GT6 VS Project Cars

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No, this will categorically not be NFS Shift 3. The handling has completely changed from that game and trust me on that, me and many other people would have ditched supporting pCARS if it was still anything like Shift at this stage. It's not. The only similarity is in the graphics engine.



I suppose you're not aware the very same people that made GT Legends are making pCARS?
Shift 3, no thanks. Had high hopes for shift, but arcade physics were terrible.Simbin hasn't been the same since 10tentacle studios went bankrupt.
 
I think PCARS is receiving more hype than it deserves, all the people that are desperate with GT6 think it's the best thing ever, but really anything can look like it's great when compared to GT6.

Like the people fed up with COD thought Battlefield 4 was the answer.

Also, if people still believe that PCARS resembles the Shift games is because the people that have access to it really make no effort in proving otherwise. They just make comparisons focusing on the graphics and if somebody has a geniune question of how the game is like, "WIP" is the only answer they get.
 
Hmm... I guess I have plenty of time to see how this shakes out.

I dunno, I keep going back n forth on this. I don't like Assetto Corsa. I know that I should give it a shot with proper Logitech drivers for the G25, but the feel is that same old PC sim dry, technical flavor that puts me off of them.

I think the variety of driver cam views, at least from what I see in YT vids, should help getting dialed in to the cars in P CARS. The same 1990s driver views in Assetto Corsa displeased me, and pushing the car was about as difficult as it was in Enthusia. The one thing I'm concerned about is that P CARS not be Shift 3, because the previous two fell apart horribly at racing speeds. I have to take what Samus says seriously on that, because he's a picky carp.

That Career Mode in P CARS is what holds my interest, that and the ability to do some Forza-ization of the street cars with a proper Livery Editor and some race modding stuff. If P CARS can pull off what works so well in Forza and Gran Turismo, make PC sim racing fun and engaging, I'll likely be sold. Of course, if GT7 Prologue hits the scene before then, I may not care much for a while. Priorities and all that. ;)
 
Have you played it? How are the physics?

Yes I play it and let me tell you, I barely gave Shift 2 an hour I hated it so much. If pCARS was anything like that I would have dropped it months ago. The physics are nothing like Shift 2.

Also, if people still believe that PCARS resembles the Shift games is because the people that have access to it really make no effort in proving otherwise. They just make comparisons focusing on the graphics and if somebody has a geniune question of how the game is like, "WIP" is the only answer they get.

That is simply not true at all. Plenty of people will tell you everything you want to know, just read the threads in this forum where it is discussed at length, or any other forum.

Here is a short, starter video for you:



Nothing alike, although I will say the external camera in CARS still needs improving because a lot of the bobbing and jumping around gives the wrong impression it's the car moving all over the place.
 
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Good to know.Gt legends feels nothing like shift 2. It's hard to believe they're the same developer! If only I had the pc to run it!
 
Yes I play it and let me tell you, I barely gave Shift 2 an hour I hated it so much. If pCARS was anything like that I would have dropped it months ago. The physics are nothing like Shift 2.



That is simply not true at all. Plenty of people will tell you everything you want to know, just read the threads in this forum where it is discussed at length, or any other forum.

Here is a short, starter video for you:



Nothing alike, although I will say the external camera in CARS still needs improving because a lot of the bobbing and jumping around gives the wrong impression it's the car moving all over the place.

👍

Curiously, have you tried pCars with a controller?
 
👍

Curiously, have you tried pCars with a controller?

Yes I have and admittedly that does need some more work as well regarding sensitivity/speed of steering etc but suffice to say SMS are aware and constantly tweaking it, through our feedback.
 
Do you think it'll keep the same physics on ps4?
 
Do you think it'll keep the same physics on ps4?

It will, yes. Back when they were going to release on PS3 and 360 there was talk the physics engine (and tyre system in particular) may have had to be scaled back for the older consoles but now they've moved to PS4 and XONE that won't be a problem. Physics engine will be identical in both, as will the game engine. The only differences you will see are of course the PS4 version won't be able to look as good as the ultimate PC settings, designed for serious gaming rigs.

Anyway guys if you want to know more about the game visit the pCARS sub-forum - https://www.gtplanet.net/forum/board/project-cars/

I'm not really sure why this thread is here.
 
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Also, if people still believe that PCARS resembles the Shift games is because the people that have access to it really make no effort in proving otherwise. They just make comparisons focusing on the graphics and if somebody has a geniune question of how the game is like, "WIP" is the only answer they get.

How would someone go about proving that it's not like Shift any more?

I have access, if I can help dispelling the rumour I'll do my best. But it's hard to know what to do. And to be fair, a lot of the stuff is still work in progress. There's no point doing comparisons with cars that are still on alpha placeholder physics, because it's known that they're going to change radically.
 
Since we're talking more about pC than GT6, shouldn't this thread be moved there...?
 
GT's future data logger and gps visualiser will give us an objective way to see how close GT's simulation is to real life.
not sure but might be the first game, or simulator, with an objective comparison tool between real and virtual car/driving performances. without real world telemetry to compare a "simulator" ... is mostly marketing
 
GT's future data logger and gps visualiser will give us an objective way to see how close GT's simulation is to real life.
not sure but might be the first game, or simulator, with an objective comparison tool between real and virtual car/driving performances. without real world telemetry to compare a "simulator" ... is mostly marketing

Well, potentially. If you could use your real lap as a ghost, that is. Otherwise it will just be a replay and hard to compare with what the game does.
 
Well, potentially. If you could use your real lap as a ghost, that is. Otherwise it will just be a replay and hard to compare with what the game does.
i'm convinced that we'll use the real laps as ghost to compare and improve. i read it somewhere but cant remember where. of corse, to be sure, we have to wait for it. i hope PD dont go only half the way ... again. i'm trusting this tool, although i'm not buying any new car soon, it as potencial to be a top tool. cant be more realistic than that
 
PCars will have a carreer mode. And a very well designed one, where you make your way from go-karts to the big events, like F1 look-alikes and Le Mans racing. As far as I know, you don't buy the cars, but you got contracts with teams and sponsors like in real world, something that GT always brag about, but care very litte recently..

maybe, but for ultimate realism you've got to buy your first cars, only later on in your career do you get free cars. Although this would just be comical, your absolutely first car should be something old and run down, belonging to your parents.
:lol:
 
GT's future data logger and gps visualiser will give us an objective way to see how close GT's simulation is to real life.
not sure but might be the first game, or simulator, with an objective comparison tool between real and virtual car/driving performances. without real world telemetry to compare a "simulator" ... is mostly marketing

Well, as mentioned by me in the project CARS sub forum, Rene Rast tried pCARS recently. And he said
he compared speeds from real data with pCars to find where pCars was not accurate.

So using datalogging side by side can to a certain extent be used to measure the quality of a simulator.
In my opinion of course.
 
Well you'll set up your preferences when you start and either leave them alone or go back and adjust them if it's too easy/hard. Not really any different from other games like this that have a proper career mode rather than GTs event tree.

It will be just as quick, a one choice option that is saved unless you change it, like GT.

Ok thanks for the info.
If the physics are as good as GT6's,minus the tyre model and a few other things,that'll do for me gameplay wise;but if it turns out to be a hardcore sim with casuals in mind,great stuff.
I'm still cheesed they cancelled the PS3 version though.
 
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maybe, but for ultimate realism you've got to buy your first cars, only later on in your career do you get free cars. Although this would just be comical, your absolutely first car should be something old and run down, belonging to your parents.
:lol:

Yeah, because buying your own LMP1 car is much more likely to happen...
 
Well, as mentioned by me in the project CARS sub forum, Rene Rast tried pCARS recently. And he said
he compared speeds from real data with pCars to find where pCars was not accurate.
So using datalogging side by side can to a certain extent be used to measure the quality of a simulator.
In my opinion of course.

always good to know professional drivers opinion but no way any developer do a "real simulator" without extensive real world telemetry and, making the tests themselfs or buying the results from someone else cant be, i suppose, cheap. so, i always lissen to developers calling their games "simulator" with a "see to believe" attittude. now, with data logger/gps visualiser and, possibly, online sharing features, PD will let us see for our selfs how "simulator" gt is or isnt. i can only admire and respect that. this is real "facing the bullets".
 
I feel I'm going Off topic here, but. :)

There is one Achilles' heel to the data logger/GPS system. And that is the GPS part.

If you constantly log your GPS position in the real world, then reproduce the result in a simulator, the simulator can be set up so that it looks identical.

Now the real challenge I would like to see is:
1. Place car on track
2. Turn on GPS and log position
3. Turn off GPS.
4. Start logging of user input (throttle-, clucth-, gear-, break-, steering-input)
5. Drive around the circuit
6. Stop the car.
7. Turn on GPS and read out position.

8. Transfere data to simulator.
9. Use start GPS position to place simulated car on track
10. Use user input logging to drive the car.
11. Compare end position of car in simulator with endposition measured by GPS in real world.

The day a simulator can do this... well...:)
 
I feel I'm going Off topic here, but. :)

There is one Achilles' heel to the data logger/GPS system. And that is the GPS part.

If you constantly log your GPS position in the real world, then reproduce the result in a simulator, the simulator can be set up so that it looks identical.

Now the real challenge I would like to see is:
1. Place car on track
2. Turn on GPS and log position
3. Turn off GPS.
4. Start logging of user input (throttle-, clucth-, gear-, break-, steering-input)
5. Drive around the circuit
6. Stop the car.
7. Turn on GPS and read out position.

8. Transfere data to simulator.
9. Use start GPS position to place simulated car on track
10. Use user input logging to drive the car.
11. Compare end position of car in simulator with endposition measured by GPS in real world.

The day a simulator can do this... well...:)
This would be awesome ....
 
There is one Achilles' heel to the data logger/GPS system. And that is the GPS part. If you constantly log your GPS position in the real world, then reproduce the result in a simulator, the simulator can be set up so that it looks identical.
the thing is that using a real telemetry as ghost on gt6 you can compare side by side if a car in the game performances like in real world. imagine a professional driver laping on the limits on a world track and then using that lap in gt6, not just as replay, but as ghost so that driver can practice and improve lap times. its direct car performance comparation, no triks there!

gps position also shows if track is realistic designed or not. overlaying real car gps movement with gt6 track.
 
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now, with data logger/gps visualiser and, possibly, online sharing features, PD will let us see for our selfs how "simulator" gt is or isnt. i can only admire and respect that. this is real "facing the bullets".

It'll never happen. GT is one of the only simulator-type games remaining that doesn't have telemetry. It has to be intentional, because simply creating a UI to expose values that by definition are already calculated by the physics system can't possibly be that hard. There's something that people would see in exposed telemetry that would be damaging to PD's reputation as a simulator, or they'd have done it already. I doubt PD will be changing their tune any time soon.

I seem to recall them saying at one point that there would be the K&W 7 post rig in GT6. Fat chance.


Project CARS on the other hand, has had full telemetry since day one, even when the physics were ropey as. The reason being they want people to be able to find and diagnose the flaws, so that they can fix them. They want people to be able to compare, and to diagnose their own driving and setups, because that's an important part of racing.
 
Is Project Cars ever going to release? Or are they still sucking money from their fans?
What I find suspicious, we were promised a 360 and PS3 near a year ago. A Wii U ver 6 months ago. Still, we have nothing. I find it odd they continually release renders, yet I find zero reason to believe their legitimate. Further more, how are they able to obtain Porshe and other licenses with their tiny budget too.
 
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