Project Motor Racing General Discussion

  • Thread starter Thread starter Jtheripper
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Then why do you care whether they fix the virtual mirror?

Also why I'm here if anybody knows, is the online portion of this game P2P/dedicated or both?

Because that's something to think about if it has a short lifespan, don't want the servers being shut off.
P2P. Which isn't ideal for public ranked racing.
 
These are my settings for Dualsense:

19b18d1bb979-screenshotUrl.webp


Is there something more I can do to have "wheel in my hands" and be able to catch a car from spinning...?
 
Initial thoughts on PMR


I think that's a fair overview of the game, Scaff. It's not quite the disaster that some people claim it is, but it's also not the "genre defining" sim that Bell promised us. Especially not for PC users.

While playing I've noticed some very brief (it lasts for a frame or two) animation artifacts occurring when in cockpit view and it also happened in your video from where this screenshot is from:
PMR weird pop up.webp

Hopefully they can fix that glitch.

Then why do you care whether they fix the virtual mirror?

Also why I'm here if anybody knows, is the online portion of this game P2P/dedicated or both?

Because that's something to think about if it has a short lifespan, don't want the servers being shut off.
I believe the racing itself is P2P and the matchmaking is done by their server(s), so no more matchmaking when that's turned off eventually.
 
1.5.0.2 patch fixes some thing and looks better - more contrast and saturation. But the FFB changes hmm - had a decent setup prior which I was enjoying w MX5 and 964s and now of course different. After reducing the gain it was better, but mid corner feels a bit numb - not getting much at all from the tires. They’re warm and grip and I can turn ok just don’t feel anything but some center force

Only 1 hr session w the 964s tho
 
I'm having ping issues between Steam and Xbox. Even though we're in the same region, the ping is very high. This problem doesn't occur between Steam players.
 
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Yes. At the moment it's completely devoid of a scrub effect when the fronts (or rears) lose traction and start sliding.
Was going to dive into the files if I get enough time tonight. Not sure if there's FFB tweakers files.
There are some files in data\vehicles\_shared\physics\hadron\Chassis that resemble the Lisp-like custom FFB files used in PC and AMS2. The filenames all start with 'ffb.' and ends with '.eval'. I haven't experimented with it myself, though.
 
Well the game didn't crash even with max AI so that's a positive. I can't tell much about the FFB since the patch. But then again I didn't know much about pre patch. I had heard something about having to reduce the gain to 60 but the first race I ran after the patch was with the RX-7 at Donnington and I left gain at 100. Ran the car in practice and the steering felt a little soft. Went into the settings and changed gain to 60 and it didn't feel any different so I went and changed it back to 100. Finished the race and changed to Kylami with the same car but this time it was a lot stiffer. So I don't know how or why it changed like that.

But as far as the feel of the FFB goes I can't tell any difference from pre patch. There is still the glitching in cockpit view but I know that's not a priority now. As long as the game doesn't crash I can live with everything else.
 
I think that's a fair overview of the game, Scaff. It's not quite the disaster that some people claim it is,

While playing I've noticed some very brief (it lasts for a frame or two) animation artifacts occurring when in cockpit view and it also happened in your video from where this screenshot is from:
View attachment 1499119
Hopefully they can fix that glitch.
Try playing on the SX with lots of slowdown during races, never mind some artifacts, before talking about people making unwarranted 'claims'. FM and Test Drive has shown us, this is a disaster. It will never recover, only hopefully improve for us who bought it or those who take a punt in a sale.
 
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I'm having ping issues between Steam and Xbox. Even though we're in the same region, the ping is very high. This problem doesn't happen between Steam and Xbox.
Methinks you need to read that back to yourself and spot the rather obvious flaw in your post.
 
Would someone be able to do a GTO race on Monza with the Mercury Cougar against an AI at 70 and tell me how hard/easy you find it. The combination seems sheer impossible for me 🤷

Weather static, clear
Spring at 16h00
Tirewarmers on
Race only
Optimal conditions
 
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Would someone be able to do a GTO race on Monza with the Mercury Cougar against an AI at 70 and tell me how hard/easy you find it. The combination seems sheer impossible for me 🤷

Weather static, clear
Spring at 16h00
Tirewarmers on
Race only
Optimal conditions
Did the GTO class last night. The AI was significantly faster then other classes at the same AI setting. One thing I noticed about lowering the AI skill, at least before this update, is that the AI still drive faster than I can in a straight line, but the lower you turn the AI skill, they only get slower in corners. I did a test of AI on 100 and then down to 65. In both instances I wasn't able to match the speed of the AI on straights, but in corners the AI slowed significantly in corners on 65.

I haven't done enough races in different classes yet after this update, but it seemed as though they may have addressed this some.
I find that if the car class is fast or difficult to drive, I need to knock the AI down, slower classes keep it back up. GTO class I have to turn down.
 
Did the GTO class last night. The AI was significantly faster then other classes at the same AI setting. One thing I noticed about lowering the AI skill, at least before this update, is that the AI still drive faster than I can in a straight line, but the lower you turn the AI skill, they only get slower in corners. I did a test of AI on 100 and then down to 65. In both instances I wasn't able to match the speed of the AI on straights, but in corners the AI slowed significantly in corners on 65.

I haven't done enough races in different classes yet after this update, but it seemed as though they may have addressed this some.
I find that if the car class is fast or difficult to drive, I need to knock the AI down, slower classes keep it back up. GTO class I have to turn down.
Kind of along those same lines about the AI strength. 3 races at Monza. AI strength 78. First with the Nissan GT1.

Screenshot 2025-12-14 155024.webp


Next race with the Toyota GT- One.

Screenshot 2025-12-14 163047.webp


Then finally switching classes to GT3 with the Mercedes AMG.

Screenshot 2025-12-14 173957.webp


That's three completely different results depending on which class and which car you use in that class. In my opinion the 2nd race with the Toyota should have had about the same result as the GT3 race at the same AI level. The first race was just absurd. At 78 you should be able to win in anything. It doesn't have to be a blowout but you shouldn't be blown out by 27 seconds. They have allowed the dominant car in class to be too dominant regardless of the AI number put on it. @Scaff alluded to it in his review on his channel. It's wildly inconsistent across classes and tracks. I haven't driven every car in the game yet but it's making it very hard to get competitive races for me when there is this broad of a range of AI strength.

Also for anyone on PC, my cursor stays on screen the entire time. I have to make sure to move it to the far side of the screen every time. It's quite annoying. Anybody else seeing this?
 
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First unofficial car mod has been added on the mod hub, a v8 MX-5.

IMG_8723.webp



Also quite a few liveries has been added.
 
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First unofficial car mod has been added on the mod hub, a v8 MX-5.

View attachment 1499602


Also quite a few liveries has been added.
WOW! I just watched the video for surface material aka making a livery. 32 minutes to teach people how to make a livery and it’s clear you’d have to take some notes and rewatch the video a few times before you could remember all of that and maybe even do a few liveries just to lock it into memory.

GT7’s livery editor is one powerful tool. No training or tutorial required, all intuitive and can bang out a pretty decent livery in 20 minutes and be racing with it right away not to mention it’s shared for those who want it as well.

And PMR graphic quality isn’t quite there either. I find it funny the devs said don’t worry it’ll be easy to make your own livery. Sure doesn’t look like it.
 
WOW! I just watched the video for surface material aka making a livery. 32 minutes to teach people how to make a livery and it’s clear you’d have to take some notes and rewatch the video a few times before you could remember all of that and maybe even do a few liveries just to lock it into memory.

GT7’s livery editor is one powerful tool. No training or tutorial required, all intuitive and can bang out a pretty decent livery in 20 minutes and be racing with it right away not to mention it’s shared for those who want it as well.

And PMR graphic quality isn’t quite there either. I find it funny the devs said don’t worry it’ll be easy to make your own livery. Sure doesn’t look like it.
There's a big difference between how the games do it though. Gran Turismo has a built in editor with preset shapes, logos, decals etc, PMR doesn't. Both require a degree of artistic talent but Gran Turismo allows you to get there much quicker.
 
There's a big difference between how the games do it though. Gran Turismo has a built in editor with preset shapes, logos, decals etc, PMR doesn't. Both require a degree of artistic talent but Gran Turismo allows you to get there much quicker.
Nah, GT7 doesn’t really require talent IMO. I had my mom make one one time and she doesn’t even play video games and it looked pretty decent.

I do get there’s a big difference between the two. I was told it was easy peasy in that discord and to not worry. Then I found out you needed to be on PC to do it. And now I watch the video and quickly decide, nope not for me. Doesn’t look like an enjoyable process. It looks like work. GT7 livery editor is a game in itself.

You bring up a good point. Not only do you need to learn how their editor works, you also need to create all your decals as well since they don’t even have basic preset shapes and logos. Idk I just feel like when I was asking about it they were really bending the truth. They made it seem like it’s pretty much the same process as GT7 only it’s outside of the game. It really isn’t.
 
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WOW! I just watched the video for surface material aka making a livery. 32 minutes to teach people how to make a livery and it’s clear you’d have to take some notes and rewatch the video a few times before you could remember all of that and maybe even do a few liveries just to lock it into memory.

GT7’s livery editor is one powerful tool. No training or tutorial required, all intuitive and can bang out a pretty decent livery in 20 minutes and be racing with it right away not to mention it’s shared for those who want it as well.

And PMR graphic quality isn’t quite there either. I find it funny the devs said don’t worry it’ll be easy to make your own livery. Sure doesn’t look like it.
Most of that video is for people making a car mod from scratch, not to make a simple custom livery.
For that, this video is much better:

 
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