dat optimization..
What are we supposed to be looking at here?
Or is this just a hand-grenade post?
I think that framerate for 1080p is way too low (for PCars graphics), maybe MSAA tanked it?
MSAA is the least expensive AA option outside of FXAA in the game. That being said DS2X probably runs very slightly worse yet provides a significantly better IQ. DS4X though is much more taxing than both of these, let alone DS8X.
This game truly is taxing on PCs though. In my own experience (i5-2500K @ 4.4 GHz + GTX 970 with slight OC at 1080p), I need to run the game at around medium settings and MSAA to get 45-50ish fps in the heaviest stress test pCARS can provide: 55 AI cars in heavy rain at Le Mans.
However outside of this I run a mix of ultra and high settings + DS2X AA and it does me well for most situations in dry conditions with up to around 23 AI, good enough for most situations both in career and online. Wet weather still heavily impacts my framerate as it's heavy on both CPU and GPU, so considering my CPU already is constantly being hit during races with plenty of AI, it just can't cope. Wet weather without AI generally stays above 50 fps though.
This is the first game that has ever pushed my trusty old 2500K this hard, not even GTAV pushes it this much.
I mean it looks great, but if a 5960X and a Titan X are required to get above 60 fps at 1080p with not even the most expensive AA solution used, something must be up.
The menus alone use 50% of my CPU, which has to be the most CPU heavy game menu I've ever come across haha.
Makes the PS4 and Xbone performance even more impressive then, oddly enough. Why does such weaker console hardware seem to cope so admirably?
Makes the PS4 and Xbone performance even more impressive then, oddly enough. Why does such weaker console hardware seem to cope so admirably?
dat optimization..
http://gamegpu.ru/images/remote/http--www.gamegpu.ru-images-stories-Test_GPU-Simulator-Project_CARS_2015-test-pc_1920.jpg[IMG]
[IMG]http://gamegpu.ru/images/remote/http--www.gamegpu.ru-images-stories-Test_GPU-Simulator-Project_CARS_2015-test-pc_2560.jpg[IMG]
[IMG]http://gamegpu.ru/images/remote/http--www.gamegpu.ru-images-stories-Test_GPU-Simulator-Project_CARS_2015-test-pc_3840.jpg[IMG][/QUOTE]
The wonderful thing about games developed with PC as primary platform is the addition of insane graphical settings.
Because they cut a lot of corners and you only ever get 60 fps during daytime in less crowded situations.
MSAA is the least expensive AA option outside of FXAA in the game. That being said DS2X probably runs very slightly worse yet provides a significantly better IQ. DS4X though is much more taxing than both of these, let alone DS8X.
This game truly is taxing on PCs though. In my own experience (i5-2500K @ 4.4 GHz + GTX 970 with slight OC at 1080p), I need to run the game at around medium settings and MSAA to get 45-50ish fps in the heaviest stress test pCARS can provide: 55 AI cars in heavy rain at Le Mans.
However outside of this I run a mix of ultra and high settings + DS2X AA and it does me well for most situations in dry conditions with up to around 23 AI, good enough for most situations both in career and online. Wet weather still heavily impacts my framerate as it's heavy on both CPU and GPU, so considering my CPU already is constantly being hit during races with plenty of AI, it just can't cope. Wet weather without AI generally stays above 50 fps though.
This is the first game that has ever pushed my trusty old 2500K this hard, not even GTAV pushes it this much.
I mean it looks great, but if a 5960X and a Titan X are required to get above 60 fps at 1080p with not even the most expensive AA solution used, something must be up.
The menus alone use 50% of my CPU, which has to be the most CPU heavy game menu I've ever come across haha.
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.
It is awesome to finally have a dev (dev team in this case) post about the technical side of their game!!!
I wonder if I've striked a frail chord comparing screenshots. Something like what happened before with that performance analysis in DF. Mainly because what he says about shadow resolution and LODS doesn't correspond with any console gameplay out there. The only reasonable explanation is they have achieved a lot of progress in those last weeks and they are proud enough to correct every wrong statement in the wild.
Is that entirely true..?
dat optimization..
That was true for the old analysis. I doubt few months of optimization will ensure a leap from 30s to solid 60 in stressful situations, the game already has a lot going on, on paper it's more ambitious than any FM/GT in terms of tech it's pushing.
I don't think this was even true for the old analysis. There was lots of comment in the old-build VVV videos (and from memory in the DF analysis) that the game was consistently hitting 60fps in dry weather and at night, even with 40-odd car grids. The performance hits were mainly during heavy precipitation. With "leap from 30 to a solid 60" you make it sound like pCARS is a 30fps game that is trying to achieve 60fps. Isn't it fairer to say that it's a 60fps game that occasionally dips below 60 in extraordinarily loaded situations?
No?Isn't that what I was saying?
You still used to get 60fps in night time and in daytime and if I remember correctly you got that 60fps with a full grid if it wasn't raining and night.60 fps during daytime in less crowded situations
No?
You still used to get 60fps in night time and in daytime and if I remember correctly you got that 60fps with a full grid if it wasn't raining and night.
i5 4690 and a GTX960 gives me locked 60 in every stress tress i've tried with all settings to low except car and track which are medium with MSAA and low FXAA. I've recently bought a 970 and that has allowed me to up everything across the board to high except grass (which has a known bug with nvidia which will be gone in D1P) and keep the same locked frame rate.
Personally I actually prefer the MSAA + FXAA combo to DS2X, I find the DS2X gives shimmering on poles etc.
Crazy thing is though i'll likely play mostly on PS4 as thats where my buddies will race
dat optimization..
"dat PC optimization though.."
dat optimization..
So with the developer confirming the PS4 being set to High to Med/High settings in the PS4 thread, this means PS4 = I5 & GTX 970 performance?
To be fair maldo, your statements aren't just any old forum comment. Your voice carries wait given your pedigree.
And yeah, I guess they have made some serious progress since the DF build that is not evident to see in much if any of the footage out there. I am also curious why the AA resolve for the EQAA seems so inconsistent. This game is forward rendered right? Is the MSAA coming in too early in the rendering chain (HDR breaking it?)?
Project CARS uses a light pre-pass renderer.... (there is no forward rendering aside from transparencies, which is standard for this sort of renderer)
There are actually two EQAA resolves, one before Motion-Blur (which is executed in HDR) and one before tone-mapping / bloom composition. On PC with motion-blur turned off, each sample of the MSAA target is tone-mapped individually - however since console always has MB enabled per sample tone-mapping is switched off. (This is a driving game after all!)
A more exacting break-down of the shadow detail:
Shadows (CSM)
PC Low - 512x2048, 16bit, 2 spot shadows
PC Medium - 1024x4096, 16bit, 2 spot shadows
Console -1024x4096, 32bit, 4 spot shadows
PC High - 1408x5632, 32bit, 4 spot shadows
PC Ultra - 2048x8192, 32bit , 4 spot shadows + enables shadows in Environment Maps
People are still surprised that a graphics heavy PC game at max settings do not run that well on their not so high end PCs?
Guess I will need a new computer to maximize this game to get 60 FPS steady.
I know there is the incorrect obsession with maxing everything on the PC, however this is one game I set the goal of maximizing because it looks so damn great.
Gonna give it a shot with my i72600K OC'd and GTX 980 combo.
They'd probably need to offer a 30 fps lock option for this to happen.If the console versions can hold a steady frame rates in the Le Mans, Heavy Rain, Full AI grid stress test, then I'll seriously be impressed.
Are you serious?
i5 4690 and a GTX960 gives me locked 60 in every stress tress i've tried with all settings to low except car and track which are medium with MSAA and low FXAA. I've recently bought a 970 and that has allowed me to up everything across the board to high except grass (which has a known bug with nvidia which will be gone in D1P) and keep the same locked frame rate.
- 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. .
You're building your own sand castle here.The PS4 version is also supposed to run at 60 fps. If that's true and the above are true, the PS4 version is giving similar performance to an i5 4690 and a GTX 970. Any clarity on the subject would be welcome.
I am starting to get the feeling that PSN is going to do a preload on this.
This is some awesome detail (especially about EQAA and the shadow draw). Damn. Thanks for this.Project CARS uses a light pre-pass renderer.... (there is no forward rendering aside from transparencies, which is standard for this sort of renderer)
There are actually two EQAA resolves, one before Motion-Blur (which is executed in HDR) and one before tone-mapping / bloom composition. On PC with motion-blur turned off, each sample of the MSAA target is tone-mapped individually - however since console always has MB enabled per sample tone-mapping is switched off. (This is a driving game after all!)
A more exacting break-down of the shadow detail:
Shadows (CSM)
PC Low - 512x2048, 16bit, 2 spot shadows
PC Medium - 1024x4096, 16bit, 2 spot shadows
Console -1024x4096, 32bit, 4 spot shadows
PC High - 1408x5632, 32bit, 4 spot shadows
PC Ultra - 2048x8192, 32bit , 4 spot shadows + enables shadows in Environment Maps
That would be impossible given the two are equivalent in performance at similar settings. It would go against the vast volume of evidence from every other multiplatform game.The PS4 version is also supposed to run at 60 fps. If that's true and the above are true, the PS4 version is giving similar performance to an i5 4690 and a GTX 970. Any clarity on the subject would be welcome.
1. Headlights affect particles.This is some awesome detail (especially about EQAA and the shadow draw). Damn. Thanks for this.
Obviously, you guys are probably pretty busy but if you have time to answer the following it would be great.
1. Do the transparencies receive only environmental lighting (sun and environment maps) as well as lighting information from point lights (such as head light beams)?
2. Similarly, do shadows cast into particles (dust for example) and or onto water surfaces/windshields?
Thanks for any answers.
BTW, If you guys ever want to implement a per-object blur... I definitely would not complain.
That would be impossible given the two are equivalent in performance at similar settings. It would go against the vast volume of evidence from every other multiplatform game.
The preload is already up isn't it? I've preloaded on XB1 already anyway.
The preload is already up isn't it? I've preloaded on XB1 already anyway.
1. Headlights affect particles.
2. Yes for particles, can't say about windshields and what not.
I'm talking about the PC version. I don't know about consoles, probably is the same, but can't garantee.
PS4 hasn't put anything up yet. No preorder.
Not on PS4 no.
You can preorder (from the EU stores, at least?), but games don't preload earlier than 2-3 days before release on PS4.Not sure whether this would preload on the console though.
Im in the UK. My pre-order has a countdown timer where the download button should be.Hmm, that's odd. What region are you guys in? I don't have a PS4 myself but in the UK I'm able to purchase it from the online PS Store. Not sure whether this would preload on the console though.
You can preorder (from the EU stores, at least?), but games don't preload earlier than 2-3 days before release on PS4.
Im in the UK. My pre-order has a countdown timer where the download button should be.
Edited to add that the countdown timer expires on Wednesday next week.