Project Cars [PS4, XO]

As one of the backers, I get very regular patches for the game. Game is already pretty much done, but it is nice that they are not rushing and then fixing things after the release. Changelogs are still long, but they focused on fine tuning and finishing implementation of the very last features.

It has been a great ride following the production of this game. Witnessing over 800 game builds over last 2+ years and all those patch changelogs really put into perspective how much work needs to be done to create this game with team that is not so big. I shudder to think about the workload Ubi puts on AC devs. But at least there, devs are not spending so much time correctly emulating dozens of layers of tire structure for so many cars and their tire compounds. :D

few fresh videos [not mine]:
 
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As one of the backers, I get very regular patches for the game. Game is already pretty much done, but it is nice that they are not rushing and then fixing things after the release. Changelogs are still long, but they focused on fine tuning and finishing implementation of the very last features.

It has been a great ride following the production of this game. Witnessing over 800 game builds over last 2+ years and all those patch changelogs really put into perspective how much work needs to be done to create this game with team that is not so big. I shudder to think about the workload Ubi puts on AC devs. But at least there, devs are not spending so much time correctly emulating dozens of layers of tire structure for so many cars and their tire compounds. :D

few fresh videos [not mine]:
Those 60 fps videos are actually playing at the new 60 fps standard on Youtube? They seem to be because I noticed some stutter in the third video, which is absent in the first two.

I like how raindrops fall on the windshield, the game uses several patterns to give some variety to the effect. The only thing that I didn't like much how the shadows reflect on the windshield's sun shade, they look very blocky at times.
 
Thanks, will update a little later (game isn't in the db yet). Also, good to hear that the impulse triggers are supported on Xbox (have to add that feature), but sad for me personally to read that motion control steering seemingly isn't (it only mentions that the pitcrew is talking to you through the DS4 speaker, which is still a cool idea of course, but not nearly as important to me personally)
 
Sounds like 3 4k screens side by side, which makes some sense.
 
You guys made Shift 2 Unleashed - so is Project CARS' handling similar?
The physics, handling, force feedback, input lag, tire model, and all aspects of the handling model have been rewritten and improved, with a community of racing fans and race professionals supervising and testing them throughout. The overall result is something far more realistic and responsive.

Need for Speed: Shift: OK handling, but clearly set to "fun" settings.
Need for Speed: Shift 2: More of the same, maybe a touch more realistic
Test Drive: Ferrari Racing Legends: WTF?! Awful, not fun or realistic.

Seems like they just get worse every time they try, I guess time will tell, but I shan't be holding my breath.
 
Sounds like 3 4k screens side by side, which makes some sense.

True. I was just picturing a monstrous setup within a large home theater or an ultimate man cave with three 60' or 70' inch models running this configuration. Not so much the typical sizes you find on gamers desktops.
 
Sounds like 3 4k screens side by side, which makes some sense.
Now it makes all the sense to me. I don't understand why a game would allow for a 12K resolution if that doesn't even exist.

But there are many PC monitors which can be rotated and oriented to a 90º position.
 
Now it makes all the sense to me. I don't understand why a game would allow for a 12K resolution if that doesn't even exist.

But there are many PC monitors which can be rotated and oriented to a 90º position.
Sure it does. Three 4k monitors set up like this, which some people might be crazy enough to want:

maxresdefault.jpg
 
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