Slightly Mad Studios has revealed details on Project CARS’ solo play features, giving an insight on what game modes players can expect.
Aside from the game’s cornerstone career mode and extensive online play, Project CARS will give players various opportunities to hit the track whenever and how they please.
Single player options range from the traditional practice mode that allows players to pick any track and car for a test drive to the extensive Quick Race Weekends.
Quick Race Weekends can be created in every racing format Project CARS offers, from karting to sprint racing and fully fledged endurance events. The race weekends are fully customizable as players can choose the exact weather conditions they please (or use real-time weather from the chosen racing location), choose the sessions they want to run and even time accelerate everything to fit a full 24h race with day & night transitions into a single hour.
The whole Quick Race Weekends feature works in online mode as will, allowing the setup of comprehensive multiplayer events with specified rules.
Once at the track, players can use Project CARS extensive car setup & pit strategy options to add even more realism to the race weekend as all aspects of the car’s setup and the pit strategy within the race are fully tweak-able.
And just in case someone might get lost in all the options, former Stig Ben Collins will offer guidance via Project CARS’ pit 2 car radio feature that consists of more than 600 different audio files that have been recorded by the professional World Endurance Championship race car driver.
A small showcase for dynamic weather changes in a race. All live captured, no replay footage. Obviously youtube encoding isn't doing the image quality any favor... Well it's a medium/high mix anyway (nothing at ultra)
Poor sensors if a crash makes a lap invalid. Hope they fix that, but with most games having it like that I bet they won't have a better system. Lousy anti cheating design.
As far as I remember from my test some time ago (Pumpy <3) the difference between ultra details and high is quite minimal in motion, but the former do affect the performance immensely (I shit you not, with all those advanced shaders involved ). Medium/high was my sweet spot as well
Yeah, the performance impact from going medium/high to ultra is quite hefty, but it is also visible, the shadows are sharper, the draw distance (world details) increases and less popups (only grass still pops up too near for my taste), the reflections are updated much faster (so reflections on ultra is basically a must, if you get annoyed by this). Also the distance of reflected objects increase on higher settings. So it's a lot of details that change.
There is still a lot of room for improvement there though:
While driving during dawn/dusk & during the day looks amazing from the lighting perspective, nights somehow are too bright (they were darker before) and with not enough contrast. Crysis and Arma II/III have better simulations of the visual changes on night time (especially color changes).
There is still a quite high amount of flickering going on with smoke effects.
Rear view mirrors miss shadows.
Crash and scratch textures should have a higher resolution.
Rain looks good on stills on the chassis but in movement it doesn't move on the Windscreen and looks quite strange with a blueish tint.
Some cars have too low reflection presets in cockpit view (Mercedes SLS).
And more... But taking a look at how this game looks right now, it's bitching on a quite high level
A small showcase for dynamic weather changes in a race. All live captured, no replay footage. Obviously youtube encoding isn't doing the image quality any favor... Well it's a medium/high mix anyway (nothing at ultra)
My pc has are pretty similar to yours, What kinda fps are you getting?
On rain on this track with medium/high settings @ 1080p:24-29fps
On sunny weather (light clouds), it's above 45 or even more, didn't activate fraps, as it feld perfectly fluid
If you have an AMD though, be prepared to have low framerates when enabling AI. Almost all intel I tried this game on, had next to no problems with additional cars, but on my puny Athlon II X4 the game goes below 20fps, if I add too many AI racers
(Considering that you can have full nascar races, this is quite saddening :'( )
One of the tracks that is currently being transformed into their final form, (Azure), I barely reach 20 FPS on highest details! But that track is not optimized yet as they added a shit ton of details in the last few weeks. With rain it's at 9-15fps at the beginning of a race.
Hey, is it possible to share an early access game via Family Sharing?
I have an YouTube channel and I would love to make a preview of this game...
If anyone is willing to lend it, I would really be thankful and we could also arrange for some kind on "donation" of my part. A few days for the making of the video would be more than enough. (And no, I'm not trying to scam anyone).
thenormal02 wrote:
what do you mean? the console version also works on pc ?
Hey, is it possible to share an early access game via Family Sharing?
I have an YouTube channel and I would love to make a preview of this game...
If anyone is willing to lend it, I would really be thankful and we could also arrange for some kind on "donation" of my part. A few days for the making of the video would be more than enough. (And no, I'm not trying to scam anyone).
Maybe if someone of us gives you his personal login details (username/password) as entered on the intro screen of the game. Idk though if this will work.
omg i haven't played this game for a while, but the improvement since the last time i played on my pc is amazing, i really hope the online is popular in this game, there's not that many players online when i try?
Ryzen 5 3600 cpu@3.60 Mhz.
hyper x 32 gb ddr 4 memory.
Msi Carbon gaming pro ac motherboard.
Evga 600 psu.
Msi Armour rx 8 gb 5700 Graphic card.
Ps4 Standard 500gb.
Lg 4k 42 inch tv.
Oculus Quest 2.
so what is the difference between this and world of cars?
pcars: sim? full prized?
world of cars: arcade? mmo style? f2p?
is it the same engine? why do they release 2 games at the same time?
no one?
Yep, that's correct
PCars is a simulative SP+MP game that will cost money (~$50 perhaps, we don't know it yet), whereas World of Speed is basically an uber-arcade multiplayer racing game (free, and apparently not "free to play" - according to the devs) that uses the same engine and many of the assets/contents from PCars. They wanted to develop that one as well because they felt that Need for Speed World deserved some competition
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