The Project CARS Video Thread

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I've been noticing glitchy shadowing under the car once in a while, is that related to the problem?
 
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GT6 holds up really well in the graphics department but soundwise pCars is 10.000 miles ahead.
From these video's floating around the graphical difference is not as noticeable, and I don't mean just GT vs pCARS. Most all of the VS videos I see its hard to notice much difference. To me the differences in racing graphics are very noticeable IRL on a large display, the racing graphics in GT6 look very dated compared to pCARS (GT photo mode looks very good though).
 
The handling on the ps4 controller seems fine.

Everything about that clip left me impressed, except for the downshifting sounds; those were not convincing at all.

And at one point, the back of his R8 collides with the barriers... was expecting the car to react a little more.

I've been noticing glitchy shadowing under the car once in a while, is that related to the problem?

The same glitchy shadowing that used to appear in FM4 (Camino replay) as well as FM5? *Makes the tires look like their hovering for just a second; quite noticeable in FM3*

Only appears in replays though.
 
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Is there a specific video you're referring to from Gamersyde?

Especially the videos from Brands Hatch, the race and the replay. Maybe it's me, but I have the impression it is more noticable when normal cars race.

I've been noticing glitchy shadowing under the car once in a while, is that related to the problem?

I think, cars seem to dive (during replay) into the track.

Also the video above with the weather (looks stunning) and the radical. The AI seems to be floating on or above the track.

I must say that I only saw it with the AI cars. The player's car seems well planted and doesn't suffer from this floatyness.

Will the replays be fixed before release?
 
Everything about that clip left me impressed, except for the downshifting sounds; those were not convincing at all.

And at one point, the back of his R8 collides with the barriers... was expecting the car to react a little more.



The same glitchy shadowing that used to appear in FM4 (Camino replay) as well as FM5? *Makes the tires look like their hovering for just a second; quite noticeable in FM3*

Only appears in replays though.
He was downshifting too fast and pegging the rev limiter on the Audi. If you take your personal car in real life and hold it on the rev limiter you will hear noises you didn't think were possible also.
 


I think to improve the look of rain on the windows, the raindrops shoul drip down rather than just remain as spots. Is this something that's been brought up on WMD?
 


I think to improve the look of rain on the windows, the raindrops shoul drip down rather than just remain as spots. Is this something that's been brought up on WMD?

I don't know how anyone can drive with that view:eek::eek: Maybe it's just for the replay:confused:
 
Hate to bring up the DriveClub comparison again but it already is being done on console, and much better than PCars. However this latest video is much better than the last one I saw of rain driving, they're obviously working on it 👍 Looks good enough as it is now in my opinion
 
... and remember, Driveclub had no weather at all, at launch. ;)
Because it wasn't ready. With pcars including it a launch, what's to say it won't look better a month after release, around the same time driveclub took to add it in?
 
Because it wasn't ready. With pcars including it a launch, what's to say it won't look better a month after release, around the same time driveclub took to add it in?

Thats exactly what I was hinting at wit the ;) . It would probably be a good call to assume that rain effects will be among the things that will get refined after release.
 
I wasn't aware weather was an addition post release for Driveclub, i was a late adopter. (I say adopter, i never actually play it lol)

As I said though SMS have already fine tuned what little I had seen of the rain effects previously, they're definitely getting better results now.

If PCars is as configurable as people say it is I'll only be driving in hot sunny sunshine anyway :) haha. Unless I'm racing anywhere in England. Then I'll probably add rain for realism ;)
 
Then rain effects outside the car in PCars is really good. But in the cockpit view can be better. Yes, DriveClub has the ball right now, the rain effects on the windshield is just amazing, but i can live with the rain in PCars the way it is now.

And yes, they can change it after the game's realease, take BF4 as a example, the game changed dramatically, especially in gameplay. I don't see why some water drops in the windshield can't...
 
I don't know how anyone can drive with that view:eek::eek: Maybe it's just for the replay:confused:
Nothing wrong with driving with that view, but immersive it certainly ain't.

I've grown tired of watching videos where the DOF is in the 50's or 60's even 70's maybe. They remind me of Sega Rallye 2 especially and that long tunnel vision effect in order to emphasise the speed. I'm no longer surprised PC gets referred to as a game more than as a sim with these vids so prevalent because they are not realistic like IRL. I've also wondered if the stretched out view is a form of cheating. I say that tongue-in-cheek but also mean it as a genuine question. That stretched out view elongates chicanes so when cars go through them there is barely a sense of direction change. This is not the case with a more IRL setting for DOF. Since changing to 30 myself, the sideways motion is almost unpleasant and at speed through long left or right turns, I'm having difficulties with vision so I have to soft focus through it, but the sense of realism now is just awesome.

I've been working at improving the immersive factor within Assetto Corsa just by analysing the natural aspects like the colour of daylight, the apparent size of distant objects, how quickly those objects change size as they get nearer and two things in particular that has made a very big difference. The obvious one is the DOF setting but overlooked is the setting of the horizon line in relation to my Drivers Eyes position. Most screens I remember seeing if not all have that line along the midway point of the monitor/tv which is normally also the level the eyes of the viewer are at, which is wrong when compared to IRL. When on the flat I should be looking in a downward direction into the distance not parallel with the ground. It has been these simple human functions and what I am used to as a driver of more than 40 years that I have been trying to replicate on AC (and PCars is in no way different on this).

So now I go to one of the drag strips in AC and set the viewing options there. Once the feel is good I then go hotlap or race to try out the response and so far the difference is like night and day. I really really do feel like I'm controlling a big metal lump, the shift of weight is now tremendous and so much more obvious and life like because it feels like I am actually inside a car now with four wheels around me and whatever the car is doing the feedback tells me exactly what I need to know in order to respond and make corrections and so the biggest killer of lap times, lack of confidence has largely if not entirely been removed. (I suppose there are always going to be bad cars that just handle badly but that aside the driving is more fun because I'm using real earned-in-life driving skills, not made up responses for a computer game that then massages my ego and tells me how brilliant I am.🤬

So this will absolutely be the first thing I do in PCars and get the drivers position accurately set up for the best immersion experience. It really has revolutionised AC and I'm anticipating an even greater sense of immersion from PCars. :gtpflag:
 
Nothing wrong with driving with that view, but immersive it certainly ain't.

I've grown tired of watching videos where the DOF is in the 50's or 60's even 70's maybe. They remind me of Sega Rallye 2 especially and that long tunnel vision effect in order to emphasise the speed. I'm no longer surprised PC gets referred to as a game more than as a sim with these vids so prevalent because they are not realistic like IRL. I've also wondered if the stretched out view is a form of cheating. I say that tongue-in-cheek but also mean it as a genuine question. That stretched out view elongates chicanes so when cars go through them there is barely a sense of direction change. This is not the case with a more IRL setting for DOF. Since changing to 30 myself, the sideways motion is almost unpleasant and at speed through long left or right turns, I'm having difficulties with vision so I have to soft focus through it, but the sense of realism now is just awesome.

I've been working at improving the immersive factor within Assetto Corsa just by analysing the natural aspects like the colour of daylight, the apparent size of distant objects, how quickly those objects change size as they get nearer and two things in particular that has made a very big difference. The obvious one is the DOF setting but overlooked is the setting of the horizon line in relation to my Drivers Eyes position. Most screens I remember seeing if not all have that line along the midway point of the monitor/tv which is normally also the level the eyes of the viewer are at, which is wrong when compared to IRL. When on the flat I should be looking in a downward direction into the distance not parallel with the ground. It has been these simple human functions and what I am used to as a driver of more than 40 years that I have been trying to replicate on AC (and PCars is in no way different on this).

So now I go to one of the drag strips in AC and set the viewing options there. Once the feel is good I then go hotlap or race to try out the response and so far the difference is like night and day. I really really do feel like I'm controlling a big metal lump, the shift of weight is now tremendous and so much more obvious and life like because it feels like I am actually inside a car now with four wheels around me and whatever the car is doing the feedback tells me exactly what I need to know in order to respond and make corrections and so the biggest killer of lap times, lack of confidence has largely if not entirely been removed. (I suppose there are always going to be bad cars that just handle badly but that aside the driving is more fun because I'm using real earned-in-life driving skills, not made up responses for a computer game that then massages my ego and tells me how brilliant I am.🤬

So this will absolutely be the first thing I do in PCars and get the drivers position accurately set up for the best immersion experience. It really has revolutionised AC and I'm anticipating an even greater sense of immersion from PCars. :gtpflag:

Love this post Dude, very interesting indeed. As a console gamer PCars (I believe) will be the first ever game where you're able to accurately adjust seat position and dop etc. I can imagine putting in a similar amount of time that you have to get the feel just right, I use cockpit view exclusively because it's the most 'realistic' view available, although not perfect by any stretch.

I'd be very interested to hear your findings once PCars is out and you're experimenting. If you would like to make a thread about it when you do I for one implore you to :)
 
Love this post Dude, very interesting indeed. As a console gamer PCars (I believe) will be the first ever game where you're able to accurately adjust seat position and dop etc. I can imagine putting in a similar amount of time that you have to get the feel just right, I use cockpit view exclusively because it's the most 'realistic' view available, although not perfect by any stretch.

I'd be very interested to hear your findings once PCars is out and you're experimenting. If you would like to make a thread about it when you do I for one implore you to :)
I believe all sims have this feature to some degree. It's one of the advantages of pc sim racing over consoles (until PCars), the huge levels of adjustability. Not sure about PCars, but Assetto Corsa allows you to move left and right as well to take the pillars out of view or bring mirrors into view and your pitch, looking up or down.
 
More options is always great, considering how in an LMP like that, I would rather move the view closer to the windshield instead of narrowing the FOV. Especially on Circuit de la Sarthe, where I'm liable to screw up one of the Mulsanne chicanes if I lack a sense of how fast I'm travelling.
 
Nothing wrong with driving with that view, but immersive it certainly ain't.

I've grown tired of watching videos where the DOF is in the 50's or 60's even 70's maybe. They remind me of Sega Rallye 2 especially and that long tunnel vision effect in order to emphasise the speed. I'm no longer surprised PC gets referred to as a game more than as a sim with these vids so prevalent because they are not realistic like IRL. I've also wondered if the stretched out view is a form of cheating. I say that tongue-in-cheek but also mean it as a genuine question. That stretched out view elongates chicanes so when cars go through them there is barely a sense of direction change. This is not the case with a more IRL setting for DOF. Since changing to 30 myself, the sideways motion is almost unpleasant and at speed through long left or right turns, I'm having difficulties with vision so I have to soft focus through it, but the sense of realism now is just awesome.

I've been working at improving the immersive factor within Assetto Corsa just by analysing the natural aspects like the colour of daylight, the apparent size of distant objects, how quickly those objects change size as they get nearer and two things in particular that has made a very big difference. The obvious one is the DOF setting but overlooked is the setting of the horizon line in relation to my Drivers Eyes position. Most screens I remember seeing if not all have that line along the midway point of the monitor/tv which is normally also the level the eyes of the viewer are at, which is wrong when compared to IRL. When on the flat I should be looking in a downward direction into the distance not parallel with the ground. It has been these simple human functions and what I am used to as a driver of more than 40 years that I have been trying to replicate on AC (and PCars is in no way different on this).

So now I go to one of the drag strips in AC and set the viewing options there. Once the feel is good I then go hotlap or race to try out the response and so far the difference is like night and day. I really really do feel like I'm controlling a big metal lump, the shift of weight is now tremendous and so much more obvious and life like because it feels like I am actually inside a car now with four wheels around me and whatever the car is doing the feedback tells me exactly what I need to know in order to respond and make corrections and so the biggest killer of lap times, lack of confidence has largely if not entirely been removed. (I suppose there are always going to be bad cars that just handle badly but that aside the driving is more fun because I'm using real earned-in-life driving skills, not made up responses for a computer game that then massages my ego and tells me how brilliant I am.🤬

So this will absolutely be the first thing I do in PCars and get the drivers position accurately set up for the best immersion experience. It really has revolutionised AC and I'm anticipating an even greater sense of immersion from PCars. :gtpflag:
Do you mean racing skills in real life or driving skills?
 

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