My God, the stupidity of 99% of the comments in that Twitch feed.
Mankind is doomed.
XB1 version seems solid so far. I'm this close to preordering. I never do that anymore.
I want to know a couple of things
- impressions on how the rumble triggers work.
FAQ said:Does the game use the Xbox One's impulse triggers?
Yes! Great for feeling the rumble strips underneath your wheels ;-)
similar. But judging graphics from a twitch stream is a bit silly.
I want to know a couple of things
- more info on graphics differences between Xbox and PS4 - if they are both solid 60fps and other details are the same, then I won't mind 900p
- impressions on how the rumble triggers work.
- does the PS4 version support gyro steering. That could be really nice for more subtle steering input.
edit: No lotus elise/exige and no Ferraris make me sad though.
Had to turn the stream off. Just could not watch that. Awful lol.
The suggestion that sims shouldn't be hard is equally as strange as the one that says they should.I never understood this mindset that some PC Sim Racers believe that because it's harder makes it more realistic.
My only concern with Project CARS is the handling model. I expect it to be very good, I mean a majority of the SMS dev staff worked on SimBin racing titles such as GTR 1 and 2, GT Legends.
So I know the sim aspect is going to be there.
However I hope for realistic handling.
and I don't mean Realistic = Hard. I MEAN realistic = real life.
I never understood this mindset that some PC Sim Racers believe that because it's harder makes it more realistic.
Darin Gangi of InsideSimRacing brought up this point that it's generally false and considering he has driven sports cars in real life and even stated at times some developers make the games harder to drive then the real life equivalent, for the sake of a "gaming challenge"
Assetto Corsa for example was tested by a professional race driver and at his request to dial back the handling model because it was more difficult then what it was like in an actual race. Then after they implemented the patch there was a outcry from the fanbase in that the steering was "too easy" and thus they reverted the change despite it change being for realism.
I hope for that authentic handling experience for Project CARS, and not some artificially difficult handling that stymies the aspect of true realistic handling.
I have a lot of faith in SMS considering their history on PC Racing Sims, so I don't expect to be disappointed.
The suggestion that sims shouldn't be hard is equally as strange as the one that says they should.
The suggestion that sims shouldn't be hard is equally as strange as the one that says they should.
I think he's just saying that it should be realistic. A car shouldn't be harder to drive on a game than in real life.
Playing Horizon, I've felt like I'm coming out of corners on ice constantly. I only played the demo and the Fast and Furious game, but none of the cars felt as responsive as I'd have hoped. Maybe proper Forza is different? Never played on of them. I'm wanting to start with 6, though.This is the problem with a lot of "sims". It's also why I love Forza (it's the closest to matching the feel of the cars I've owned).
I own(ed) a number of sports cars (including Corvettes) and I tend to navigate to the real cars I owned when I test out a game. I also have some experience on tracks in Mustangs and Vettes, so I always make that comparison to how they "feel".
Racing sims that feel like you're on ice coming out of a corner (or heck....even shifting on a straight) instantly throw me off and I don't want to touch them.
I didn't take what he said to mean that, unless you aren't insinuating that...?
Hopefully PCars delivers in the physics department.
Playing Horizon, I've felt like I'm coming out of corners on ice constantly. I only played the demo and the Fast and Furious game, but none of the cars felt as responsive as I'd have hoped. Maybe proper Forza is different? Never played on of them. I'm wanting to start with 6, though.
Horizon is an arcade game .
Braking and hitting apexes, or drifting still works in it though.
So proper Forza's handling model is pretty different? Obviously I'm ignorant of the series. Shit, I haven't been seriously into a racing game since Dirt 2. Before that...GT2? I'm ignorant, period..
Playing Horizon, I've felt like I'm coming out of corners on ice constantly. I only played the demo and the Fast and Furious game, but none of the cars felt as responsive as I'd have hoped. Maybe proper Forza is different? Never played on of them. I'm wanting to start with 6, though.
This is the problem with a lot of "sims". It's also why I love Forza (it's the closest to matching the feel of the cars I've owned).
I own(ed) a number of sports cars (including Corvettes) and I tend to navigate to the real cars I owned when I test out a game. I also have some experience on tracks in Mustangs and Vettes, so I always make that comparison to how they "feel".
Racing sims that feel like you're on ice coming out of a corner (or heck....even shifting on a straight) instantly throw me off and I don't want to touch them.
I didn't take what he said to mean that, unless you aren't insinuating that...?
Hopefully PCars delivers in the physics department.
feels convincing without the need to make it harder than driving the real cars.
That´s the impression i got in my limited experience with real race. Just last year i was in vacation in the USA and i went into one of those driving school experiences at Las Vegas Speedway and before you got to their track you had to practice in their simulator, which is iRacing made and sponsored.
Needless to say the car was harder to drive in the simulator than in real life. Saying that harder = more realistic is the biggest pile of crap the elitist sim crowd has had over the last decade.
Some cars are just easy to drive in real life, period. You can´t make a GTR handle like a devil in a videogame because the car is just easy to drive in real life.
You should feel some weight on the car when you are playing, this ice skating feel is probably the worst thing they can do. If you´re going to be unrealistic, then please find some other way to make the game harder, skating cars is probably the worst way to go about it.
In MY opinion this is true for older cars or race cars where the use of a lot of modern tech is banned. For some more modern cars Forza is harder than real life because tech like computer corrected suspension, AWD-systems with computer controlled differentials or complex torque vectoring systems aren't modeled correctly or at all. Turn10 say they model torque vectoring, but how would they know how the system works in a Nissan GTR, it's not like Nissan or any other car company would give them their data for systems so complex and expensive. Additionally these systems usually can't be turned off in those cars, unlike TCS, ESP or ABS.
You should feel some weight on the car when you are playing
dont know much about twitch but when a stream ends where can i view it?...ie the xbox footage
That´s the impression i got in my limited experience with real race. Just last year i was in vacation in the USA and i went into one of those driving school experiences at Las Vegas Speedway and before you got to their track you had to practice in their simulator, which is iRacing made and sponsored.
Needless to say the car was harder to drive in the simulator than in real life. Saying that harder = more realistic is the biggest pile of crap the elitist sim crowd has had over the last decade.
Some cars are just easy to drive in real life, period. You can´t make a GTR handle like a devil in a videogame because the car is just easy to drive in real life.
You should feel some weight on the car when you are playing, this ice skating feel is probably the worst thing they can do. If you´re going to be unrealistic, then please find some other way to make the game harder, skating cars is probably the worst way to go about it.
I can´t wait to see how Collins and Hamilton´s input was used by SMS. Do we have reviews this week? Wasn´t the embargo for like a week before release?
Also, we should have the OT in a few days... who´s making it?
I can't believe I'm posting this but... Google returns absolutely nothing of interest when I search...
Is there a way to lock the game to 30fps?
Yes. Forza Motorsport is much more nuanced and detailed in that regard. The tire modelling is particularly good. And as others have said - feels convincing without the need to make it harder than driving the real cars.
Horizon is built on that foundation but makes things much looser and arcade like. If you've played a lot of both you can feel the similarities, but they are still very different.
You only really know if you played with a wheel, because pushing the stick completely to the right gives you different turn-ins at different speeds (depending on the game this can be the same with a wheel, but usually you can turn it off; also some modern real life cars have non-linear steering wheel control as well).
Even though the Horizon physics model is the same as the Forza Motorsport physics model, you are still on to something because the enhanced arcadier grip (and the dialed-down tyre model in general) make cars understeer more. If you know how to tune/set-up a car in Forza right, you can counter that effect.
If you have an Nvidia card, you can go to the nvidia control panel -> 3D settings -> Vertical Sync -> Adaptive (half refresh rate)
(my nvidia control panel is in german, sorry if some words aren't exactly like in your version).
Sometimes the results are pretty shitty though (if you get a cutscene that is already running at only 30fps for example)
I had to dip in and out of the twitch stream. Did anyone compile a list of salient facts?
I understand, but it's not as simple as that. All the top driving simulators claim, in a round about way, that they are the most realistic, or at least, that they are aiming for a 'true' or '100%' simulation. And yet, they're all different, and some are considerably less forgiving than others.I think he's just saying that it should be realistic. A car shouldn't be harder to drive on a game than in real life.
No exact analysis, but it seems that PS4 version is using lower than medium shadow quality and more or less medium track quality. LOD cars are around medium/low. AA is only FXAA over 1080p frame. AF is low, visible in the marks in the center of the track. Impostor reflections for rear lights are deactivated for now.
Car shadows dissapear at too small distance, the first line cars don't have shadows. Track shadows a bit further. Shadow resolution and filtering is visible in balconies shadows in the right and in the shadow of the car peering on the left.
But globally, it is more than worthy.
Should the XO version be identical (except for the resolution)?
I haven't paid much attention to this before but I was just looking at the track list and saw a number of tracks like Catalunya and Laguna Seca have different names. Are they the actual track just without the licence for the name or are the tracks changed up a bit because of the licence issue as well like the fake Bathurst back in FM1?
No exact analysis, but it seems that PS4 version is using lower than medium shadow quality and more or less medium track quality. LOD cars are around medium/low. AA is only FXAA over 1080p frame. AF is low, visible in the marks in the center of the track. Impostor reflections for rear lights are deactivated for now.
Car shadows dissapear at too small distance, the first line cars don't have shadows. Track shadows a bit further. Shadow resolution and filtering is visible in balconies shadows in the right and in the shadow of the car peering on the left.
But globally, it is more than worthy.
A few corrections/updates to your analysis:
- PS4 uses EQAA(MSAA) and not FXAA.
- PS4 shadow detail is between the medium to high equivalent PC setting - more precisely PC medium shadow settings are 1024x4096 with 16 bit precision and PS4 is the same resolution but with 32 bit shadow precision.
- PS4 track detail/quality is equivalent to the high PC setting.
- PS4 car detail is equivalent to high with lod scaling between medium to high for the car shadows.
- Imposter reflections are activated on both consoles in the D1P after a concerted optimisation effort.
I haven't paid much attention to this before but I was just looking at the track list and saw a number of tracks like Catalunya and Laguna Seca have different names. Are they the actual track just without the licence for the name or are the tracks changed up a bit because of the licence issue as well like the fake Bathurst back in FM1?