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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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.
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
@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.
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.
@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.
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:
@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
@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...
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?
@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.
@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?
@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
@MonsieurX: link to me constantly praising these ps4 multiplats like you guys praise pcars?
@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
@Krelian-co: you really should learn how to read. everything i stated is 100% fact.
lol sock puppeting
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.
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.
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.
@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?
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