Project CARS General Discussion Thread

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Regarding the M3 GT rims, the ones in game are what is on the 2012 model of the car, and as that is the version we have licensed, those are the rims we got.

Jan Frischkorn on the rims:

Thanks :) 2012 rims are particular indeed, I prefer the older ones thats why I used them on shots.
If there's no legal issues I don't see why we couldn't use them both.

These rims are from the 2010 version, which is not licensed for pCARS.
So we can't add these, sorry
.
 
If I might add my two cents to the car list discussion, I'm all for a nice diverse group of cars. BUT, I would rather have say... A Gallardo, R8, and 911 Turbo than a Zonda, an M3, and a Golf if you get what I'm saying.

The fact they have the R18 is awesome, but I'd really like to race it against something on a similar level of performance. Spec R18 races don't sound very enticing to me.

I'm a much bigger fan of iRacing's car list than any other game. The Ford GT, McLaren MP4, Corvette C6R and Cadillac can all be matched up at least relatively evenly. And you also have some other toys to play around with if you'd like.

Just my two cents, don't want to start some war here.
The Corvette is GT1, Doran Ford is GT2, McLaren is GT3 and the Cadillac is in WC GT. Which is a class that is cripples older spec GT3 cars so they don't destroy the original cars like the aforementioned Cadillac.

Just feels awkward to have them racing all together once you know what they are.

As for the street cars, they are fun to do track day style time attack events with AI. But they suffer too much in the corners for normal racing imo.
 
Hate to be picky but 4th one down. The lorry on the left seems to have sunk.

In other news I improved my solitude record.
 
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Is it me that didnt setup it well or we cant feel anything throught the wheel?
the more you turn the wheel harder it is, but i cant feel any bumps on the road or the weight transfer of the car, feel loose when you try to stay in straight line... i have to focus on the movement of the car on the screen to countersteer. Something just dont feel right and i probably didnt set it up correctly. :)

I recalibrated the wheel and found nothing, and all cars cannot steer more than 90 degree on the wheel, i dont have access to road cars so i dont know if its just related to race cars... :crazy:

And i cant run on the 'ring!... :grumpy: lol
other than that the graphics looks very good, will have to set them lower though i get some slight lag at full settings.
Hi Mike, first of all, are you running the Logitech Profiler ? If yes, than you should set FFB to 107, 900° of rotation, and tick "allow the game to adjust settings". In pCARS, don't forget to follow the steps to calibrate the wheel properly, than in the settings you should leave everything default (sensitivity = 50), force feedback at 100 and tire force 65 to 70. This is very important in order to feel feedback from the road ! Tire force >80 induces serious clipping and can hide a whole range of effects.

It's sad you can't select the Ring ! With the last updates from Andreas and the great feedback from members, it's becoming absolutely fantastic and immersive :drool:
 
:drool: The RaceRoom video is absolutely stunning and could easily fool into being real.:drool:

That really is amazing, even the audio is much better. I'm sure pCARS will make big improvements before they release it.
 
That really is amazing, even the audio is much better. I'm sure pCARS will make big improvements before they release it.

Bathurst Raceroom looks really good, some nice tones of colour, looks real at times although I can only judge from a small video.

Pcars version seems a long way off from finishing and still running placeholder stuff.
 
Yes this is true, I stopped testing it for now, as the title gets nearer completion I'll give it another go.
 
I hope Adrian or someone else like HKS can showcase the new M3 GT sounds as well. The sound just had me banging gears (even though its actually paddle shift irl) with a grin from ear to ear on my face. Very fun car, though I can hear there is still things to come even with this car.
 
What I really have trouble understanding with pcars is that in every shot I saw the game look stunning, however on the bathurst comparaison, RRRE looks miles better than pcars in my opinion. But having played RRRE I know it's not the graphics quality I've seen in the pics I saw here. Is there some kind of filter that enhance the screenshot in some ways or is it just Bathurst that isnt really well done atm ?
 
It all depends on what kind of HDR ilters weer being applied to the two games at the time, what kind of AA, and so on.
 
Its like with every modern PC game, you can make it look fantastic or really shoddy. You just have to know your settings. IIRC chromatic said that soon he will make a new video, that will probably showcase much better than the Bathurst comparson how pCARS can look like in motion... ;)

Also the overly bright cockpit view has been fixed since that video was made AFAIK and the AA has had a lot of work. Trees at Bathurst are still very WIP, though.
 
What I really have trouble understanding with pcars is that in every shot I saw the game look stunning, however on the bathurst comparaison, RRRE looks miles better than pcars in my opinion. But having played RRRE I know it's not the graphics quality I've seen in the pics I saw here. Is there some kind of filter that enhance the screenshot in some ways or is it just Bathurst that isnt really well done atm ?

What most guys do is use so called injectors (FXAA, SMAA as well as color enhancement) for their pictures. So think things like SweetFX and so on.
Also they use driver driven downsampling methods to improve edge smoothness.

Now there currently is talk to implement a system that lets you make and share user graphics color settings. As well as have a few default color settings integrated into pCARS upon release (like for example Chromatic's settings).
This way everyone can taylor the look of their game to their tastes.

Also there will be improvements made soon on front of the HDR system as well as the internal game downsampling and other AA related stuff.
So the image quality will improve.

As far as foilage goes, this is also a work in progress with Milan having the latest assets added currently.

Edit:
Darn you Felix... you Ninja! >_<
 
Overall I still think pCars is better than R3E. Myabe R3E have better Bathurst and sounds but it doesn't have single player as far as I know, nor working multiplayer yet, it's still in early stage sim with a bunch of tracks and cars. Furthermore I don't really like the "free to play" scheme, it could end up being expensive. Anyway R3E should be a sort of GTR3 substitute in Simbin mind. So it must be good somehow. The more competition the better.
 
The main reason (I think) the pCARS video of Bathurst looked so bad was the time of day. That track is rather picky. If it is midday, the track ends up looking like in the video (from what I recall).
 
Hi Mike, first of all, are you running the Logitech Profiler ? If yes, than you should set FFB to 107, 900° of rotation, and tick "allow the game to adjust settings". In pCARS, don't forget to follow the steps to calibrate the wheel properly, than in the settings you should leave everything default (sensitivity = 50), force feedback at 100 and tire force 65 to 70. This is very important in order to feel feedback from the road ! Tire force >80 induces serious clipping and can hide a whole range of effects.

It's sad you can't select the Ring ! With the last updates from Andreas and the great feedback from members, it's becoming absolutely fantastic and immersive :drool:

Thx, i will try that next time i play, i found a setup someone was using, it was slightly better but still not great, i guess i should have paid a little more to run on the nurb... cant use the road cars too.

thank you!
 
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here's thatover bright cockpit, stock, clear 4

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far away the trees have a nasty glowing low lod, you should see with the pics how far away it is from being finished, plus that cockpit view it tunrs into one of the worst tracks to compare right now. remember when finished it should have higher res layers for draw distance like forza or raceroom

take nothing away from raceroom though, looks really good, would love to see some 1080p pics. I've said beofre how pcars really needs to up the enviroments, even on more seemingly more complete tracks despite all the high res textures, detailed leaves etc.
 
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My comment was completely directed at how RaceRoom looked in the video and not a judgement of Mount Panorama in PCars. I am fully aware it is a WIP and know those trees definitely aren't a finished product and at the same time know nothing of the quality of RaceRoom. But none of that takes away how amazing RaceRoom Mount Panorama looked in this specific video.👍
 
stock, clear 4, mid-day
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low sun setting, and sweetfx

Since the begining, mid-day has had a overly bright, radioactive look. cloudy overcast, low sun setting and rain is what most take their pics at

Anyhow, this is raw development put in public view, so much is being done with rain effects, untold optimzations, my only worry is its not far away from the release window and what is going on with new consoles launch date and devkits, is it possible for pcars to launch on one maybe
 
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I've wondered about the possibility also. I will be buying a PS4 day 1 and nothing would make me happier than to find out PCARS will be available on it this fall.
 
Isn't this game being developed by Slightly Mad Studios? After playing Shift 2, I don't think I ever want to buy another game from them. The graphics mean nothing to me if I can't even drive the car properly. But still, they do look amazing...
 
No, there's nothing of the shift syndromes left I assure you..

Here's an example lap from me.. I'm pretty sure anyone can see it drives nothing like shift (even from a yt vid)

 
Isn't this game being developed by Slightly Mad Studios? After playing Shift 2, I don't think I ever want to buy another game from them. The graphics mean nothing to me if I can't even drive the car properly. But still, they do look amazing...

It is indeed the same people but the important thing to remember is that unlike Shift 2, they aren't under the constraints and pressure of a big time publisher so they actually will have this far more polished.
 
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