element to capture. Plus an AI version, backfires, gears, backfires, distant roll-offs and trajectory etc...
Next-Gen:
* XB1: Fixed matchmaking errors sometimes not being propagated to app, fixed uncaught exception when destroying secure device associations to peers leaving. First pass of soft-kick host migration code.
Render:
* Removed force enabled USE_ENVMAP_SHADOWS
* ImplSetMatrix matrix validation in debug builds
* PC: Fix for shattered glass issue when using Ultra reflections
* Added missing Identity Init for pop-up matrices in VehicleRenderGI
* Increase renderables available to Dynamic Envmap query with Ultra settings
* Enabled stretched car lights reflections (now enabled/disabled from FE settings)
* Reflective_water_translucent: Implemented shadows on envmap ( specialisation USE_ENVMAP_SHADOWS)
* Corrected app logic for the creation of high-resolution shared small targets (deferred rendering helper)
* Paired all begin / end render targets and confined to individual tasks and modules. This greatly tidies up the assumption of which render target is set.
* Removing cull testing inside the rendering engine as the gather process already handles it.. also there may be a bug with the internal culling as clouds are so big..
* All platforms: Removes unused parts (now redundant) of render thread API. Adds robust checks for render targets during the recording and play back of command buffers. PS4 - general tidy up of the render thread internals and removed a lot of unused params.
Effects:
* Drying line source texture updated
* Seams fixed on new wet road texture
* Adding more detail to drying line texture
* New wet road texture added for Sven to test on tracks. longer puddles that follow the shape of the road, mainly appearing off the line and at the edges of the track
GUI:
* Abandon season option
* CoG adjustmets design corection AR-2275
* Abandon season button visibility and multi season flow
* In-race dialogs for immediate notification of disconnects
* Besos, Monza and California Highway: Updated track centre data in the TRD
* FIX AR -2572: The custom colours for last3laps are now derived from the file itself
* Snetterton: Updated track location data to be "UK" rather than "England" to fix issue WMD-1028
Cameras:
* Pitstops: Updated cameras with local positioning
Online/Multiplayer:
* Peer to peer networking improvements (mostly for XB1)
* Each session members monitors their connection to all other peers, as before.
* Information about pings and connection quality is now shared with all other session member.
* On connectivity issues everyone has (potentially) full information about peer-to-peer connection quality, which is used to decide which members need to be dropped from the session to be ablet co continue playing.
* Internally the peers now "vote" on who to kick from the session if there are connectivity problems based on their knowledge about the connection status, and soft-kicking is then used to remove peers with problems.
* Implemented "soft-kicking", allowing the game to remove a session member logically from the game even when it's impossible to kick them from the platform-specific session/lobby - issue mostly on XB1, but to lesser extent on all platforms when the host is the one with connectivity problems.
Characters/Animations:
* Hided glove LODB - LODC into gloves LODX
* Driver CDP: Setted paddle additive to FALSE
* Drivers: Color mask minor updates and cleanup
* Driver male: Updated Head EU with racingsuit mod.preset
* Pitcrew: Skined eyes to head bone + draw in envmap flag ON for lODA and LODX
* Added gloves LODX - LODA, updated meshes - model, added glove LODB and C as temporary "box" mesh with smsop
AI/Pitstops:
* Tweaked order of NavInfo and rolling start setup
* P2P PaintRaceGroove adjustments for start waypoint
* Recent changes to Stuck behavior have it firing during the pit slide. Adding a check agaisnt that happening.
Career:
* Career Contracts: GT4 contract liveries matched to motorsport teams.
* Career Motorsport Teams: LMP1 - Rebalanced teams for championship series.
* Career Contracts: Greetings emails rebalanced for more even spread across teams and sports.
* Career Championships: Hooked up victory celebration videos for all motorsport championships.
* Career Invitationals: Configured appropriate motorsports type entries for all invitationals.
* Career Invitationals: Endurance - Matched inviting team with correct team set (livery, vehicle)
* Career Motorsport Teams: FORMULA GULF - All entries configured, matching driver names and liveries.
* Career Invitationals: Added Invitationals motorsport type strings, and hooked up Quick Guide texts for all invitational series.
* Career Invitationals: Historic events - Disabled team scoring in series as required, matched correct Motorsport name to each series.
* Career Motorsport Teams: Invitationals LM24 Endurance - All teams configured, matching vehicles and liveries to teams, and ensuring a balanced spread of vehicle models through each class
* Career Motorsport Teams: ENDURANCE - All teams configured, matching vehicles and liveries to teams, matching teams to correct series, spreading teams over various series, and ensuring a balanced spread of vehicle types used in all series.
Physics:
* Mercedes C DTM: AI tire model tuning
* Tire updates for Mercedes 300SEL, McLaren F1, Zonda R
* Aston Martin Rapide: Collision model update, AI tire model tuning
* Mercedes A45: Collision model update; AI tire model tuning; Player physics updates
* McLaren F1: AI tire model tuning, reduced minimum ride height so standard setup is 120mm high
* Updated vehicle statistics to include wheelbase and weight balance, includes fingerprint update
Vehicles:
* Renault Clio Cup: Livery19 fixed logo
* Renault Megane RS: Livery06 changed to yellow
* Aston Martin Rapide: Approval fixes for liveries
* Aston Martin Vantage GT4: Approval fixes for liveries
* Mercedes 300SEL: Collision update, AI tire tuning, fuel consumption & other physics finishing
Tracks:
* Azure Circuit: Instances changed, tweaked textures for prefab building.
* Mount Panorama: Gravel materialsetting and UVs updated
* California Raceway: Tweaked signs, new texture maps, 1st commit
* Brands Hatch: Updated the kerbs-maps according to feedback from Hamilton
* Oulton Park: Start trigger position tweaked, reduced ground shader usage, autograss CSM optimized
* Sakitto, Snetterton, Oulton, Cadwell Park: Updated incorrect Global positioning and Timezone data
* Le Mans: Added textures for distant makers, new 2x2 starting gris to match painted start boxes. Adresses Jira WMD 1160, fix crowd position around missing platforms, merge latest assets and add distant makers

Build 834 (22/10/14)
Next-Gen:
* PS4: Reduced number of PS4 mips on env-map.
* PS4: Fix for not generating the last mip-map.
Render:
* Added envmap precautionary kickoff
* Enable Phase2 MT when using -dx11MT
* DX9: Fix for post filter crash. Fix for DX9 crash on startup.
GUI:
* Updating Abandon Season text
* Making opponent names use 4 settings, not 2. Default to 'MP only'
Cameras:
* Renamed Camera Actor to match Automatic selection
Online/Multiplayer:
* Steering and positioning accuracy improvements for remote vehicle prediction/interpolation
Vehicles:
* Aston Martin Vantage GT3. Updated wiper mask texture, wiper mask texture file updated, updated tires textures, animation files, Updated wiper animation.
Tracks:
* Azure Circuit: Static instances xml
* Mount Panorama: New 2D skydome with normalmap based on real 3D one, new experimental puddles
* Cadwell Park: Fixed an incorrect track rotation offset for the Geo data - this should fix issues of the Sun setting in the wrong place
* Besos: Fixes for WMD-1104, WMD-1980-terrain tweakz flickering fixes, tweaked tree scales and placment/style-added tourist couches and camper vans, added video screens, team booths and various track dressings

Build 835 (23/10/14)
Audio:
* Sauber Mercedes C9: Incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory.
Next-Gen:
* PS4: Fix controller display
* XB1: Cleanup RenderContext on race exit.
* PS4: added handling of expired and used invitations.
Render:
* Photo mode pp tests
* Merged vertex interpolators.
* Fixed memory leaks from clouds
* Clouds, removed unused VS exports.
* Photo mode colour cubes added, wip
* DX11: Added RenderContext cleanup fn
* Fixing tabbing errors in declarations
* DX11: Cleanup RenderContext (states) on race exit.
* Game code is now setup so that we can predefine performace settings.
* DX11: SlopeScale RSState RenderContext fix (allow 4x more variations)
* Env map support for object culling based on distance, size and resolution.
* Code to allow us to be able to have colour cubes with the photo mode filters.
* Code so that we only call RenderRenderBucket 1 time per cloud render request.
* DX11: Switch over to global bone constant buffers (reduces amount of bone CB switching)
* Code to fix various issues with the orbit camera not centering at the car and also clipping it.
* DX11: Fix for slopescale bias causing realtime dynamic rasterizer state creation/release. (recommended for fixing by AMD)
GUI:
* Adding vehicle showcase page
* Relinking Photo Page with overriden links
* Corrections for disconnect and signout messages
* Photo thumbnail viewing now working in front end
* Added functionality to read / write PS4 gallery data
* Re-enabled WMD login.
* WMD-2385 Ghosts - Add "Personal Best" etc... to the textdb
* Fixed issues with texture loading not working with some JPG's
* Added new physics exposed data for wheel base and weight balance
* Car detail string not currently embedded in JPG as metadata does not appear to be written out
* Altered savegame system to be able to handle reading headerless data (PS4 photos read from image gallery)
Cameras:
* Updated Pitstops cameras
* Correct Cameras Ingame Reset
* Camera script update (includes multiple cameras)
* Snetterton: Fixed Typo in Snetterton 300 Pre race animation script
Characters/Animations:
* Drivers exports: GT, F1 and kart dirvers with new arms and hands geometry. Updated RCFs with nic and olis using old hand mesh
Online/Multiplayer:
* Added support for filtering by session size on PC (when browsing or joining).
AI/Pitstops:
* Update debugging tools after line render fixes
* Fixing passing in behaviors that discourage it
* Continue feeding FFB metrics when in AI control
* Obstacle avoidance: Added rule - when avoiding dangerous obstacle, give lanes to cars between you and the dangerous obstacle to avoid any "squeezing in" behavior.
Career:
* End of season flow
* Added new entries for car description speech
* Added missing tutorial audio data, and new HRDF data for those and the new tutorial speech
* Career Championships: Renault Clio Cup - Configured missing pitstop regulations (no refueling outside practice, mandatory pitstop during race 2).
Physics:
* Mercedes SLS AMG: Collision model update.
* Palmer JPLM: Collision model update
* Sauber C9: Collision model update, AI tire model tuning
* Radical SR3 & SR8: Collision model update, AI tire model tuning
* Mitsubishi Evo FQ400: Collision model update, AI tire model tuning
Vehicles:
* Removed chalk markings on Michelin tires
* BMW Z4 GT3: Fixed driver name on livery01.
* Aston Martin Vantage GT4: Moved fuel filler node.
* McLaren 12C GT3: Fixed typo, added new windscreen banner and livery name, added team mate real livery, added Michelin tyres to the works liveries
* Aston Martin Vantage GT3: Approval fixes for liveries, added new wipers meshes. All new wiper animation and mask. Added Holes on Boot. Changed tires textures.
Tracks:
* Jin Ding: Terrain wip tex, added textures and reference pics
* Brands Hatch: New exports with the changes mentioned in Nic's thread
* Le Mans: Added txt for ferry wheel neon, added new ferry wheel with lods and emmaps
* California Raceway: Dynamic Safety Pillows (dynamic objects, collision + render meshes)
* Besos: Swapped out spa named trees, tweaked lod distances, fixes for WMD-1104, WMD-1980-terrain tweakz flickering fixes
* Mount Panorama: Some inner terrrain instances added to fix plain/empty look, updated base and child scene, new experimental puddles reverted
* Azure Coast: Updated track with latest works, updated some stuff to match with latest changes, first pass, updated lights where needed, first pass

Build 836 (24/10/14)
Render:
* Fix for PP filters.
* DX11: Removal of USAGE_DYNAMIC VBs from HDR/DOF modules
* DX11: Removal of USAGE_DYNAMIC VBs from SSAO/PP modules
Online/Multiplayer:
* Enabled multiplayer for juniors, now really really.
Vehicles:
* Ginetta G55 GT3: Cockpit changes made after manufacturer feedback. Changed steering wheel and all new display unit. steering wheel DDS texture. Changesmade after approval feedback. interior DDS texture. Changed steering wheel and display + a few details after approval feedback.
Tracks:
* Le Mans: Added 28th pit spot and 55 & 56 start spots. Adresses request for 55 cars per Jira WMD 2388
 
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