Screens yeah, movies yeah! Drool...
But what matters the MOST in a driving simulation are the physics.
LFS is still number 1 for me.
iRacing and rFactor some miles behind. And yes, those 2 last sims have much better gfx, but who cares when playing a sim?
I'll try to compare LFS to Project CARS, since i've tried both, but only on gamepad. And this is handling only, since graphics and sound are on totaly different levels.
So, LFS vs Project CARS, driving Caterham (since it's almost the only car that's available in both games).
Project CARS deffinitely gets you a better sense of speed, but i think caterham itself feels just a bit less responsive. I mean, sometimes it feels heavy, which it realy isn't.
On the other side, in LFS, caterhams' handling is somehow predictive, but fun.
So, i like LFS handling a bit more. But, but, but.. I've played LFS more, and Project CARS isn't yet a done product. They're still working on every vehicles' handling and changing it in every build. And, one other thing when it comes to Project CARS. I've not yet set up my controller correctly, and SMS have some work to do in optimizing gamepads..
So, for now, LFS has better handling, but not by much tbh.
We'll see more in next few weeks..
If I lose controle in LFS I know why (mostly it's because I suck ) and that is because they give you a really good feedback on the physics
In project cars, that audi look-a-like handles great but the moment you pull away throttle it just drifts indefinitely
Edit: Of course I play LFS on mouse and keyboard, but project cars on a pad and I can imagine that it will feel a lot better once they implement mouse steering.
Your the first one that ive seen mention that the screen shots are staged - with in game tools I appreciate - but thats not quite the same as a screen shot taken from game play.
Thanks for the info -
really all shots should come with the disclaimer that they are being done with the equivalent of GT5's photo mode,
Im sure SMS wouldn't want people to be drawing conclusions based on a lack of info on how they are being created
Wait, I think you are confusing there some things:
In GT5 the render mode actually renders the picture with higher detail. In Project Cars you can just adjust the camera angle, the cars, shadows and environment are always at the same quality level.
Take a look at GT5 ingame shadows -> garbage. In the render shots they look good.
In project cars it's always the ingame racing engine, just different angles and focus.
Wait, I think you are confusing there some things:
In GT5 the render mode actually renders the picture with higher detail. In Project Cars you can just adjust the camera angle, the cars, shadows and environment are always at the same quality level.
Take a look at GT5 ingame shadows -> garbage. In the render shots they look good.
In project cars it's always the ingame racing engine, just different angles and focus.
Is it ?
do we know for definite that the graphics engine dosent get a little boost when going into photo mode , a bit more aliasing etc
the other thing we dont see when its done in photomode is the kind of fps someone is getting at a particular screenshot like you would when using the likes of fraps etc
Im not saying that there is anything underhand going on here but ive been looking at screenshots on all the major sim sites since they started being posted and not once did I see mentioned what Neo_McKane revealed. In that there was a dedicated photo mode
If a gamer running a less than perfect fps in game but through use of the photo mode can take stunning screenshots, when he posts those screenshots people assume the game running looks like that for him and then will also for them.
Im just questioning why just not say the shot is taken in photo mode ( by the devs)
Now that I think of it when Shift was being hyped - there was an SMS EA guy posting all these fabulous screen shots - I assume he used the same tech - Very few gamer were able to run the game to match visually his shots , so the photo mode in that case was slightly misleading
Are there some of the guys posting screenshots running the game at visual settings that they wouldn't be able to play at - sub 30 fps etc , chances there is - again even if only one extra guy goes this its misleading, but then this is the games industry
@ Neo_McKane - my comment are not directed against you, just in case you were thinking they were
Last edited by dog-god on Fri, 23rd Mar 2012 22:09; edited 1 time in total
Photos taken in Shift/Shift 2/CARS' photo mode are all using in game assets. It's just a freeze frame with free camera. Why not download it for yourself and see?
Photos taken in Shift/Shift 2/CARS' photo mode are all using in game assets. It's just a freeze frame with free camera. Why not download it for yourself and see?
I think the dev of the shift screens might have been using the same stuff that Neo_McKane linked to
and not the photo mode that shipped in game with shift.
"What is it like to stand trackside at a major motorsports event? Well, now you know with trackside. No story, no opinion, just raw energy and excitement. This is what it's like to hear, feel, and see the best racing cars in the world, from just over the other side of the wall"
Photos taken in Shift/Shift 2/CARS' photo mode are all using in game assets. It's just a freeze frame with free camera. Why not download it for yourself and see?
I think the dev of the shift screens might have been using the same stuff that Neo_McKane linked to
and not the photo mode that shipped in game with shift.
@ me7
You misunderstood me.
That TweakIt is a tool that is not published/released yet. It's just a video showing its' possibilities, and has nothing to do with any of the pCARS screenshots released, ever.
All the screens I posted here are in game ones.
Usualy, i press the P key, which pauses the game, and then i set the camera angle and take a screenshot. So, they are all 100% in game screens. After all, there is no Photo Mode like in GT5.
So, yeah. I run the game at 40-50 fps at maximum details, and with those graphic settings i take screenshots and post them here. No photoshop or any other editing software. The only difference is i press a button to hide the hud and press the pause key, cause it's easier to adjust the camera angle and fov.
Anyways, if you don't believe in all that, you can buy a toolpack for and see for yourself. Don't worry, you can always ask for your money back.
my bad
got the impression that it was part of the game seeing the car and pits in the viewport
Very cool app though.
As for buying into CARS - I think ill wait - bought the shift games
kinda put me off SMS along with a lack of info on if it will have just have different random cars or with it be racing series among all the other sim features that came with
the likes of GTR2 etc
With the buy out (60%) and NDAs its kinda up in the sky how much the new owners will steer the games outcome - I would assume they will have on there minds that Shift was pretty profitable for EA and the likes of Race Pro wasn't for Simbin. The new company is publicly traded so investors (real ones not someone putting in 25 euro) will call the shots.
Ill admit the graphics look fantastic but i still play GTR2 because it offers a complete package of a racing game that I like to play- even with physics a bit off at times and dated graphics. Im not so fashion conscience that I must have the best graphics if the rest of the game isnt there.
Modding is another item that seems to be causing friction in the forums ive read- there is some crap mods out there but there are also some gems that far outclass what the original devs did with GTR2. rFactor etc. I believe this would also be the case with CARS if allowed which would make a purchase far more likely for me.
You could argue that I wont get what I want if i dont pay up to give my opinion but realistically I dont believe that there will ever be enough people buying into the beta even if they were all of the same opinion that will alter the gameplan that Ian had in his head at the start of the process.
If they do implement something that was suggested theres is nothing to say that that wasn't always a feature that they had in mind to do anyway.
I haven't heard of any feature that Ian didn't want, that the community did, that has been implemented, I'm sure something like that would have been shouted from the rooftops
Lastly physics - which really is the most important to me - do ye ( the guys who paid up) believe that they can get to rFactor 2 of NekCar standards ?
Frankly I dont know - they built GTR2 on ISI code - Shift was built on bastard ISI code -
Do they really have the expertise to build a physics engine from the ground up, its not something they have prior history of, only of tweaking others code.
It would be a valid argument to say that they are still only modders when it comes to physics and not great judging by the last 2 attempts.
I bought it because it's so pretty, first thing its not so pretty in live 1080P as pictures and videos, there is terrible shimmer in all areas, fences and so on and i use MSAA 8x. Not so pretty as youtube and pics gives you where you dont's see it so clearly.
Secondly, psysics is faraway from realistic. I don't get realistic drivingfeel.
FF is terrible, not even close to rF2 or Netkar FF.
It's good racer but it's not a sim, but it's alpha so it is too early to say. If you wanna sim try out GTR2,GPL,rF2,RBR,iRacing or Netkar(last 2 no possibility to drive with AI)
I saw a pdf that had a graph that said the game would be comparable to gt5 and forza, so that would mean it's gonna have pretty realistic car handling, but that was a while ago and i cant find that pdf anymore...
for full on sim theres gonna be plenty of other choices in 2012 and 2013.
New build is up..
New tracks, and a new vehicle - Bac Mono
Release notes:
Spoiler:
Build 184 (30/3/12, Team Member+)
Fresh profile is required
fix for RenderContext blendstate 'over-optimisation' bug
Update profile defaults (meaning new profile needed for this build).
fixed black shadows bug under sx11
change to the setup of the weather forecast so that we always go from the first condition to the second one and back..
[Weather] day and night time building setup. i.e self illuminated buildings; weather system clamping values between 0.01 and 0.99 for emissive control; setting default emissivetexturecontrol to be 0.01; changing the name of the default sky texture.
Experimental: modify camera behaviour when world movement setting is fully off.
Fixes for console compilation errors
Audio:
Doppler setting changes for most cars (this heightens the effect).
Most cars have subtle filter effect for interior engine sets to emphasise higher rev ranges
Surface sounds received some balancing tweaks (wind effect is louder and jet stream enhanced for flybys)
Cosworth DFV cars have received some balancing changes and some pitch and crossfade tweaks
Reverb level settings adjusted.
Sakitto: Change main fence texture; brightnes tweaks
Monterey: new textures
AzureCoast: textures
Connecticut Hill: wtc and emissive control map tweaks so that windows come on at night; random factor added to CH lights coming on and off; rescaled nightcolor textures and reduced some of them in brightness; Textures update for fresnel road shader
Portaloos created and placed on Badenring variations
Fixed carbon shader not compiling with crumple damage and vinyls on (needed VS outputs to be packed into less items)
[Weather] day and night time building setup. i.e self illuminated buildings.
BAC Mono added to the game (placeholder physics)
New exports of Azure Coast; JPLM; Connecticut Hill; Monterey; Sakitto
Build 183 (29/3/12, Senior Manager)
AI sounds for the JPM; New AI sounds for the Racer L4; AI sounds rebalanced; BAC Mono setup; Racer V8 tweaks; Various balancing changes across the game.
Animations: kart_02: fix visor bone missing from export; driver had to be offset for animations to match current car.
new control map for Keins tests on Connecticut hill
Missing shared track textures such as the startlights etc
Jin Ding - added working pit lane, 21 pit spots and 42 garage spots. Updated grid size to support 42
Added Trees and bushes to all 3 Sakitto Variations; New exports
Added Monterey circuit
New Sakitto exports
Added/adjusted Time Trial starting points on following (non p2p/kart) circuits: Anhalt (all); Badenring (all); Bathurst; Besos (all); Bologna Reverse; California Raceway; Connecticut Hill (all); Derby (all); Florence (all); Milan (all); Northampton; Rouen (all); Sakitto (all); Wisconsin raceway
Build 182 (28/3/12, Senior Manager)
Asano LM11: reviewed all glass damage UVs; new car export
New shared tracks textures
Common/shared track textures updates
Added kart 2 360 steering animations
Added Palmer jplm 360 steering animations; New livery; Added livery names
moon glow textures added; sky texture seams removed and pixelated suns sorted, wtc edited for moon bug fix balancing
Asano TDX - 3d pan levels, subwave added to exterior
Asano x4 3d level change
Racer V8 - load curve update - plus subwave and exhaust resonation tweaks for more aggression.
Improved handling of Rendertarget write masks in the RenderContext/BlendState.
New Connecticut Hill exports
Build 181 (27/3/12, Manager+)
SR3 - More CPIT poly reductions, made CPIT brake disc and calipes
* Inreased version of Milan GP; * Reset leaderboards for Milan GP.
More Palmer Jaguar liveries/names
Tweaked car audio soundbank settings for consistency. Mainly sample-rate optimisations but a few new ones had incorrect format settings, or default console settings (for future use)
Jin Ding updated to support 40 car grid. no working pits yet as pit lane is blocked with a wall.
weather forecast WIP
Jin Ding new export
Known issue: shadows under Dx11 appear pitch black
Build 180 (26/3/12, Senior Manager)
Asano X4 new export; updates according to review from 15.3.2012:driver moved up from 3PView to show full visor from front view, slightly altered left hand movement; setup glass damage + various fixes
gumpert APOLLO new export
Sakitto new exports; brightens tweaks
WTC updated with moon settings; moon rendering now in place.
Temporary fix for AI sliders; Disappearing button issue on Controller Calibration screen fixed, temporary fix for disappearing AI sliders in also (requires more time for dedicated solution though)
global volume adjustment and boost to level sounds; load curve adjustments, plus some level changes and 3 d panning; balancing changes
edit: updated vehicle and track list in the first post
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