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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Why don't you offer your services to S4, you seem to have all the answers
They never asked. But, let's be honest... didn't this solution occur to YOU? Doesn't seem like it takes a PhD to figure it out.

All of Ian Bell's offerings suffer from the same flaw. Pushed out into stores LONG before any serious playtesting. Heck, they even admit they released it because of an internal echo chamber rather than bringing in a team of just PLAYERS, not coders and listening to honest opinions not tainted by having been involved in the coding process and relying on it for a living.

If your job depends on it succeeding, you don't tend to be very critical. Not that being yes men helped many survive the bloodbath of firings after launch..! But a month of playtesting by a team of DRIVERS could have easily pointed out the disastrous state of the launch product, and perhaps persuaded the devs to fine tune some of the inconsistency between the cars' drivability and AI strength.

I'm no expert, but what costs the company more? A month of launch delays, or a premature release that puts players (and reviewers) completely off the game? The team had a benchmark... PC2. Seems suicidal to release a game considerably WORSE than their previous success. If S4S survive this, if there's one thing Ian Bell should take away from this is, it's don't trust in-house opinions..!

Get a team of players completely outside the dev loop, and LISTEN TO THEM...

The consensus from experienced simmers was close to unanimous about what was wrong when it was released. S4S need to find a way to get that honest opinion WAY before it goes gold release.
 
I'm more interested in future plans rather getting stuck in the past, they are listening, they are improving and they deliver
I want to believe
While there is no problem in having optimism, simply disregarding people noticing patterns as "getting stuck in the past" is abit disingenuous. Sure there are some who's gripes seem closer to conspiracy then fact (which is not a healthy way to approach things itself), but its hardly being stuck in the past to call out the same mistakes that ironically themselves are still present.
 
Whilst we wait.
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This pack also marks the first release shaped by PMR’s new handling direction with Aris and the handling team: more feel, more progression, more character, and more very loud reasons to brake earlier.
Checked out a couple of streams/clips. Too early to tell about the handling but not-Road America looks quite good.

 
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I like to test updates with a Mustang GTD/3 round Sebring, although not stated in the notes, the car feels different.
Less floaty, but still little to no understanding of any understeer through the wheel, also a lot of trail braking oversteer is apparent.
This could all be just a default setup change they may or may not have done but it feels less floaty.
Step in the right direction unless this is a placebo effect for me…
 
A few hours with the game,and ive got to say im very disappointed - i thought the time was right with update 2.0 and it being in the sale at £30...im glad i didnt pay full price! I thought there would be some things it has 'over' GT7,but for me,it doesnt. Graphics are a lot worse - its like a PS4 game compared to GT7..where is that lovely lens flare and lighting they had in the first Pcars?!......sounds are worse,which im surprised at,as i loved the rawness of the original Pcars games - and i hear 'clipping' in some of the engines.

But for me the worse thing is collisions,which is making races unplayable - you just tap an AI car and it gets thrown around like a toy car - why is that happening? Then you spin easily, with damage to your car after the first bit of contact (why cant you set damage to visual only in career?!) ...the amount of races ive had to restart after the first corner is unreal...

Also,the track selection isnt great - where are the classic British tracks like Oulton Park that were in the first Pcars games?

Ok,looking at my last post about the game and being very disappointed - i havnt played on it for over 2 months. But i just got the latest update today so thought id give it a go - ive got to say im pleasantly surprised,the game plays a lot better,looks better and seems more polished,AI seems decent - has there been significant updates in the last 2 months? I totally abandoned the game hehe...
 



Checked out a couple of streams. Too early to tell about the handling but not-Road America looks quite good.

That has to be one of my favorite update trailers. I love how they use the music to give that proper period feel. I might just watch it again to listen to the music :D I like the cars in the pack and Road Amercia errr Rocky Knoll track as well. I still haven't bought the game yet but it is on my radar
 
Hmm… not convinced with the handling update. Controller feels disconnected to the road surface. Haptics do nothing unless I’m braking traction. There isn’t any road surface feedback. The car is just floating until I break traction. No feel at all. Only jolts are from my shifts. Nothing about the driving feels connected.

 
kjb
That has to be one of my favorite update trailers. I love how they use the music to give that proper period feel. I might just watch it again to listen to the music :D I like the cars in the pack and Road Amercia errr Rocky Knoll track as well. I still haven't bought the game yet but it is on my radar
I bought it today - disc version just in case I hate it :lol:
 
I'm excited to hear more feedback on the patches.

@Fezzik I bought (preordered) it on steam so i could return it for the full price after i didnt like it in its initial version ;)

Will pick it up again when its eventually good, just because of the different cars that want to be driven with a manual gearstick and clutch
 
I like to test updates with a Mustang GTD/3 round Sebring, although not stated in the notes, the car feels different.
Less floaty, but still little to no understanding of any understeer through the wheel, also a lot of trail braking oversteer is apparent.
This could all be just a default setup change they may or may not have done but it feels less floaty.
Step in the right direction unless this is a placebo effect for me…
I don't think it is placebo, there's definitely something different. I just tried both the corvette gt3 and the Camaro gt4 and both felt less floaty, like it actually felt like a car on an asphalt track and not on ice. They both just felt overall more planted. They still get a little too loose coming out of slow corners but much more controllable. Certainly feels like they've changed something and it feels better.
 
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