Project Motor Racing General Discussion

  • Thread starter Thread starter Jtheripper
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I get it for optimization purposes but man that stings for multi-class racing and just for a full grid experience offline.

They haven't ruled out being able to mod the career championships to have more AI. It's just it could tank the console performance. I'm sure we'll find out if there's a console sweet spot or if it is truly 16 for a reason.
 
I guess fresh eyes can help. It has been mentioned that some testers just get used to certain quirks such as the track limits penalties and what not.

I get it. I just find it amusing that we’ve had pretty much that exact Discord post every time there’s been a preview video for the last couple of months.

“Oh yeah, it’s an old build, we’ve already fixed those bugs”

I’m feeling like Bill Murray here
 
I get it. I just find it amusing that we’ve had pretty much that exact Discord post every time there’s been a preview video for the last couple of months.

“Oh yeah, it’s an old build, we’ve already fixed those bugs”

I’m feeling like Bill Murray here
I noticed that in the discord immediately. They’re salesmen first and foremost I think.
 
Which is odd because I heard that again the AI run on a more simple physics engine like PC1&2 & they have 32 cars, PC1 had even more on certain tracks on console.

You've definitely heard wrong here then, all I've heard and what we've been told is the AI are on the same physics as the player. Specifically because of the issues they had with pCars running different/simplified physics.

I get it. I just find it amusing that we’ve had pretty much that exact Discord post every time there’s been a preview video for the last couple of months.

“Oh yeah, it’s an old build, we’ve already fixed those bugs”

I’m feeling like Bill Murray here

Agreed. That kind of commenting however can't continue past launch. At least we know the re is a comprehensive day 1 patch. So we'll see what happens at launch and then those old build comments will stop being a valid excuse.
 
You've definitely heard wrong here then, all I've heard and what we've been told is the AI are on the same physics as the player. Specifically because of the issues they had with pCars running different/simplified physics.



Agreed. That kind of commenting however can't continue past launch. At least we know the re is a comprehensive day 1 patch. So we'll see what happens at launch and then those old build comments will stop being a valid excuse.

They did at least get rid of the concrete chicane walls and the car-destroying kerbs, so some bugs definitely fixed.
 
What I don't understand is that ps5 cpu seems to be better than the minimum pc requirements.

It might be because of the Xbox Series S. Games released on Xbox have to have feature parity across both devices, and the Series S has a weaker CPU than the Series X (or PS5). They may have nerfed it on all consoles to keep things consistent.
 
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It might be because of the Xbox Series S. Games released on Xbox have to have feature parity across both devices, and the Series S has a weaker CPU than the Series X (or PS5). They may have nerfed it on all consoles to keep things consistent.
There has been games that did not have parity between series X and S, let alone series X vs PS5.
 
Reading around and watching a video or two, I get the impression this game is running into the same issue Project CARS games had: trying to simulate so many things at once that CPUs simply can’t handle it.

That won’t be an easy fix, or may not even be fixable at all. Depends on what parts of the simulation they can cut to gain back some performance overhead. Do they simplify the AI physics a little, for example? Maybe scale down LiveTrack a bit or reduce the simulation tick rate to fewer calls per second, who knows.

Maybe things improve with a few patches but from games I’ve played and worked on in the past, I know that CPU-strained games are notoriously tough to draw performance from.
 
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Reading around and watching a video or two, I get the impression this game is running into the same issue Project CARS games had: trying to simulate so many things at once that CPUs simply can’t handle it.

That won’t be an easy fix, or may not even be fixable at all. Depends on what parts of the simulation they can cut to gain back some performance overhead. Do they simplify the AI physics a little, for example? Maybe scale down LiveTrack a bit or reduce the simulation tick rate to fewer calls per second, who knows.

Maybe things improve with a few patches but from games I’ve played and worked on in the past, I know that CPU-strained games are notoriously tough to draw performance from.

True2Track apparently runs primarily off the GPU, so that shouldn’t be causing any of the CPU issues
 
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