- 2,486
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- FuriousDemon
Zhuhai
Edit: Last patch is out. No more until after release.
Edit: Last patch is out. No more until after release.
Last edited:
I'm sure this can't be right, are you using more than one monitor or a higher resolution? Or maybe your graphics card was $600 five years ago hahaYeah, I told you guys that even my PC with $600 video card in it can barely get 50 Fps at worst case scenario conditions (night+rain+starting grid), and I'm running a mix of high and ultra. All ultra would drop that to 30-40 at that condition. So yeah, consoles are and have been outdated from the moment they released, so if they can mostly keep it at 60, except for rain conditions, I think it's still a good achievement. Although, like has been said, performance improved a lot since this old build and also camera changes they did make the lower frame rate seem fine.
I've got 780ti, which was around that in October 2013. Single monitor 1080p. Like I said that is WORST case. Normally (sunny, 40+ cars) I get 95-150 Fps.I'm sure this can't be right, are you using more than one monitor or a higher resolution? Or maybe your graphics card was $600 five years ago haha
And I don't get this argument that consoles are behind, you've compared a single graphics card to a whole machine that costs much less. The only other option would have been for Sony and Microsoft to add a couple hundred onto the price of them and put better hardware, which after the initial backlash against the ps3's price they probably decided that wasn't the way to go.
I don't understand this EG bashing. It was Namco supplying EG with the build, stating explicitly it was at the same quality as what's going to be released. What else were they supposed to report? Of course they're going to test the worst-case scenario, especially after SMS's public statement that consoles will get 'buttery smooth 60 FPS'. How is that 'pathetic journalism'? Everything in that article is 100% truth. They even made the disclaimer that it would probably change before release.Its more than that, this is a build from nearly 3 months ago, the build where the X1 version was first show, un optimized, un finished and not a final representation, pathetic journalism reporting outdated irreverent information unfair to SMS, Sony and Microsoft. I expect the article by Eurogamer to amended, but it seems the issue is with Namco letting these things happen
They did, right at the beginning of the article. So it's quite hard to miss (unlike some other sites that conveniently stick it at the bottom of the article).Then Eurogamer should include a clear disclaimer that it is not a final representation and whats the point if it has no relation to the final game
Fair enough, didn't realise there was such a huge difference between them. How long does the dip in fps last for? If it's only when all the cars are bunched together like on the grid then it's not too bad, but will get a bit annoying if it's constant dips during that kind of race.I've got 780ti, which was around that in October 2013. Single monitor 1080p. Like I said that is WORST case. Normally (sunny, 40+ cars) I get 95-150 Fps.
Consoles have AMD 7850 and 7870 equivalents on board, which was low-mid range GPU back when they released. It's fine, I get they are cheap, but don't expect miracle graphics out of them, they just don't have the power.
Just read it on WMD. It feels both good and bad, right?Zhuhai
Edit: Last patch is out. No more until after release.![]()
There's no DX12 on XBone...not yet anyway.I wouldn't mind not playing with 44 cars and rain enabled to be honest, and aside from that, I'm really impressed with everything else in the article.
Well done Slightly Mad *applause* (acting on the assumption this does not get patched which it will probably).
Surprised the XBone version hsd even worse FPS drops with lower resolution (dat dx12 secret sauce).
Just the beginning. Gets better (close to 75-90 in rain for me). So just bare with it for the first half a lap or so.Fair enough, didn't realise there was such a huge difference between them. How long does the dip in fps last for? If it's only when all the cars are bunched together like on the grid then it's not too bad, but will get a bit annoying if it's constant dips during that kind of race.
Wonder what the schedule will be the DLC now the game will be out in May.
Hope the 3D modelling team gets some necessary time off, refreshed and start working on DLC for new tracks particularly Guia Circuit (Macau). Can you imagine racing this track at night on a wet track with the casino/city lights which will really push the Madness engine to max.
Build 981 (13/04/15)
GUI:
* Fixes layout of speaker for session results screen - WMD-6572
* WMD-6685: "Selfie" achievement fix. Increased the lenience for the number of vertices required to be in shot.
* WMD-6333: Added busy overlay when entering the load / delete screen if a load or save operation is in progress. This stops the screen appearing broken in this circumstance. Saves are taking an unusually long time in the PKG build, however -- this is not seen when running from the PC.
Cameras:
* Film camera fix so it renders the correct vehicle model
Gameplay:
* Various code changes to support WMD-6216 (Gameplay/Physics - Exploits are possible without the player getting penalised sufficiently): 1. Cut track timer is now dynamic according to severity of the cut / 2. Cut track timer now accumulates in the event of multiple cuts in quick succession (however we no longer increase the cut count towards DQ'd) / 3.Timer correctly resets so that it works consistently after triggering previously during a lap / 4. Extended physics interface so that the cut track timer and other app functions now access time estimates between waypoints at a per participant level (thx physics/AI team)
Characters/Animations:
* WMD-6681: Driver anims: Oreca - fixed driver clipping through chassis
AI/Pitstops:
* Default strategy for player has forced repairs, even when player enters the pitstops on the last lap. Fix for WMD-6673
* WMD-6674: Make sure mTyreUsed are set correctly with the tyres used by drivers. Make Enforced laps and damage based laps during enforced laps inclusive of each other
Physics:
* WMD-6554: Fixed setup of local pose of wheel PhysX shape.
* Better weather prediction for tyre selection during the race, fix for WMD-6549
Build 982 (14/04/15)
GUI:
* Fixes wrong controller icons being used on events and tiem trial screens for patch - WMD-6671
* WMD-6647: Improved the stability of several of the achievements, notably the 'exorcist' one. Fixed the potential timing threaded related issue to do with lap time updates, and the OnLapCompleted event.
* Text changes for tuning setup and pitstop strategy, removing hardcoded l from screens and replacing with TextDB member + shifting this string bit to the right in tuning setup, so localization (russian) does not cause layout problems. fix for WMD-6579
Gameplay:
* Don't start lap when crossing start trigger whilst in pits on outlap (part of WMD-6451).
Career:
* Stop career contract manager overwriting vehicle livery for other game modes (WMD-6092).
* Correct logic for handling disqualified participants in non-race sessions. - Fixes WMD-6683
Physics:
* WMD-5032: Synchronise vehicle detachable components and wheels in MP.
* WMD-6694: Avoid INFINITE Vehicle members when NewTires are created too early.
* WMD-6600: Updated physics wheel initialisation to properly reset detach phase.
* WMD-6675: AI type blow outs, WMD-5806 - FA heating improved and simple carcass wear model to prevent premature blown player tires
Build 983 (15/04/15)
Audio:
* Race sounds restarted e.g. when retiring or skipping to reduce audio glitches. WMD-5447
GUI:
* Overlapping text fixed on Load/Delete Career screen (WMD-6662)
* Re-ordered the tracks to fix WMD-6706- where TT track ordering follows pseudonames
* Fix controller appfuncs for inc and dec to make them use the data provided settings - WMD-6707
* WMD-6698: Fix for general replay exploit for metrics (Fixed "Emergency Stop" achievement exploit)
Gameplay:
* WMD-6702 Added a OnLapCompleted event for P2P tracks- fixing various issues in regards to metrics not updating.
* Don't invalidate laptime if session starts after crossing start line. Don't invalidate laptime if crossing start line under AI control in a rolling start (WMD-6587).
Cameras/Replays:
* Code to reset the camera render info when entering and exiting game. Fix for bug WMD-6704
Characters/Animation:
* Pitcrew art: Wheel mechanic R 01 first pass. Not finished
* F1 Pitcrew L pitstops: Wheel mechanics - airgun hose simulation; initial setup + hose simulation
* WMD-6295: Driver anims - Aston Martin GT4 - remove limited steering animation and add full 360 steering, remove static paddle anims for driver
AI/Pitstops:
* Pit Engineer: Fix for qualifying chatter being triggered too early. Fixes WMD-6451.
Physics:
* When sending triggers to app during skip session, don't send triggers already sent during normal gameplay (WMD-6689)
* Adjustments to opposite lock to ensure it doesn't override the steering lock state (WMD-6705) - fix for "sinking cars"
Vehicles:
* Gumpert Apollo: LODX Mirror fix (WMD-6076), user flags set on other mirrors, fixed LODB suspension skin, paint material rain settings corrected, added damage to mirrors
Build 984-985 (16/04/15)
Audio:
* Fix to restore race sounds after window loses then regains focus, while a race is paused. WMD-6695
Weather:
* Change to disable the alternative loading of wtc data from the documents folder when live edit is disabled.
GUI:
* Fixes track ordering on Time Trial Console screen - WMD-6706
* WMD-6702: Fixed all qualifying and timing related DNP stats. Added a new OnRestart metric event to track time in sessions even if you restarted.
Online:
* WMD-6649: Add a try/catch around the license check, as it's possible for it to throw an exception.
Characters/Animation:
* GT pitcrew: Small fix to WHM01_cancel move finish pose
AI/Pitstops:
* WMD-6715: When fuel consumtion is not available, AI shouldn't ever pit from lack of fuel
Career:
* Fixed EndOfWeekend display so it displays results from both qualifying session when there are two of them. Also hides practice session if it has valid times due to skipping. WMD-6703
Physics:
* WMD-5294: Do not override collidable state of remote participant.
Build 986-987 (17/04/15) - The Last GBs (Achtung 11,8GB!!!)
GUI:
* WMD-6616, WMD-6670, WMD-6721: Fix for livery selection
* Fix for WMD-5793 Aspect ratio for ultra wide displays (videos)
* Changing the logic of preventing subsequent visits to post race screen, fix for WMD-6724
* Fixed the loading screen fade-to-black being too early for multiplayer leading to situations where players might end up waiting a long time on a black screen while waiting for everyone to finish loading into a multiplayer session. (WMD-6720)
Gameplay:
* WMD-6702: Ensure the Driver Network Profile dialog is up to date, regardless of which screen we're coming from
* Fix for (WMD-6729 Build 983 - HUD is reporting incorrect times to vehicles ahead/behind). Compares split times by using the same prediction list
* WMD-6702: Updated all the distance-driven DNP metrics to use on exit & restart events. It was previously only recording on race-completed events. This enables all bases to be covered in terms of capturing all distance driven for vehicles + tracks.
Cameras/Replays:
* Correct cleanup of camera sequences in sessions without cameras - fix for WMD-6717
* Reset physics sync time delta when switching to/from replay mode. Update cockpit wiper animation in replays. Prevent auto-wipers logic running during replay playback and defer update until replay recording events (WMD-6176).
Really, source?They're working on DLC tracks and cars since months already.![]()
Really Source?![]()
WMD forum only so no link, sorry.
Just before someone asks:
That doesn't mean that the release version will have an inferior quality just because they're already working on DLCs. It's just that car and track artist can't help the coders and physics guys with fixing bugs.![]()
Exactly, they work independently from each other.It's just that car and track artist can't help the coders and physics guys with fixing bugs.![]()
There's more to the EG story than previously known (it looks like they have been untruthful in certain areas). But probably more on that later.Chalk one up for honest journalism maybe. The video link for the EG review says the video is gone.![]()
There's no DX12 on XBone...not yet anyway.
Ohhhh....a potential conspiracy in the gaming industry!!!! AwesomeExactly, they work independently from each other.
There's more to the EG story than previously known. But probably more on that later.![]()
We (WMD members) all sort of work for SMS as QA/testersThat's alright. Just out of curiosity do you work for SMS?
That is just odd.@Johnnypenso Just edited the post you quoted. Not sure I can/should say more without actual solid confirmation, but let's just say that it appears that EG was not truthful about certain statements.
That is just odd.I wonder why they would lie about something like this?
UPDATE: It's come to our attention that the build of Project Cars used as the basis for this article was not intended by the developer Slightly Mad Studios for technical analysis. We weren't aware of this, which was the unfortunate result of some miscommunication on our part with the game's publisher. It was an honest mistake and it is not our intention to misrepresent the game, so we've unpublished the videos that form the basis of the article.
We'll be able to bring you a full analysis of a more advanced build of the game in the coming weeks.
We'd like to apologise to our readers and to Slightly Mad Studios for this unintentional misrepresentation.