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ixigia
[Moderator] Consigliere
Posts: 65086
Location: Italy
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Posted: Thu, 8th Mar 2012 22:38 Post subject: |
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It will struggle..a lot . With my old e6600+4870 even Shift Unleashed didn't manage to run at steady 30fps with all the details set on low..
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Posted: Thu, 8th Mar 2012 22:43 Post subject: |
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Neo_McKane wrote: | Well, it should, but just barely. Don't expect high fps or high details.
Official minimum system requirements (for now):
Cpu: 3.0GHz dual core or 2.4GHz quad core
Gpu: nvidia 9600GT or ati 4750 512mb
Memory: 2gb (3-4 recommended) |
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Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Fri, 9th Mar 2012 00:31 Post subject: |
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Well, i think Project CARS runs better than Shift2. And i played Shift2 on my e6750+4850. So, i guess it's worth a shot.
Anyways, minimum system req is copied from http://www.wmdportal.com/projects/cars/
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 9th Mar 2012 00:43 Post subject: |
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E6600@3.2ghz
260GTX, lets see how it goes, installing game now
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Posted: Fri, 9th Mar 2012 04:03 Post subject: |
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HOLY CRAP just got into the main menu, it looks fucking astonishing!!! HOLY!!! O.O on to a race test!
Edit: yes the game looks like its gonna be one of the most promising racing games comming up, right now the physics seem ok, but those are full race cars, who knows what they really feel like with those suspension settings and tyres.
Although i did feel some excess of bouncing in some cars. but i liked it the game a lot, and yes it looks amazing.
Also the gfx feel twitchy in my pc, fps jumping. but its my pc.
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Posted: Fri, 9th Mar 2012 11:13 Post subject: |
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So for 10 EUR i get monthly release? And when the game comes out? i get discount or what?
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Posted: Fri, 9th Mar 2012 11:16 Post subject: |
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Yes, you get a new build on the first friday of the month. And when the full game comes out, you'll only have to pay the difference, which would be 35 euros.
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 9th Mar 2012 11:51 Post subject: |
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Ok, the new build is out. Brings some awesome new tracks, Badenring (Hockenheim) and Rouen.
Here are the notes:
Spoiler: |
Build 169 (9/3/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Adjust grid placement percentages to 80% performance, 20% random
Fix in weather system for restarting a race
Adjusted minimum AI defaults
Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
HUD display: Fixed rpm bar background colour, added fuel readout
Fixed up Badenring grids and opponent counts
Corrected opponent count for Derby and Wisconsin
Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
Removed applinks and data from the profile for old AI sliders
Bumped version of all vehicles for Friday's stat reset
Reinstated use of phase 2 lighting data for trees - this allows headlights to cast onto them correctly
Caterham R500: LODA/B springs added
GUMPERT physics update
Constraint orientation of contact between vehicles is adjusted to help prevent scooping
Added a small range to AI driver minimum default sliders
New Caterham export
New Badenring historic export
New Belgium Forest export
New Loire exports
New Rouen export
Wisconsin Raceway added
Derby GP and National added
Build 168 (8/3/12, Senior Manager)
Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE.
Random settings for AI settings based on min/max ranges
New ranges for AI character tweakers to allow a larger set of characterisations
AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst
Belgian forest - performance update
Added updated tracklist and xmls for Rouen (raceline and trees)
New Badenring exports
New Bathurst exports
Rouen added
Badenring Historic added
Build 167 (7/3/12, Senior Manager)
Update tyre noise code defaults to match latest data
Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero
AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page
AI used random number to work when it should turn on its lights
Fix for bug with lights on restart and beams during the day
Shadows fix for black/clear patches appearing when shadows are very long
Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps)
Complete overhaul of UI centering spring implementation
Shadow FXAA only applied in high or ultra shadows
Build script : Added support for split installer ziping for patches
Asano X4: new LIGHTS material/textures for fully lit headlight case
Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun
Reduced headlight spread a little.
Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway
Added West Glencairn crowd placemt
Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic)
F68: more physics changes for stability
Badenring logo/temp map added
Formula A: Physics changes
New Asano X4 export
New Gumpert Apollo export
New Connecticut Hill exports
Badenring added to the game
Known Issue: Modern driver in the F68
Build 166 (6/3/12, Manager+)
HUD: fixed overlapping on laptimes element
Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill
Reset max participants to 32 until garage spots can be set at Bologna
Increase amount and volume of tyre noise
Bug fixing on ToD
Build 165 (5/3/12, Senior Manager)
Code to spread the generation of the emvmaps over time
Add ability to override gearstick animation use per view
Switch CNM driver mode to use 3PV animation but with gear-changes enabled
Fixes for spot shadow filtering (and directional shadow filtering on ATI)
Gumpert Apollo: physics update
Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene
Formula A: physics changes to improve low speed stability
New Belgian Forest export
New Bologna exports
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edit: also, Wisconsin (Road America, i think) and Derby (Donnington) added.
And i must say, they are GREAT!
Also, big performance boost..
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
Last edited by Neo_McKane on Fri, 9th Mar 2012 13:06; edited 1 time in total
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Posted: Fri, 9th Mar 2012 12:51 Post subject: |
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When is the full game being expected?
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Posted: Fri, 9th Mar 2012 13:12 Post subject: |
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Nobody knows, yet..
But i guess it won't be out for at least 6 months.
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 9th Mar 2012 15:36 Post subject: |
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anyone know if this supports a pad. I'm going to get a wheel soon when I move into my new house but just want to try it in the meantime
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ixigia
[Moderator] Consigliere
Posts: 65086
Location: Italy
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Posted: Fri, 9th Mar 2012 15:53 Post subject: |
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hitmanuk wrote: | anyone know if this supports a pad. I'm going to get a wheel soon when I move into my new house but just want to try it in the meantime |
Yup it does, it's not ideal but there shouldn't be any problem ;P
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Posted: Fri, 9th Mar 2012 16:35 Post subject: |
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PLayed it with an Xbox 360 pad, works very good.
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Posted: Fri, 9th Mar 2012 17:37 Post subject: |
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Yeah, i play with gamepad too. It was much harder earlier, before the 160 build. But that build brought better physics and overall feel.
Now, i must say, i'm really enjoying driving the Ariel Atom V8, Caterham and that Lotus from '68. Lotus is so tricky, back wheels loose traction so easy, and it's so fun to drive.
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Fri, 9th Mar 2012 19:18 Post subject: |
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If you want to enjoy this get a wheel !
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Posted: Sat, 10th Mar 2012 09:58 Post subject: |
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Their site was down yesterday...
Now it's back online, I'm finally a Team Member too ^^
Downloading the thing, seems very very promising!
Thanks Neo for the thread, I've never heard of this "Project" before.
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Sat, 10th Mar 2012 11:05 Post subject: |
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Glad you like it
It's a really promising project, which is shaping up really well. The dev team are working like mad. I mean, they added 5 tracks in this build, and are already adding a few more in the next one. Also, multiplayer is coming up very soon, and new cars and licences.
It's just a shame that their advertising is almost nonexistent. I mean, there are some previews and screenshots here and there, but nothing serious. So, i guess we can, at least, spread a word over the forums..
Intel Q9550 @ 3.2GHz + CM Hyper 212+ | Gigabyte P35-DS3P | 6GB DDR2 OCZ 800mhz | ASUS GTX560Ti DirectCUII | Samsung SSD 840EVO 250GB + Seagate Barracuda 1TB | OCZ StealthXStream 500W
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Posted: Sun, 11th Mar 2012 14:44 Post subject: |
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Werelds
Special Little Man
Posts: 15098
Location: 0100111001001100
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Posted: Sun, 11th Mar 2012 16:41 Post subject: |
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Posted: Sun, 11th Mar 2012 17:07 Post subject: |
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now they just need to put in some proper cars to use with them. not really the place to race an r18, or any type of open wheeler.
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Posted: Sun, 11th Mar 2012 18:30 Post subject: |
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OPM wrote: | now they just need to put in some proper cars to use with them. not really the place to race an r18, or any type of open wheeler. |
+1 road cars or rally cars plz.
Quote: | PC awesome button = Uninstall! |
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Posted: Sun, 11th Mar 2012 18:49 Post subject: |
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I don't have been bought it yet, what i have heard it's not a sim, more than between arcade and sim. Not realistic physics like iRacing or Netkar pro.
Of course it's alpha, so it maybe change.
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Posted: Sun, 11th Mar 2012 19:28 Post subject: |
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Posted: Sun, 11th Mar 2012 19:48 Post subject: |
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Yeah, the second track really reminds me of the Cote d'Azur track from Porsche Unleashed. Give me more tracks like that and some roadsters and I'm happy!
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
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Posted: Sun, 11th Mar 2012 21:01 Post subject: |
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Neo_McKane wrote: |
It's better than rFactor2 beta, by a huge step.. |
I would disagree, as I have both, and the FFB and the physics are better in rFactor 2 by an even huger step .. The GFX on the other hand, I give the nod to CARS. If a game that included the rFactor driving model and CARS's GFX, well that's a win win... I prefer more sim style racing, so rFactor 2 gets the nod... Also there is a .60 build for rFactor that is cracked out there, to try since there isn't any for CARS
2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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