Project Motor Racing General Discussion

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I see promise in this game and since the Hypercars were added to GT7 I enjoy trying them out in both games, seeing the things they do differently, there's definitely a level of depth in way it's simulated that I enjoy if we're comparing say a Porsche 963 at the Nordschleife in PMR vs GT7. Especially doing the races against the AI, there's potential for the PMR version of that experience to maybe be the more challenging, intense version.

But as the sun sets over the trees in the beautiful forest as the course undulates and zips past at a silky 60fps with satisfying feedback from the controller and rock solid physics, I think as an overall experience let's not pretend GT7 isnt miles and miles ahead.
 
I see promise in this game and since the Hypercars were added to GT7 I enjoy trying them out in both games, seeing the things they do differently, there's definitely a level of depth in way it's simulated that I enjoy if we're comparing say a Porsche 963 at the Nordschleife in PMR vs GT7. Especially doing the races against the AI, there's potential for the PMR version of that experience to maybe be the more challenging, intense version.

But as the sun sets over the trees in the beautiful forest as the course undulates and zips past at a silky 60fps with satisfying feedback from the controller and rock solid physics, I think as an overall experience let's not pretend GT7 isnt miles and miles ahead.
I've never played GT7 so I can't comment on anything about it. But I think what PMR is good at is the peripherals, the things that should be toppings to the main game play. The way the cars sound, the sounds from the track like the curbs and such is very good. Even the way the cars look is pretty good now after several updates. But they can't seem to get the core game play right. Like @Fossilized said this thing with the inconsistent AI from track to track and class to class is probably one of the things that bothers me the most about the game. Then would be the handling of the cars.
 
When the game two iterations previous to your current game seriously outperforms your current game on just about every level, imho you're phoning it in...

And quite honestly, I don't see the difficulty in balancing AI performance from track to track. One presumes, as there's a 'difficulty' parameter available to the player, that you can create an under-the-hood offset to the main AI level on a track by track basis.

Then all it takes is some competent playtesting by test drivers of decent skills and consistency. Don’t even need to run full 2-3 hour races, just a half an hour of driving is easy enough to see what the human driver vs AI driver offset is. Then you apply the offset invisibly so the stated AI strength remains the same.

Want to make it even better, test wet and dry, apply different offsets for different conditions. Even better, test across different classes...

A couple of weeks playtesting, team of three or four drivers, voilà! consistent AI from track to track, class to class, wet to dry. Why isn't this effort worthwhile?

With PC2, before competing in any event I had to guess the AI strength, run a test 10 lap race, see how much ahead or behind I was, adjust the AI, run it again, readjust if I wasn’t lucky enough to guess correctly, until they were running at my pace.

In other words, I was doing the testing that SMS should have already done. Few are willing to run that much testing before an event, and consequently without doing this you killed the AI by a lap or more in one race, and ended up at the back of the pack in another.

With PMR's pro mode, you can't just bail on a race and go offset the AI and try again. So having balanced AI is FAR more important than it was in PC2.

If you want to engage simmers,you don't make them do the grunt work you should have done before releasing the game. Given PMR's tiny car and track selection compared to PC2, it's even more incompetent this wasn't done...
Why don't you offer your services to S4, you seem to have all the answers
 


VR timelime @15:10

A real shame PSVR2 gets skipped yet again by a racing title. Sony et al—whoever and whatever is all behind-the-scenes responsible for this situation—literally is why I finally gave up and bit the bullet to get a gaming PC. GT7 in VR is excellent but I wanted more real-world tracks, and I only enjoy playing in VR now. The irony is that they made GT7 and VR so good—but mostly abandoned it as far as ever providing more/improved racing experiences/options—it has pushed me to spending far more of my time on PC VR racing than I do anymore on GT.
 
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