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Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

mclaren777

Member
There is an alternative exe file as well that has physics updates set at 360 for those of you that are having problems with the 600 hz update rate. Here's some shots of the new formula rookie car also.

I wonder what caused them to jump to 600Hz. That's an unexpected decision.


I'll be honest. That looks like it's shitting on pretty much any other racing game from a great height.
I still prefer the look of iRacing, but pCARS definitely looks better than most racing games.
 

Darkdeus

Member
A lot of the new ffb work has been exposing some problems in the physics engine. Changing the update rate fixed those issues and made the game feel a lot better. If they can just get the ffb to feel like rf2, or better, the game is going to be awesome.
 

mclaren777

Member
Fascinating. Here's a breakdown of physics calculation rates...

• rFactor 1 & 2 – 400Hz
• Forza series – 360Hz
• netKar Pro – 333Hz
• iRacing – 360Hz

And before anyone jumps to conclusions, higher doesn't necessarily mean better.
 
Pretty much. Shift is 400 Hz for example and that game's physics... yeah.

This is just how frequently they calculate the physics stuff, and not how accurately.
 

Blizzard

Banned
It seems like they are experimenting, thus the option for the 360 Hz build as well. I especially like when they ask people for specific input to chase down problems, or provide new midweek update executables to improve certain things. I don't know that they have decided on a final physics update rate.
 

Darkdeus

Member
Yea obviously you have to have a good tire model and physics model. I bet all those games would feel better with a higher update rate though if cpu's were powerful enough to handle them. CPU power is probably better spent on a more advanced tire model though. I think I read somewhere that professional f1 simulators have an update rate or 2000 or 4000 hz.
 

Megasoum

Banned
Wow I'm really impressed with the drastic improvement on my Porsche Turbo S using the new firmware and drivers. It's still not perfect but it's definitly night and day compared to before. I don't have to play in G25 mode anymore.
 

Blizzard

Banned
I liked this recent post by one of the SMS team (not sure if he's the AJ physics guy or not):

Just to clarify, FFB is being overhauled before the physics precisely because we want better FFB to feel the new physics with.

Note for example the pull problem. That is a "physics" problem that has existed for a long time but was revealed by the new FFB. That is the idea going forward in having done a major FFB iteration before a physics iteration -- to help expose physics quality, value, and problems. And this is iterative. FFB may get adjusted again after a physics development iteration. And so forth.

As for car count, personally, I do not visit all of the cars for every change, but I do not stick to a single car either. One car is not enough. High grip and low grip can expose different issues. Same for power, mass, downforce, etc. So I pick some of the more extreme cars (FA for power/weight, grip, etc; Stock car for high mass, etc.; kart for extreme low mass; and so on) and mainly use those to test.
I'm looking forward to continued feedback on new builds. :)
 

mclaren777

Member
Will pCARS have the best skies ever?

It's unlikely to beat the Hudson Kerr mod from rFactor 1. He was taking some amazing photos and simply turning them into 4k textures.

iAYdJf1rwUcMy.jpg


iIVTX4znpVZAC.jpg


iN9AKDTVbDkTN.jpg
 

fresquito

Member
I don't know about the mod, but this is real cloud simulation we're talking about. It's not that they look better than anything else (which, honestly, they don't). They look fantastic AND work like real clouds work. That's why pCARS will likely have the best skies ever in a videogame.

I'm yet to see a game that simulates what pCARS is promising, let alone a racing game.
 

Darkdeus

Member
yea you can't compare static cloud textures to a dynamic weather system. The clouds in pCars are going to be like the ones in games like Stalker and Red Dead Redemption. It's looking like it may be even more realistic than those games too. Hopefully they'll look as good as some of the cloud addons like REX for Fsx.
 

mclaren777

Member
Thanks for clearing that up. I didn't realize they were dynamic. The real question: does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.
 
I really want to try this game. I mean I REALLY want to. Shame money is so tight.

How well do you guys think I could run this game?

i7 930 (overclocked to 3.36GHz)
8 gigs or ram
6950 (with 2 gigs of vram)
 

kafiend

Member
Thanks for clearing that up. I didn't realize they were dynamic. The real question: does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.

I notice this kind of thing. The same corner of the same cloud peeking out from behind a trackside object as I exit the corner on the same line yet again.

Clouds move pretty fast and I expect that they will change shadow lines pretty quick.
 

DD

Member
I really want to try this game. I mean I REALLY want to. Shame money is so tight.

How well do you guys think I could run this game?

i7 930 (overclocked to 3.36GHz)
8 gigs or ram
6950 (with 2 gigs of vram)

Don't make me quote your avatar, please...
 

fresquito

Member
Thanks for clearing that up. I didn't realize they were dynamic. The real question: does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.
If there weren't changing weather conditions, I wouldn't give a fuck about dynamic clouds, but with dynamic weather, dynamic clouds are a must.
 

mclaren777

Member
If there weren't changing weather conditions, I wouldn't give a fuck about dynamic clouds, but with dynamic weather, dynamic clouds are a must.

That's a good point. I just posted in the rF2 thread and I noticed this GIF I made of different times of day at Malaysia. Dynamic clouds definitely improves the sense of immersion.

rF2rain.gif
 

Dilly

Banned
Thanks for clearing that up. I didn't realize they were dynamic. The real question: does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.

Small details make for a lot of immersion.
 

Blizzard

Banned
I love how they're working on different layers with actual different cloud types. The attention to detail from some of the SMS team is outstanding.
 
does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.


That's a good point. I just posted in the rF2 thread and I noticed this GIF I made of different times of day at Malaysia. Dynamic clouds definitely improves the sense of immersion.

[]http://maximum-attack.com/rF2rain.gif[/]

I love it how it doesn't matter because it's on pCARs, but suddenly it matters again cause you remembered rFactor 2 has it as well.

But hey, just another excuse to post rFactor stuff right?
 

Blizzard

Banned
I love it how it doesn't matter because it's on pCARs, but suddenly it matters again cause you remembered rFactor 2 has it as well.

But hey, just another excuse to post rFactor stuff right?
Number of mclaren77 posts on this page: 5
Number of said posts that mention other racing games: 4
Number of said posts that mention rFactor: 3
 

disap.ed

Member
Thanks for clearing that up. I didn't realize they were dynamic. The real question: does it matter to any of you?

Unless you're doing really long races or SMS gives people the ability to accelerate time, you won't notice any difference.

Well if I understood correctly the clouds will be also lit by the sun and will cast fully dynamic shadows.
 

Type_Raver

Member
Quick comment on input lag...

Absolutely sharp response, polar opposite to Shift 2.
Using a Logitech G27.

FF feel is still a WIP, though always improving car by car, track by track.
 

Witchfinder General

punched Wheelchair Mike
Whelp, my PC parts arrive on Monday and I've decided that this game will be one of the first that I buy.

Quick question: how much of the game is playable? Is the career mode up and running? How much single player content is available?
 

fresquito

Member
Whelp, my PC parts arrive on Monday and I've decided that this game will be one of the first that I buy.

Quick question: how much of the game is playable? Is the career mode up and running? How much single player content is available?
There's no "game" at the moment.

You can play TT and Races (that you can configure: laps, AIs, time of day, etc). Races aren't that hot yet, since AI needs to improve quite a bit (first corner pile ups are the norm, after that first corner, it's... well, playable).

Then there're Events, which are weekly TTs competitions in a given track+car combo, where everybody is trying to reach the number one in the leaderboards.

Multiplayer should be introduced in a month or two (that's my guess, not devs' words). Ghost system seems to be just around the corner. Career mode will take longer, I think.
 
I would like to get the junior membership to try the game out but I'm not sure if my pc is going to handle it above 60+ fps with high - medium graphics.
Got i2500k stock 3.3 ghz, 4gb ram and a radeon 5850 xtreme 1gb. The gfx card worries me.
 

Blizzard

Banned
I would like to get the junior membership to try the game out but I'm not sure if my pc is going to handle it above 60+ fps with high - medium graphics.
Got i2500k stock 3.3 ghz, 4gb ram and a radeon 5850 xtreme 1gb. The gfx card worries me.
I have a 5850 and I seem to recall running at 40-ish fps with medium/high settings, but I suspect I'm very CPU limited. (also 4GB memory)
 

fresquito

Member
I would like to get the junior membership to try the game out but I'm not sure if my pc is going to handle it above 60+ fps with high - medium graphics.
Got i2500k stock 3.3 ghz, 4gb ram and a radeon 5850 xtreme 1gb. The gfx card worries me.
Almost my combo (8GB and 6850). With high-medium graphics you will run it around 60 fps. This taking into account the game is stiill pre-alpha and there's a lot of things to be added and optimization is not a priority now. So I think you will be fine.
 

disap.ed

Member
How many licensed cars are likely to make it into the game? Any chances of seeing Ferrari's?

Going from the latest comments and licensing announcements (10 Fords, 8 classic Lotus', 3 Paganis, 3 Lancer Evos) my guess would be close to 100 cars, even such we would already have around 1/3 announced. But no concrete target numbers so far, so take this with a grain of salt.

Regarding Ferrari, well everything is possible, but no announcement so far.
 
I just have read that this game runs on the Shift 2 engine, are the physics the same as in Shift 2 where you kinda slide around in every corner or did they use more realistic physics for this game?
 

Blizzard

Banned
I just have read that this game runs on the Shift 2 engine, are the physics the same as in Shift 2 where you kinda slide around in every corner or did they use more realistic physics for this game?
They are spending a lot of focus on the physics and force feedback. They have at least one guy who's been working on reworking tire models recently, and in some recent builds they tried increasing the physics rate. It's very much a work in progress, and hopefully something great comes out the end.
 
I just have read that this game runs on the Shift 2 engine, are the physics the same as in Shift 2 where you kinda slide around in every corner or did they use more realistic physics for this game?

No, to me it doesn't feel like shift at all, there might be some small similarities, but as far as I can tell, its definitely different, and I hated Shift's physics.
 

fresquito

Member
I just have read that this game runs on the Shift 2 engine, are the physics the same as in Shift 2 where you kinda slide around in every corner or did they use more realistic physics for this game?
It's built upon the Shift engine. Meaning that's the base point. As others have said, there're major differences in every possible way (from graphics, to physics, to FFB, etc.).
 

kafiend

Member
From the WMD forums. http://forum.wmdportal.com/showthre...y-Code-Changes&p=178844&viewfull=1#post178844

CL 226371 [Common][Physics] Updated physics manager:

Adjust physics internal hz based on load
Catchup enabled by default
Added settings for tick rate as well as min and max
Added logging for over/underclocking the vehicle dynamics
Added logging for delta between ticks and tick length
Physics debug displays internal physics lap times

These changes combined with Ged's above give us:

A variable tick based on load, so if your CPU cannot cope with 600 hz it reduces down to the highest rate possible (this will need a lot of testing on a lot of machines). My own PC never moved from 600 hz with 42 AI and in fact can do 3000hz with no AI
Catchup is enabled, this ensures that if the tick is held up, it catches up and maintains the tick rate. This should ensure everyone's lap times are consistent.
We have a new command line option -ticktest which when used the internal timers run in micro seconds rather than milli seconds. For example with millisecond timings, the tick kicks off at 0, then 2, then 3, then 5 ms at 600 hz so starts the tick up to 0.3333ms early or late. With micro second timings, the tick kicks off at 0, 1667, 3333 and 5000 uS so is 1000 times more accurate. However we do not know if all CPU's will be able to give accurate micro second timers so again this will need to be tested please.

FYI Dual cores are a concern still even with these changes, because we are occupying one whole core only with physics tick updates and the other for the rest of the game as well as windows and other programs so feedback on users with these systems is going to be really helpful, thank you.
 

Absinthe

Member
Ok, after seeing every screenshot of this game in the High-Res PC ss thread I had to pick it up. Downloading the build right now, so what's next?

I'm a huge fan of the GT series, Forza, Pro Race Driver for PC, the original WRC series on PS and other racing games over the years, but I'm sure this one is much less forgiving than any console title.

Basically what I'm asking for is your recommendations on a beginners guide. Something that will give me direction on how to approach the game, and also how to get better as time goes on without making rookie mistakes.
 

paskowitz

Member
Ok, after seeing every screenshot of this game in the High-Res PC ss thread I had to pick it up. Downloading the build right now, so what's next?

I'm a huge fan of the GT series, Forza, Pro Race Driver for PC, the original WRC series on PS and other racing games over the years, but I'm sure this one is much less forgiving than any console title.

Basically what I'm asking for is your recommendations on a beginners guide. Something that will give me direction on how to approach the game, and also how to get better as time goes on without making rookie mistakes.

Well the game is at the pre-alpha stage so join the forums and provide feedback.

As far as playing the game. I really like driving Bathurst or Bologna with the Asano X4 Touring (Audi A4 Touring Car). It is probably one of the most well sorted cars and two of the best looking/modeled tracks.

If you are using a wheel, look at the forums for FFB settings and information. The games FFB and physics still needs a lot of work, however, they are decent if you have your equipment set up properly.

Other than that, the fun of pCARS right now is just marveling at the pretty graphics (except for me because my laptop is too weak).
 

Absinthe

Member
Well the game is at the pre-alpha stage so join the forums and provide feedback.

As far as playing the game. I really like driving Bathurst or Bologna with the Asano X4 Touring (Audi A4 Touring Car). It is probably one of the most well sorted cars and two of the best looking/modeled tracks.

If you are using a wheel, look at the forums for FFB settings and information. The games FFB and physics still needs a lot of work, however, they are decent if you have your equipment set up properly.

Other than that, the fun of pCARS right now is just marveling at the pretty graphics (except for me because my laptop is too weak).

Thanks for the response.

So what about time trials. After racing a few laps in time trial mode I quit out but did not see my score on the leaderboard. I'm guessing it will take a couple minutes or so to post there, or are those just from events?

edit:

Think I figured it out. ty
 

fresquito

Member
You can check scores here: http://cars-stats.wmdportal.com/index.php/leaderboard

As for tips, probaby I'm not the best to give you them. I would recommend you taking part in the weekly events, as they add some competitive edge and some focus to the game (they provide a track+car combo and a lot of people plays it).

Other than that, practice, practice, practice. If you've played all those games, you know the basics. You will learn over time and once the ghost system is implemented.

One last thing: play with all aids off.
 

kafiend

Member
Patch to build 239 is up http://server1.wmdportal.com:81/wmd/pcars/pCARS_0239_0226_patch_20_pre-alpha_PC-EXT.exe

Patch notes from last weeks build to now:

Build Release Notes

Build 239 (22/6/12, Team Member+)
Online source structure cleanup, WIP:
- Added generic "OneSock Task" interface.
- Sockets now implement the task interface.
- Replaced socket list by task list class.
Online source structure cleanup, WIP:
- Changed CSProtocol to a task instead of inheriting TCP socket
Fix for skydome not rendering correctly when using envmap boost.
Fix for dynamic maps not rendering correctly on PC
Ref lighting added to correct wtc slot
Static file-updated temp barriers from casino square to tobac corner for azure circuit
Track Textures- New temp kerbs texture for Azure Circuit, first revision
WTC and night sky changes to boost ambient levels between night and sunrise/sunset. pc and console specific textures for the starry sky now dxt5 rather than l8 as it has colour
WTC update for night ambient
Azure Circuit: Hand edited newly modified areas to get the AI through without hitting armco's
Track textures-Added new road textures for Azure circuit, first revision
Belgian Forest - updated viewer trees for pit areaBelgian Forest - fixed issues with missing trees texture - swap wrong models
New Formula Rookie export
New Azure Circuit export
New Belgian Forest export

Known Issue: Caterham Superlight has an issue with the LODC front right wheel cover pivot...

Build 238 (21/6/12, Senior Manager)
Inform master server about p2p connection success/failure rate
BManager: Added eManagerUseMicroDelta for a temporary test mode to check usage of microsecond delta during auto tick
Added temporary switch to enable testing of updated physics delta timer
Updated physics manager:
- Adjust physics internal hz based on load
- Catchup enabled by default
Added settings for tick rate as well as min and max
Added logging for over/underclocking the vehicle dynamics
Added logging for delta between ticks and tick length
Physics debug displays internal physics lap times
Online source structure cleanup, WIP:
- Removed unused sources from the project and moved them to "removed" subdirectory. Some will be reused later, some deleted for good.
Added accessor for physics tick rate
Added reference lighitng state
Online source structure cleanup, WIP:
- Got rid of "Tech_Sabre" subdirectory and defines/ifdefs. There is only One OneSock to rule them all now.
Fix for moonlight direction
Added physics tick rate to top right FPS counter
Lotus 49: Revised suspension geometry to reduce rear steer, plus setup tweaks to go with it
Stockcar 1990: Reduced steering lock in attempt to prevent the suspension inversion bug
Belgian Forest Circuit - add new textures for FoodSnackHuts
New Formula A physics. Removed experimental no load sensitivity, revamped grip and aero amounts (downforce is slightly lower). Removed negative ackerman on the front geometry
Formula Rookie: added new livery
Ref lighting condions added to superstorm slot
New Derby exports

Build 237 (20/6/12, Senior Manager)
Added in new cloud lighting
Added in new moon lighting at night time
Fix for being unable to key cockpit exposure
FFB Meter:
- Created Base::BForceHistory
- Added SetName/GetName to Base::BForceEffectBase
- Added force recording to BIDevice, _BGamepadXInputPC, _BGamepadPS3 and _BGamepadXbox360
- Fixed dangling rumble bug in _BGamepadXbox360
- Base fixes for Unicode string copy/conversion
- Removed cForceSteeringVibe, replaced with correctly named cForceSteeringScrub
- Re-enabled Brake Vibe and Rumble Strip (for Gamepads only)
- Added FFB Meter section to Telemetry HUD
Belgian Forest Circuit - add new textures for Medcenter
Formula Rookie: added new livery
Lots of lighting changes to all lighting conditions. including addition of moon light and extended twilight sections. New textures for twilight skies and console specific versions added. cloud settings in wtc, although the clouds will not be visible in game yet
New Lotus 49 export
New Lotus 78 export
New Lotus 98T export

Build 236 (19/6/12, Manager+)
LAN peer to peer support:
- Added helper classes to enumerate local adapters/interfaces
- Create and bind datagram socket before sending create/join session request
- Include list of all local adapter addresses and the socket bind port in create/join requests
- This allows the game to send packets to other session members on the same LAN or VPN directly, without depending on NAT punching to succeed on the LAN router (which usually does not work when both computers try to do so from the "inside")
PS3 Physics: Add micro sleep after thread yield to allow other threads to run
Belgian Forest - add new textures - Stavelot complex
Formula Rookie: fix for bad auto shift points, slight braking torque imbalance, and reduced engine braking
Gumpert Apollo: revised wiper animation
Northampton 'Wing' texture updates
groundcover bathurst and exclusion
Lotus 49 textures. Tweaked glass transparency
360Hz exe removed
New Asano X4 export
New Formula Rookie export
New Lotus 49 export
New Lotus 78 export
New Bathurst export
New Northampton export

Build 235 (18/6/12, Senior Manager)
Change to the camera code so that we now ignore mFar on RTTI and we use a standard far clip of 20000 on standard rendering cameras
Online:
- Fixed a problem with POST body data being destroyed while still in use by CURL
- Changed MD5 calculation from using an undocumented CURL function to use public OpenSSL API
- Fixed several type-mismatch errors in calls to curl_*_setopt.
- Fixed calls to curl_share_setopt( ..., CURLSHOPT_SHARE, ... )
- Requests to servers that haven't been discovered yet will gracefully fail
Added early winsock2 include to BSetupPC.hpp. This should solve problems with some windows headers defining structures+functions only for winsock1 but not for winsock2
Base now waits for the Resource Thread to confirm creation before initialising other systems. This addressed an issue in some tools where the main execution finished so quickly that the App tried exiting before the Resource Thread had been able to get started
Remove wait from physics tick update
Re-enabed Azure Circuit AI
Lotus 78/98T: real liveries restored
Lotus 49 Textures. Real logos replacing fictional ones
Lotus 49. rcf updated to use real Team Lotus liveries
Common Textures. Minor Common_CPIT_Specular tweak, brighter gloss
Texture updates on Harrison Pike on kerbs and outer buildings
Kerb texture for Harrison Pike worked over and increased in resolution
Caterham SP300: added new livery
Formula Rookie: fixed name
Formula Rookie: added HUD variation
Caterham SP300: added new livery
Derby - new pitlane texture
Azure Circuit: edited corridors near tunnel chicane exit to preven AI from striking barrier there
Formula Rookie: Added support for custom liveries
Formula Rookie: tweaked camera positions
Belgian Forest Circuit - add new textures for KartingSFHut
New BAC Mono export
New Caterham R500 export
New Formula Rookie export
New Lotus 49 export
New Azure Coast export
New Belgian Forest export
New Derby exports
New Harrison Peak Raceway export
New Northampton export
 
Finally got around to taking the Formula Rookie out for a spin. What a blast to drive! Whenever we bring the TTs back, we've got to do a round with it.
 
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