Project CARS players on Xbox One have had to be patient since the game was released. Indeed, because of the exaggerated sensitivity of the controls with a gamepad, it was sometimes almost impossible to drive properly without either tweaking the controls or resorting to steering assistance. Thankfully, the latest patch which was made available today has finally solved the issue, as proven by our four direct feed videos captured on bumpy tracks in manual gear and real assists - which means sometimes none at all considering our choice of vehicles. The details for the patch are inside but you should also know that another patch is coming next week to bring the Xbox One version on par with the PS4 one from a technical standpoint. Something that should ease the wait before DirectX 12 is made available to make an even bigger difference, Ian Bell - head of SMS - having said that their game would benefit a lot from it on Microsoft's console.
Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.
Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.
Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.
Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.
Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.
AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.
Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.
Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.
Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.
All comments (26)
GAME ON DUDES ...
User 'D1rty Duck UK': "Ian - as you have been quite open about DX12, what would be the benefits for project cars utilising DX12?"
Ian Bell: "About 30-40%"
Source: http://forum.projectcarsgame.com/showthread.php?27...
He answers a lot more questions about DirectX 12 in the Xbox One version of Project CARs in that thread, before and after the link I posted. Like, assuring he's not exagerating about the 30-40% increase.
Though, he still hasn't answered any of the questions of 2 days ago, of wether the 30-40% increase is for the PC or XBO version.
If it is indeed for Xbox One, then I can see it ending up being on par with the PlayStation 4 version, 1080p@60fps with all the special effects - on par or at least very close.
I hope it is, because then we would get better games, from a technical point-of-view, on the Xbox One and the resolution/framerate discussions would die down a lot.
If indeed true, E3 2015 would be a great place and time for Microsoft to drop this type of news accompanied with lots of demos and statistics results, which would be a big win for them.
Still, it's hard to believe right now and only time will tell if DirectX 12 will indeed have a significant impact on Xbox One's games development.
PS. I know a lot of people will say it's only on PC, but I have researched DirectX 12 quite a lot since its announcement, and to be honest, there are comments from developers (from indies to AAAs) on both sides. Some say it will only afftect PC games, while others say it will affect XBO games as well. Hence the "only time will tell".
I am seriously planning to trade in my PS4 copy for the XBO one so I can finally play for more than 10 minutes without puking (literally) because of the ghosting issue. So if you can confirm technical parity for the XBO version (basically 1080p and improved framerate without too much tearing) then I am in.
Thanks in advance and thanks for the videos ;)
I am seriously planning to trade in my PS4 copy for the XBO one so I can finally play for more than 10 minutes without puking (literally) because of the ghosting issue. So if you can confirm technical parity for the XBO version (basically 1080p and improved framerate without too much tearing) then I am in.
Thanks in advance and thanks for the videos ;)
If I'm not mistaken, only The Order: 1886 has tapped on the PS4's asynchronous compute capabilities - and not by much, considering a comment from Andrea Pessino, founder and Chief Technology Officer of Ready At Dawn (link below). And everybody knows how beautiful the game looks.
DualShockers - The Order: 1886 Devs Explain Tech for Shadows and Materials; “Just Getting Started” Maxing Out PS4:
http://www.dualshockers.com/2014/03/01/the-order-1...
Asynchronous compute can make for more efficient compute processing, it would take too much text to explain what asynchronous compute is and its benefits in detail (more info in the links below, for those interested). But in short, it means more efficient commands/tasks handling by the GPU (better graphics and/or more visual effects), better framerates and better physics simulation.
Here's a quote from Mark Cerny about it (link below): "You'll see the benefits in terms of the graphics and the quality of the world simulation and the like. On top of that we did significant customisation of the GPU to make sure that there was that extra target for people to go after in 2016/2017."
Digital Foundry - Interview with Mark Cerny, Chief Architect of the PlayStation 4: http://www.eurogamer.net/articles/digitalfoundry-f...
Gamasutra - Inside the PlayStation 4 With Mark Cerny (more technical info):
http://www.gamasutra.com/view/feature/191007/insid...
So, basically, regardless of DirectX 12 having a significant impact on Xbox One, GPGPU will do the same for PlayStation 4 with asynchronous compute - if its theoretical potential is realized.
On the PC side, AMD's GPUs with GCN architecture can improve DirectX 12's performance up to 46% (link below) with asynchronous compte engines (ACE). By "allowing for tasks to be simultaneously processed independently of one another. So that each one of the multiple thousand shader units inside a modern GPU can be put to as much use as possible to improve performance."
WCCFtech - AMD Improves DX12 Performance Up To 46% With Asynchronous Compute Engines:
http://wccftech.com/amd-improves-dx12-performance-...
Below is the link to a video from AMD that explains in a simple manner what asynchronous compute is - it's very short, only 3 minutes. But in short: "The result: vastly improved GPU efficiency that boosts graphics processing performance, reduces latency, and delivers the consistent frame rates that are vital to an immersive and lifelike gaming experience."
Youtube - AMD Simplified: Asynchronous Shaders (AMD's official channel): https://www.youtube.com/watch?v=v3dUhep0rBs
Also of note is the fact that not only the DirectX 12 API, but both Vulkan and Mantle APIs also use asynchronous compute.
So, aside from PC, asynchronous compute may have a significant impact on Xbox One and/or PlayStation 4. Exciting times are ahead!
PS. I know I went on a tangent, but I really love all this technical "Mambo jambo". Yes, I'm a nerd- and proudly. =D
If I'm not mistaken, only The Order: 1886 has tapped on the PS4's asynchronous compute capabilities - and not by much, considering a comment from Andrea Pessino, founder and Chief Technology Officer of Ready At Dawn (link below). And everybody knows how beautiful the game looks.
DualShockers - The Order: 1886 Devs Explain Tech for Shadows and Materials; “Just Getting Started” Maxing Out PS4:
http://www.dualshockers.com/2014/03/01/the-order-1...
Asynchronous compute can make for more efficient compute processing, it would take too much text to explain what asynchronous compute is and its benefits in detail (more info in the links below, for those interested). But in short, it means more efficient commands/tasks handling by the GPU (better graphics and/or more visual effects), better framerates and better physics simulation.
Here's a quote from Mark Cerny about it (link below): "You'll see the benefits in terms of the graphics and the quality of the world simulation and the like. On top of that we did significant customisation of the GPU to make sure that there was that extra target for people to go after in 2016/2017."
Digital Foundry - Interview with Mark Cerny, Chief Architect of the PlayStation 4: http://www.eurogamer.net/articles/digitalfoundry-f...
Gamasutra - Inside the PlayStation 4 With Mark Cerny (more technical info):
http://www.gamasutra.com/view/feature/191007/insid...
So, basically, regardless of DirectX 12 having a significant impact on Xbox One, GPGPU will do the same for PlayStation 4 with asynchronous compute - if its theoretical potential is realized.
On the PC side, AMD's GPUs with GCN architecture can improve DirectX 12's performance up to 46% (link below) with asynchronous compte engines (ACE). By "allowing for tasks to be simultaneously processed independently of one another. So that each one of the multiple thousand shader units inside a modern GPU can be put to as much use as possible to improve performance."
WCCFtech - AMD Improves DX12 Performance Up To 46% With Asynchronous Compute Engines:
http://wccftech.com/amd-improves-dx12-performance-...
Below is the link to a video from AMD that explains in a simple manner what asynchronous compute is - it's very short, only 3 minutes. But in short: "The result: vastly improved GPU efficiency that boosts graphics processing performance, reduces latency, and delivers the consistent frame rates that are vital to an immersive and lifelike gaming experience."
Youtube - AMD Simplified: Asynchronous Shaders (AMD's official channel): https://www.youtube.com/watch?v=v3dUhep0rBs
Also of note is the fact that not only the DirectX 12 API, but both Vulkan and Mantle APIs also use asynchronous compute.
So, aside from PC, asynchronous compute may have a significant impact on Xbox One and/or PlayStation 4. Exciting times are ahead!
PS. I know I went on a tangent, but I really love all this technical "Mambo jambo". Yes, I'm a nerd- and proudly. =D
The entire last gen 360 had the benefit of being very PC architecture oriented and easy to develop for and yet most games were made on Unreal 3, even exclusives. The only game on the console that was very impressive and a proprietary game engine was Alan Wake.
Why do people think that Xbone is going to gain MASSIVE from this when they had pretty much the same advantage last gen and wasted it completely?
Please take a few minutes to remember that all AMD GPUs with the GCN architecture have Asynchronous Compute Engines (ACE), and therefore are capable of asynchronous compute. The first of them, the AMD Radeon HD 7970, was released in December 2011/January 2012 - almost 2 years before the launch of the Xbox One and PlayStation 4 (link below).
AMD Launches World’s Fastest Single-GPU Graphics Card – the AMD Radeon™ HD 7970:
http://www.amd.com/en-us/press-releases/Pages/amd-...
I know you will say "those are PC GPUs", but the truth is that neither you, me, anyone on this site, or in any other gaming or technology site can confirm 100%, without a doubt, that the Xbox One's GPU isn't capable of asynchronous compute.
As of right now, the only APIs capable of asynchronous compute are DirectX 12, Mantle and Vulkan, and neither Xbox One or PlayStation 4 have had any update that have enabled any of them even if it's possible. Which no one knows.
As far as we know, unlike Xbox One, PlayStation 4 is the only console with hardware capable of asynchronous compute through GPGPU. And the only reason we know that is because Mark Cerny talked about it and the potential it has.
Microsoft hasn't mentioned anything on the subject of asynchronous compute and even Phil Spencer has said - on record - that DirectX 12 won't do much for Xbox One.
So, I don't believe it either, but I don't know with absolute certainty if there was a miscommunication, if Microsoft is being cautious with claiming Xbox One performance improvements after the whole "the power of the cloud" PR BS they kept mentioning for over a year before, during and after the console's launch.
Do I believe the Xbox One will see a performance increase with DirectX 12? No!
Do I know absolutely, without shadow of a doubt, that the Xbox One hardware cannot handle asynchronous compute, and therefore cannot benefit from APIs like DirectX 12, Mantle and Vulkan? No!
The truth is that a few months ago, after GDC 2015, I decided to "disprove" certain articles and interviews that said or implied that DirectX 12 would benefit Xbox One. And I just couldn't.
The more I researched, the more clear it became that no one knows these consoles well enough that they can confirm or deny with absolute certainty what they will or will not be capable of in the future. If someone knows, then where is the undeniable proof?
It's like trying to discuss if God exists. Those who believe cannot prove that God does in fact exists. And those who don't believe cannot prove that God does not in fact exist either. Hence why any discussion on the matter is futile, no one is right or wrong. So people should just believe what they want, live their lives, and not care about what other people do or do not believe. It's that simple.
So unless you do know for certain something that no one else knows - which is what I gathered from all the articles and interviews in technology sites that I've read, you can't say it's "magical (impossible)". And until you can prove it would indeed be impossible, you should wait and see. Like everybody else.
Honestly stop coming across as a retarded fanboy!
Honestly stop coming across as a retarded fanboy!
Er, those gains are getting the hardware closer to what it was designed to achieve. In other words, better optimisation to get that 100% use of a graphics card or whatever. It doesn't push the cards or CPUs to to 140% performance, it simply gets them closer to what they are capable of. If they did go further, it would be magical. :)
And feel free to argue with my statement that no matter what the benefits are, these same benefits were never even taken advantage of last gen on 360.
Oh and as Korndog just confirmed, it ISN'T true, turns out it WAS all just magical fantasy :) http://www.dsogaming.com/news/project-cars-dev-cla... i.e. there will be a boost on cards on PC that were currently left untapped due to older API restrictions.
Ian Bell: "DX12 will add probably another 7% or more to Xbox for us."
Source: http://forum.projectcarsgame.com/showthread.php?27...
First, I never said the Xbox One would gain 30-40% increase. Nor that I believed that the 30-40% increase Ian Bell mentioned in his post was for the Xbox One version of Project CARS.
What I said was that it could be, because no one truly knows how capable the PlayStation 4 and Xbox One are, since no one has used 100% of their hardware yet. Or how effective new APIs work on their hardware, since they're not out yet.
Second, you are the one who said that DirectX 12 increasing performance on the Xbox One is "magical" - something impossible. Ian Bell - who actually knows the hardware - just confirmed that DirectX 12 will increase performance of Project CARS on Xbox One by 7% or more. (Quote and source below.)
Ian Bell: "DX12 will add probably another 7% or more to Xbox for us."
Source: http://forum.projectcarsgame.com/showthread.php?27...
So your "magical fantasy"... your "impossible" is very real. A person who knows Xbox One and DirectX 12 far more than you just discredited you. Boy, you must feel really dumb right now?! Nevermind, rhetorical question.
This is what happens when you "assume" things, without actually knowing for certain. Which is something very foolish (unwise). And exactly the thing I cautioned against, and said no one should do because they don't know enough yet, and that it is best to just wait and see. Nothing else to say about it.
Third, What the hell are you talking about Xbox 360!?!
And if, by any chance, you mean that any benefits DirectX 12 gives to Xbox One will never be taken advantaged of, you have been discredited again. Slightly Mad Studios surely will take advantage of them in Project CARS.
It seems like you really hate Xbox - One, and 360 as well - for some reason, which I don't care if you do or don't. You do have the right to be a fanboy. But please, seriously consider my advice to learn something first, before assuming anything about it. Your life will be easier and better.
Still, after all this, let's wait and see how much the Xbox One version of Project CARS will actually benefit from DirectX 12 once it's out on Xbox One. Even if Ian Bell has confirmed it will increase its performance by 7% or more, let's WAIT and SEE. Untill it's available to the public and can be PROVED, it's best to not assume anything.
Except thus far it really isn't. MS isn't hyping it up for the fanboys, only the fanboys (like yourself) have been hyping it up for the X1. Face it, the X1 is technically inferior. And so the majority of the games will always be superior on the PS4. Besides you people act as if the PS4 API/SDK cant and doesn't get better too.
"Just wait and see , now no one can deny the fact that XB1 was build for DX12 ...
GAME ON DUDES"
Ok, explain to me how the X1 was made for DX12 but the PS4 wasn't? Everything the X1 can do the PS4 can do better. They both have the same exact CPU (except the X1 runs at a little bit higher Mhz, the same GPU, except the PS4 ver. is the more powerful ver of the two, and by a good amount more. They are both practically the same exact APU. So what is it? And please don't say the eSRAM.
And btw, I hate to break this to all you dreamers but DX12 is modeled after the X1's own API, not the other way around. Anybody who seriously thinks that these weak a$s Jaguar cores can do what they have been doing thus far on these games, without being utilized fully is ignorant.
Ian Bell: "DX12 will add probably another 7% or more to Xbox for us."
Source: http://forum.projectcarsgame.com/showthread.php?27...
here is the quote from Ian Bell : "PS4 is pretty good already but there is much more to come.
Let's roll a hypothetical. Say Sony were to emulate in some way the main benefits of DX12 on their machine. Well, we'd see a good improvement as our engine loves it.
Also, and less impressively, the 5ish% improvement we've found on Xbox One also adds a little to PS4."
http://forum.projectcarsgame.com/showthread.php?27...
"Let me be clear guys.
30-40% is on PC where the lack of multithreading ability in DX11 restricted us most.
On Xbox we will see a good gain though.
The next patch (very soon) adds about 5-7%
Following that we're focusing on the hardest hit areas on circuits, this is mainly art optimisation.
The above should get us very close.
DX12 will add probably another 7% or more to Xbox for us."
I will break it down so there is no more "mistakes", "misunderstandings" or any sort of confusion about this specific post. Since a lot of people only quoted the "30-40% is on PC" part and/or ignored the "DX12 will add probably another 7% or more to Xbox for us" part.
So the 30-40% he previously mentioned was for the PC version of Project CARS. He also explains that this specific increase will mostly be on the CPU area on PC in a later post.
Then he says that on Xbox One, we will see a good gain though. This could be in direct relation to DirectX 12. Basically, while the PC version will get 30-40% increase in performance on PC, Xbox One will also get a good gain. Or could be in direct relation to the optimizations he mentions afterwards. If it's about DirectX 12, how much percentage this gain will be and if that percentage will be considered a "good gain" remains to be seen.
After that, he mentions that the next patch for the Xbox One version will add 5-7% more performance and will be released soon. This patch does not include DirectX 12, as far as I know, so it's just optimization. I believe DirectX 12 will only be supported after Microsoft updates the Xbox One's operating system with the API, which as far as I know, hasn't happened yet. But I could be wrong, I haven't watched the last 4 or so Xbox One System Update videos to see what was added.
Then he talks that after the patch, they will focus on the areas in the circuits where performance is hit the hardest, and that it is mainly art optimisation. So the patch after the next one on Xbox One will be regarding this. Basically, the patch after the 5-7% patch.
When he says "The above should get us very close.", I'm not sure if he is talking in comparison to the PC's 30-40% or something else. Though, 12-14% isn't "very close" to even 30% - it's not even half. But the 2 patches, the 5-7% one and the one after it, plus DirectX 12's 7% or more addition could be "very close" to 30%. Which we will just have to wait and see.
His last quote is self-explanatory, DirectX 12 will add 7% or more performance on Xbox One's version of Project CARS. That's it.
About that PS4 quote, he's basicaly saying that if (hypothetically) PlayStation 4 ends up using the main benefits of DirectX 12, Project CARS would get a "good improvement", because the game's engine loves either DirectX 12 or PlayStation 4.
And the "5ish% improvement they found on Xbox One also adding a little on PlayStation 4" is most likely to optimization, but could be about DirectX 12, implying that PlayStation 4 gets a little benefit from it as well.
He later says, in relation to DirectX 12: "It gives us more control over multi-threading which in turn has less CPU overhead. Our engine is massively multi-threaded."
The "5ish%" post was before the "30-40%" and the "7% or more" posts, so I'm sticking with his latest post. But please note that he also says: "The render team can talk more on the technicalities as it's rocket science to me.", so he may be wrong. Hence why in my previous posts in this news I said we should wait and see, because right now everything is just speculation.
Also, it's really hard to get a definite meaning from posts like those because it feels like a series of short-sentence Tweets or SMS and it can be interpreted in many different ways. Which is one of the reasons why a lot of people are interpreting it in different and conflicting ways.
Though, to be fair to him, he seems to reply to almost every question and he said that the only way he can do this - the 'new Posts' button - ends up causing a few problems, so it's understandable. He also seems like a calm and cool guy, and I always appreciate developers who take time to answer their fans/customers.
A lot of my posts get long, but that's because I try to explain things in detail and backup my point of view/opinion with facts/proof - when possible - to try to avoid any confusion or misunderstanding that very short posts tend to cause. Not that it works all the time.
Have a nice weekend!
The truth is that MS(specially Xbox department) doesn't hype DX12 as much as the media(and fanboys) is trying to. Numerous "news" sites pick up these occasional comments of developers trying to speak about DX12 improvements and try to get hits on news titles alone. This is nothing new. I still remember the Naughty Dogs devs saying they were exploring about 60% of the PS3 power last generation lol
On Gamersyde i've read more comments about DX12 from GriftGFX on the chatbox than any other. Seems like he's on a mission trying to tell the whole Internet something that most of us already know lol
He's either disproving fanboys or bad game journalism. You don't need to be or act like an expert to do this. It's basic common sense. Nobody with minimal knowledge of technology would truthfully expect 40% improvement out of a console on software alone.
Seems like the most people putting attention to all this DX12 shit are fanboys(on either side) and bad news sites just going for the clickbait to attract more fanboys.