New HQ PCARS gameplay vids

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m3dude1

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#1  Edited By m3dude1
Member since 2007 • 2334 Posts

I love how they kept the fps counter visible, showing what you can expect in reality from a high end rig.

http://www.gamersyde.com/news_project_cars_is_back_on_gsy-16252_en.html

their 970 is an overclocked G1 gaming. ouch.

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R4gn4r0k

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#2 R4gn4r0k
Member since 2004 • 46260 Posts

How does their OC 970 fare with this game ?

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m3dude1

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#3 m3dude1
Member since 2007 • 2334 Posts

mostly 60 fps with mix of ultra and high settings and no aa. all ultra and no aa lots of drops below 60.

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Krelian-co

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#4 Krelian-co
Member since 2006 • 13274 Posts

@m3dude1 said:

mostly 60 fps with mix of ultra and high settings and no aa. all ultra and no aa lots of drops below 60.

"with all options maxed out (and SMAA)"

you sure like to make bs, sad peasant.

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Krelian-co

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#5  Edited By Krelian-co
Member since 2006 • 13274 Posts

@m3dude1 said:

mostly 60 fps with mix of ultra and high settings and no aa. all ultra and no aa lots of drops below 60.

Also it drops to 50 fps, shocking "fps drops" lol peasant, nothing a driver update can't fix

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m3dude1

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#6  Edited By m3dude1
Member since 2007 • 2334 Posts

@Krelian-co: you really should learn how to read. everything i stated is 100% fact. and yeah thats smaa, but watch the videos, might as well be no aa.

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GioVela2010

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#7 GioVela2010
Member since 2008 • 5566 Posts

@Krelian-co: you really should learn how to read. everything i stated is 100% fact.

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m3dude1

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#8 m3dude1
Member since 2007 • 2334 Posts

lulz, 2 mins apart? try harder next time

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#9 DEadliNE-Zero0
Member since 2014 • 6607 Posts

Looks insane.

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-God-

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#10 -God-
Member since 2004 • 3627 Posts

Looks amazing. PC ftw.

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Wasdie

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#11 Wasdie  Moderator
Member since 2003 • 53622 Posts

Dat aliasing... yuck. Gonna have to throw more GPU power at it and super sample that sob.

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#12 Wasdie  Moderator
Member since 2003 • 53622 Posts

@Krelian-co: SMAA is not all that great. It does a very medicore job of hiding aliasing. Racing games have a lot of aliasing due to the longer, straighter lines you find on cars, tracks, and typical scenery of tracks.

It still looks great, but Project CARS is a game that really shines when you throw some real AA or super sampling at it.

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jedikevin2

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#13 jedikevin2
Member since 2004 • 5263 Posts

The game runs pretty dang smooth even on 4-5 year old hardware. Been enjoying the 'beta" for almost a year now. Lovin it. Hope the career comes together nicely. Its the only aspect of racing missing on the Pc sim side for a while. Other then that, amazing.

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Krelian-co

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#14 Krelian-co
Member since 2006 • 13274 Posts

@Wasdie said:

@Krelian-co: SMAA is not all that great. It does a very medicore job of hiding aliasing. Racing games have a lot of aliasing due to the longer, straighter lines you find on cars, tracks, and typical scenery of tracks.

It still looks great, but Project CARS is a game that really shines when you throw some real AA or super sampling at it.

i agree, i just pointed out because tc said no aa.

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m3dude1

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#15 m3dude1
Member since 2007 • 2334 Posts

from a perf perspective(and from a visual one too tbh) it is no aa

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Ben-Buja

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#16  Edited By Ben-Buja
Member since 2011 • 2809 Posts

Yeah the performance could be better, but some settings on ultra are also a bit overkill with little visual gain. Like reflections on ultra or particle density on ultra which renders particles for all vehicles on track while high limits it to 8 around you.

They basically included some options for high end rigs only. (and should be labeled as such imo)

Interestingly the game has a different kind of AA method on PS4 which is supposed to resemble TXAA. It's their own variant of it, and it hasn't been added to the PC version yet.

PC version is a Nvidia gameworks title though and will probably get regular TXAA, HBAO+/the standard stuff.

btw. the wet weather effects have been improved a lot lately and only some tracks have the changes applied yet. (Laguna Seca is one of them)

Some screenshots:

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m3dude1

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#17  Edited By m3dude1
Member since 2007 • 2334 Posts

@Ben-Buja: i dont know if the new weather effects have fixed this, but the reflections in pcars are the worst ive ever seen. they are glitchy as hell and the quality of them resembles an original NES game. some of the videos in my OP demonstrate it. more examples

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#18 Ben-Buja
Member since 2011 • 2809 Posts

@m3dude1 said:

@Ben-Buja: i dont know if the new weather effects have fixed this, but the reflections in pcars are the worst ive ever seen. they are glitchy as hell and the quality of them resembles an original NES game. some of the videos in my OP demonstrate it.

Do you mean the puddle reflections or on the vehicles?

If i remember correctly ultra reflections in puddles have much larger draw distance than high, and they're still a bit buggy on slanted roads. I didn't notice any glitches on Laguna Seca when i took those screenshots though, so maybe it's fixed with the new wet weather surface...

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m3dude1

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#19  Edited By m3dude1
Member since 2007 • 2334 Posts

the reflections on the track. i dont even think its SSR. looks like some crappy hack. i can only imagine how bad the perf was in the screens you posted.

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m3dude1

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#21 m3dude1
Member since 2007 • 2334 Posts

whats sad is how little these lousy developers managed to achieve on such powerful hardware

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#22 MonsieurX
Member since 2008 • 39858 Posts

@m3dude1 said:

whats sad is how little these lousy developers managed to achieve on such powerful hardware

Yet it's a free pass when PS4 can't hit 1080p\60fps on lousy multiplats

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clyde46

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#23 clyde46
Member since 2005 • 49061 Posts

@MonsieurX said:

@m3dude1 said:

whats sad is how little these lousy developers managed to achieve on such powerful hardware

Yet it's a free pass when PS4 can't hit 1080p\60fps on lousy multiplats

Wasn't he parading around DC like the second coming?

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#24  Edited By Ben-Buja
Member since 2011 • 2809 Posts

@m3dude1 said:

the reflections on the track. i dont even think its SSR. looks like some crappy hack. i can only imagine how bad the perf was in the screens you posted.

I don't notice any of the glitching like in the gif. Must have been fixed.

Reflections doesn't seem as pixelated as that screenshot you posted either. That was probably taken at medium or lower.

How about a comparison of close ups of reflections in other racing games?

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Ben-Buja

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#25 Ben-Buja
Member since 2011 • 2809 Posts

@m3dude1 said:

whats sad is how little these lousy developers managed to achieve on such powerful hardware

Compared to other racing sims, this is the best looking at the moment.

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#26  Edited By m3dude1
Member since 2007 • 2334 Posts

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja: we both know thats about as meaningful as a participation trophy

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#28 onesiphorus
Member since 2014 • 5247 Posts

I like the performance.

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Ben-Buja

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#29  Edited By Ben-Buja
Member since 2011 • 2809 Posts

@m3dude1 said:

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja: we both know thats about as meaningful as a participation trophy

Arcade racing games like Driveclub or Forza Horizon 2 with physics like Assetto Corsa or Project CARS and as many cars on track would run in 5 fps. So yes, of course it matters.

They simply don't have a detail budget as big as DC or even NFS Rivals for the environment since the game has to be able to render 64 cars at once.

It's impressive they even got it to 60 fps on PS4 in 1080p.

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m3dude1

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#31 m3dude1
Member since 2007 • 2334 Posts

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja said:

@m3dude1 said:

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja: we both know thats about as meaningful as a participation trophy

Arcade racing games like Driveclub or Forza Horizon 2 with physics like Assetto Corsa or Project CARS and as many cars on track would run in 5 fps. So yes, of course it matters.

They simply don't have a detail budget as big as DC or even NFS Rivals for the environment since the game has to be able to render 64 cars at once.

It's impressive they even got it to 60 fps on PS4 in 1080p.

physics are irrelevant here because project cars is completely gpu limited on PC

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Ben-Buja

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#32  Edited By Ben-Buja
Member since 2011 • 2809 Posts

@m3dude1 said:

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja said:

@m3dude1 said:

@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?

@Ben-Buja: we both know thats about as meaningful as a participation trophy

Arcade racing games like Driveclub or Forza Horizon 2 with physics like Assetto Corsa or Project CARS and as many cars on track would run in 5 fps. So yes, of course it matters.

They simply don't have a detail budget as big as DC or even NFS Rivals for the environment since the game has to be able to render 64 cars at once.

It's impressive they even got it to 60 fps on PS4 in 1080p.

physics are irrelevant here because project cars is completely gpu limited on PC

No it isn't. Not when you race with dozens of cars

Edit:

Full roster on Le Mans on the straight:

Auslastung = utilization

The game ran at 50-55 fps at that point

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GodspellWH

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#33 GodspellWH
Member since 2013 • 1078 Posts

@GioVela2010 said:

@Krelian-co: you really should learn how to read. everything i stated is 100% fact.

lol sock puppeting

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deactivated-57ad0e5285d73

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#34  Edited By deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

It looks good, but it really goes to show just how much the lighting in Driveclub adds to the overall visual. This still looks like a game. Almost everything in Driveclub looks like it exists--as if everything has a mass to it.

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m3dude1

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#36 m3dude1
Member since 2007 • 2334 Posts

@Ben-Buja said:

No it isn't. Not when you race with dozens of cars

Edit:

Full roster on Le Mans on the straight:

Auslastung = utilization

The game ran at 50-55 fps at that point

thats SLI.....

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deactivated-57ad0e5285d73

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#37  Edited By deactivated-57ad0e5285d73
Member since 2009 • 21398 Posts

@scottpsfan14 said:
@Heirren said:

It looks good, but it really goes to show just how much the lighting in Driveclub adds to the overall visual. This still looks like a game. Almost everything in Driveclub looks like it exists--as if everything has a mass to it.

DriveClub has world physics, GI and PBR. Three things pcars doesn't. Slightly Mad spent their tech money on car detail and driving physics. The rest they made as good as they could for the budget they were working with. Evolution were funded by Sony to make a car game that showed people what the PS4 was capable of graphically.

There's a bunch of racing games getting critical acclaim in some form or another. Forza Horizon with great play, Driveclub with visuals, and simply new names getting noticed. Makes you wonder what will become of Gran Turismo. I know that series is still huge in the racing scene--getting all kinds of publicity and sponsoring events and such. However, I don't think anybody that played the game will deny some shortcomings. The budget from the last gen leads me to believe it will be photoshopped to fit this gen.

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#38 clyde46
Member since 2005 • 49061 Posts

@m3dude1 said:

@Ben-Buja said:

No it isn't. Not when you race with dozens of cars

Edit:

Full roster on Le Mans on the straight:

Auslastung = utilization

The game ran at 50-55 fps at that point

thats SLI.....

So?

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#39 bunchanumbers
Member since 2013 • 5709 Posts

Game looks great! I look forward to the Wii U version.

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m3dude1

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#40 m3dude1
Member since 2007 • 2334 Posts

@clyde46: so sli incurs extra cpu overhead, and if you need sli to muster enough grunt to reach cpu limitation its nonsense to proclaim the game as not gpu limited.

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Ben-Buja

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#42  Edited By Ben-Buja
Member since 2011 • 2809 Posts
@m3dude1 said:

@clyde46: so sli incurs extra cpu overhead, and if you need sli to muster enough grunt to reach cpu limitation its nonsense to proclaim the game as not gpu limited.

*sigh*

One 970, same situation, similar fps:

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#43 remiks00
Member since 2006 • 4249 Posts

Whatever you say Gpuking, aka m3dude1, aka giovela2010.

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EducatingU_PCMR

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#44  Edited By EducatingU_PCMR
Member since 2013 • 1581 Posts

lol m3dude thread

Studio with a lower budget, working on a title that is releasing on 3 consoles plus PCs, increased amount of cars and simulations that would make 5Club drop to 10 frames, game is still 1 month away from release.

I'd say they are doing a pretty good job.

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m3dude1

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#45  Edited By m3dude1
Member since 2007 • 2334 Posts

@Ben-Buja said:
@m3dude1 said:

@clyde46: so sli incurs extra cpu overhead, and if you need sli to muster enough grunt to reach cpu limitation its nonsense to proclaim the game as not gpu limited.

*sigh*

One 970, same situation, similar fps:

which cpu is this on? and how often is this title actually going to be cpu limited? but regardless of physics, theres no reason for the game to look as it does, esp at the perf level it runs at. having better lighting and shading is purely a gpu stressor, the cpu being stressed has no effect on it.

correct me if im wrong, but when they kickstarted this, i dont remember them advertising it as a cross platform, cross gen title hamstrung by gen 7 hardware. Also, its been stated here time and time again that cross gen titles make perfect use of pc hardware, so why is the fact that its on multiple platforms being used as an excuse by the same people?