Project CARS General Discussion Thread

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There isnt a single good reason why SMS shouldnt release the game on PS3/Xbox 360, or rather stop development for those versions now. Relax.

I'm just asking here but I know for a fact that the ps3 architecture is far away from a PC or even a xbox and that porting game to ps3 isnt that simple, so wouldnt that be a reason to not port it to the ps3 but instead jump to ps4 ?
 
I'm just asking here but I know for a fact that the ps3 architecture is far away from a PC or even a xbox and that porting game to ps3 isnt that simple, so wouldnt that be a reason to not port it to the ps3 but instead jump to ps4 ?

The point is they've already been working on a PS3 game for the last year and more. They're not going to scrap it now.
 
I'd like to see a PS4 version maybe 6-12 months after release. I think some games in the past were made on the Dreamcast and later ported to the PS2.
 
It'll be released on PS3...like they stated before. A developer isn't going to scrap it or push the dev time further just because a new console was announced. At least.... they'd be freakin' crazy to do so.
 
The way that the Madness Engine works is that it doesn't need porting; when a build of the game is made, the compiling engine automatically creates a build for all three consoles as well as the PC.
 
The way that the Madness Engine works is that it doesn't need porting; when a build of the game is made, the compiling engine automatically creates a build for all three consoles as well as the PC.

Interesting. Didn't know that.
So that means only the compiler needs a compatibility update. Plus maybe some game code for special features related to the XMB V2 or whatever it will be called, new controller features, social features of PSN and Gaikai. Things like that.
 
The way that the Madness Engine works is that it doesn't need porting; when a build of the game is made, the compiling engine automatically creates a build for all three consoles as well as the PC.

oh very nice I didnt know 👍
 
Interesting. Didn't know that.
So that means only the compiler needs a compatibility update. Plus maybe some game code for special features related to the XMB V2 or whatever it will be called, new controller features, social features of PSN and Gaikai. Things like that.

Pretty much, but I don't see it happening with pCARS. The problem comes from spending a lot of time and effort on something that has no user base, no reliability testing and little examples of 3rd party integration of the middleware systems. You've got to bear in mind that the more money (remember time=money) they spend on developing for the PS4 and Durango, they greater the chance of SMS sinking under the weight of pCARS.
 
IIRC, I think the PS4 might be able to play PS3 games from the Cloud, or maybe I just misinterpreted the tech sheet released last night.
 
Pretty much, but I don't see it happening with pCARS. The problem comes from spending a lot of time and effort on something that has no user base, no reliability testing and little examples of 3rd party integration of the middleware systems. You've got to bear in mind that the more money (remember time=money) they spend on developing for the PS4 and Durango, they greater the chance of SMS sinking under the weight of pCARS.

Good point. Though depending on sales they could port and release it at a later date. Say 6 months after the PC release. That way there is cashflow and some more time to get adjusted to the new platform.
 
The way that the Madness Engine works is that it doesn't need porting; when a build of the game is made, the compiling engine automatically creates a build for all three consoles as well as the PC.

Surely thats basically a long way of saying porting?
 
Surely thats basically a long way of saying porting?

It is not as there is no need for a game code conversion.

For a rough example to get a sense of what is going on. You don't need to convert PowerPC into Cell. The code can be written in x86 and than is easily compiled/translated into any platform's language from there on out. Of course it is more technical and complicated than what I am saying here now, as well as a bit different.

If anyone feels like explaining more properly, go ahead.
 
It is not as there is no need for a game code conversion.

For a rough example to get a sense of what is going on. You don't need to convert PowerPC into Cell. The code can be written in x86 and than is easily compiled/translated into any platform's language from there on out. Of course it is more technical and complicated than what I am saying here now, as well as a bit different.

If anyone feels like explaining more properly, go ahead.

No, I think amf7 is right... I don't know about the 360 but the PS3 doesn't use x86 so the instruction set for the Cell processor is completely different to the instruction set of the x86 processors we have in our PCs, therefore the code must be ported from x86 to Cell. That their compiler does it automatically is kind of irrelevant, conversion is still happening.

Instruction sets and programming languages are different things, instruction sets are what the processor can actually do and the languages are how you tell it to do those things. At the most basic level the processor has a limited number of instructions it can carry out, and if the instruction sets are different, one CPU might have the move command as, say, 0110 and another might use 1001 for the move command and 0110 might be, say, clear or something. It's late and I'm explaining it badly, but yeah. A programming language is just a level of abstraction. You have machine code which is all binary (very difficult to write with but it's the exact language the processor speaks), low level language, i.e. assembly code (resembles what the machine is doing, makes little sense to a human but at least it's using letters and numbers now) and high level language (the ones that use actual English words, like C for instance, which are easier to code with and are turned in to the binary machine code that the CPU can read by the compiler software).

Look up instruction set, machine code, assembly code and high level language on Wikipedia, that might explain it more clearly because Wikipedia never needs to sleep like I should've done about two hours ago!
 
No, I think amf7 is right... I don't know about the 360 but the PS3 doesn't use x86 so the instruction set for the Cell processor is completely different to the instruction set of the x86 processors we have in our PCs, therefore the code must be ported from x86 to Cell. That their compiler does it automatically is kind of irrelevant, conversion is still happening.

Instruction sets and programming languages are different things, instruction sets are what the processor can actually do and the languages are how you tell it to do those things. At the most basic level the processor has a limited number of instructions it can carry out, and if the instruction sets are different, one CPU might have the move command as, say, 0110 and another might use 1001 for the move command and 0110 might be, say, clear or something. It's late and I'm explaining it badly, but yeah. A programming language is just a level of abstraction. You have machine code which is all binary (very difficult to write with but it's the exact language the processor speaks), low level language, i.e. assembly code (resembles what the machine is doing, makes little sense to a human but at least it's using letters and numbers now) and high level language (the ones that use actual English words, like C for instance, which are easier to code with and are turned in to the binary machine code that the CPU can read by the compiler software).

Look up instruction set, machine code, assembly code and high level language on Wikipedia, that might explain it more clearly because Wikipedia never needs to sleep like I should've done about two hours ago!

Your right, Neema. Except that they probably use object oriented programming (or a similar way) so that you can write your base code for the game and add to that individual modules so to speak for each platform. Which the compiler will than recognize and use in the compilation process or leave out what is irrelevant for the gaming platform.
In this case you can't speak of conversion but rather adaptation I think.

Edit: With modules I mean libraries in this case.
 
XS
I really hope it's a PS3 release. I haven't heard anything to the contrary, but I've been itching for this game for what seems like ages and a PS4 only release would kinda be a slap in the face. Although if it runs best on the PS4, then it's hard to argue with maximizing the game's potential. But not everybody can run out and drop $600-$700 on a gaming console at a moments notice.

LOL, you don't really think PS4 will be THAT expensive, do you? Regardless, you have nothing to worry about 100% for sure. Now that we know PS4's launch windo of this holiday season, PCars is 100% guaranteed to be a PS3/PS4 cross generation release and likely a PS4 launch game.

It's going to be interesting to see PCars and Drive Club go head to head. From what I could gather from that Evo guy's.......ode to fabric texture realism.....it looks to be exactly the same kind of game as PCars with the team racing and what-not. I havn't seen any high quality HD shots from Drive Club yet to really compare it to PCars. You couldn't tell anything from the stream. Unfortunately for the most part I'm only into track racing, and DC looks like it's more open world / street racing style. We'll see, long time to go.
 
hello.

I leave you with a few laps in monaco formulas rookie, recorded with the GoPro and the three screens, I hope you enjoy.



a greeting
 
LOL, you don't really think PS4 will be THAT expensive, do you? Regardless, you have nothing to worry about 100% for sure. Now that we know PS4's launch windo of this holiday season, PCars is 100% guaranteed to be a PS3/PS4 cross generation release and likely a PS4 launch game..

100% guaranteed? I think not.
 
Surely thats basically a long way of saying porting?

No, I think amf7 is right...

Porting is the act of taking software that is already written and rewriting it to fit some other platform than it was created for.

What we see here may best be described as multiple target cross development. The code is not rewritten for different platforms. There are some adaptations in the code branch for each platform to handle specific issues for it, but the bulk of the code is the same and is written once. There is no need for porting using this method.

The distinction is important because the different methods can give very different results. Cross development is very efficient - the software is developed for multiple platforms in one go with the software coming out identical (as far as the platforms allow) for each platform. Porting on the other hand, happens after the main platform development is done, and it can be a dreary afterthought job that doesn't inspire to achieve the greatest results...
 
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I recently got my Laptop's drive upgraded for the second time, this time from a 460 Gb drive to a 1 Terabyte drive. Any chance this will actually run better or would I still not be able to at all?
 
Hard drives have all-but-no impact on the performance of games. Games only care about video RAM+memory speed/bandwidth, system RAM and cores+clock speed.
 
Hard drives have all-but-no impact on the performance of games. Games only care about video RAM+memory speed/bandwidth, system RAM and cores+clock speed.

Well damn. I'll just stick to waiting for the console release then.
 
I recently got my Laptop's drive upgraded for the second time, this time from a 460 Gb drive to a 1 Terabyte drive. Any chance this will actually run better or would I still not be able to at all?

Nope. The only thing a better hard drive could improve the game is if you got a hard drive with a higher transfer rate.

That only generally improves the loading rate as well.
 
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Hard drives have all-but-no impact on the performance of games. Games only care about video RAM+memory speed/bandwidth, system RAM and cores+clock speed.
(^very simplified)

except loading times - ssd's are pretty cool
 
hello.

I leave you with a few laps in monaco formulas rookie, recorded with the GoPro and the three screens, I hope you enjoy.



a greeting


What are you doing here? hahaha

I got you!!

Nice video by the way.

(never mind people we are friends, sorry for out of topic...I own pCARS too)
 
Anyone want to play some pCARS as a group once a week or something ? Anyone on the US East coast - I also can let us use a private mumble server so we can have voice chat.
 
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Nice pics as usual, chromatic. 👍
 
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