Since June 2012, Gamersyde has provided direct feed videos of the PC version of Project CARS, but quite logically, the console versions could not be given the same treatment. The only console footage we've been able to show you until now was always captured off-screen at E3 or Gamescom. Thanks to the generosity of Alan Boiston from Team VVV, things are about to change. Indeed, as he managed to get a preview build of the PS4 version with Slightly Mad Studios, he prepared a bunch of videos from a much more recent build than the one Eurogamer showed in an article that caused quite a turmoil on the Internet and in the PCARS community. Now you can truly see what to expect from this game when it's released two weeks from now in Europe. We'll have some more videos coming as soon as we get our own copy, but until then we'd like to thank Team VVV for accepting to share some of their work with us. If you're into racing games, we can only recommend that you take the time to visit their Youtube channel, which is clealry one of the best places on the web for all motor sport enthusiasts.
Note : Since the videos were captured from replays on a non final build, a few bugs may still be seen in the videos.
All comments (40)
As for GT6, from what I've heard it also falls short in the 60 FPS department (in 1080p at least) when you're running in certain weather conditions, so Project CARS certainly won't be unique on the consoles in this regard. And yes, I know that GT6 is running on prevgen consoles, but the point is that an inconsistent framerate with fully dynamic weather and day/night cycles won't be a new thing on the consoles. You also have to consider that you're comparing platform exclusive titles to a multiplatform one. It's easier to optimize something when you only have one platform to consider. What I've said about the physics of the cars in Forza 5 also goes for GT6, maybe even more so given how they chose to include legacy content. I don't like their quantity over quality approach.
Now all that said, many things can be considered a sim based on opinion. Personally in this day and age when I know that physics wasn't as important to devs as having more cars or that I'll be driving in an environment with static grip levels then I won't consider their game a sim. I also think that considering the overall package of Project CARS it's a strong contender even on the PC.
Now, the console versions are set to High car detail, meaning that even the player car will use "only" the LODA model. However, the GUI and photo mode will use the LODX model regardless. So basically only the detail on the player's car will differ between the consoles and Ultra detail on PC.
Another small tidbit: the consoles could easily have used the LODX model for every car, but that would have meant compromising the mostly 60 FPS target. Indeed, cars in Driveclub use an estimated 250-300k polys for cars, so they clearly used their performance budget well at their 30 FPS mark.
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