Project CARS : Understanding the Hype (Opinionated, Not a Review)
I'm going to link an article here below. But first, let me just say this - I don't particularly care for the person behind the site, I don't care for the way he does things, ...
Totally agree with most of this, not sure about the bit regarding devs
sourcing in racing drivers... no doubt that they do, definitely not
disputing that as I'm sure that's a stone wall fact that they do, but it's
then debatable as to whether or not different devs have the talent
themselves to then implement that feedback from the racing drivers into
their games. Getting feedback from the stig doesn't necessarily mean that
game will then exactly reflect his take on driving or even mimic some
suggestions on a 1:1 basis. Who knows though, it's the best they can do but
I don't think that a studio claiming this is a direct reflection on the
real in-game experience.
Yah I know, my point was that it isn't guaranteed that those developers are always talented enough to translate the feedback into the game mechanics. I guess that's why some titles feel more realistic than others. It isn't a point worth debating though, it was just a passing random comment which isn't worth a damn
My opinion of the PCars (as a person who has been go-cart racing since I
was 7, now I'm 24, raced semi-professionally, several hillclimbs, basically
grew up on a track driving various cars, and have a lot of experience with
proper simulations such as iRacing) is that it's not a proper simulation.
Anyone who claims that the game is a simulation is either a complete
anti-talent at driving, and therefore can't recognize when something is
realistic or not, or has never driven a real car on road or track and has
no reference to what is really realistic, because it's that obvious that
physics is wrong in Pcars, or, in other words, it's set up to be an arcade
more than a simulation. I have driven several cars that are in pCars in
real life, in fact, I've owned the Megane RS for 2 years. I've driven the
Focus RS on several tracks. It's not even remotely similar. The feel
is...well, there is no relation between the in-game car and real life.
PCars is not a sim. Tire physics is totally wrong. Cars are floating over
the road, grip is unrealistic, tires constantly scrape or squeal, when they
are nowhere near the load where they should start squealing. Actual levels
of grip, as in, how fast you can go trough certain cornerns in game in
comparison to real life, is pretty correct, but the FEEL of the car, is
wrong. And that is what is really hard to nail in a game. Only iRacing does
it in my opinion. Several mods in rFactor 1 are very good too. Assetto
Corsa is good with some cars. But, Pcars fails with all cars. In general,
the game is clearly not a simulation. Just like Need for speed Shift that
PCars is based on wasn't. In fact, PCars in general feels like NFS Shift,
with some minor tweaks to the physics, but is still greatly artificial,
feels detached, feels just wrong basically. Is that bad? NO. It's a good
arcade game. Just like GT or Forza are. They are not total arcades where
you can go trough every corner with full throttle, but they're not sims
either. They're just in between. Just sim-like enough that they're a bit
challenging, but arcade-like enough that an average 12 year old can play it
with a gamepad. Playing iRacing and then going to PCars really amplifies
that feeling.
What is bad are all the people who THINK that Pcars is the best thing since
sliced bread, and is the best sim out there, and anyone who says anything
against it is a hater.
Another bad side of the game is sound. All cars sound too similar. It's
just wrong. Compared to iRacing which has 100% identical sounds to real
ones, or Assetto Corsa which is pretty close to reality, pCars fails
badly. Again they don't simulate interior sound, so cars in interior sound
like you're hearing it from the outside, which to me, is really annoying.
On top of that, there are a lot of things, little things, that haven't been
fixed. For example, the speedometer in the Audi R8 is still inaccurate.
Just like it was in NFS Shift. It's an easy fix, yet, they don't give a
shit it seems.
The good side is, game looks great. Graphically (on PC) it's very nice, and
it's very well optimized. The bad side is, it still has that hazy look in
the interior, where textures are nowhere near as nice as in IRacing or
Assetto Corsa, shadows in the interior are a bit bland, and that leads to
an overall sense of less realism. For example, Iracing looks realistic,
because the colors, shadows, lighting, etc. are done right, even though the
technical side of graphics might not be up to PCars. But Pcars looks
artificial in some ways, like the graphics is overdone.
+derbigpr500 I understand I am considerably late to speak, however, I hope you understand it is impossible (yes, I did say impossible) to adequately articulate a game to the point where it simulates real-life ultimately. Let's evaluate the military "simulator" ArmA III. As an avid Mil-Sim/Airsoft enthusiast, in addition to being a fan of Bohemia Interactive and the ArmA series since Cold War Assault, but let's just say as of this instance: ArmA III is not a simulator. Why do I believe that? Well, in all of my Mil-Sim West Operational experiences, enduring countless hours of heat and other bits of exhaustion under the sun and weather of such, I can say, bearing approximately 50 pounds of weight inhibits one from running at an admirable pace. In ArmA III, however, one would be able to sprint for about 30 or so seconds under a Greek sun, only having to stop eventually when distortion obscures the player's vision. How about, for instance, reloading a firearm? Understanding proper magazine placement on your carrier as well as ammo count would furthermore make a real operator proficient at opening up his pouch, acquiring a new magazine, and shoving into his gun. In ArmA III, apparently Army Infantry guys reload with improbable identical speeds. Running with your weapon? Forget about it in ArmA III, because I suppose most operators don't use weapon slings to reduce a burdening weight... oh, wait..I could go on, and say how one does not simply lift a helicopter from the ground with a single key/button, or how embracing countless pounds of equipment doesn't necessarily negate the possibility of jumping off the ground. Yet ArmA III is still considered a military simulator. Why? Because it emulates an ideal amount of application that occurs within the real military/war-like environment. Project CARS is still a simulator, whether you're a liar of whom has keen racing interactions, yet mocks developers who may not have "had" said "experiences," or just some casual player of whom distinguishes what it is like to drive a go-kart in Mario Kart XXVVI versus Gran Turismo 7.
+Joe Rock rF2 seems to have a better AI than rF1.255.I use only rF1 because hardware-limited - but without helps - and with g27 and heal-and-toe driving from the mods - their are hard to drive and very very popular, i am satisfied.After a lot of years learning the parameters its possible to have a good - "realistic" behavior from the AI in rF1 also.In Years i go to rF2 - if this have good raining-effects and the correct pit-strategie for the Opponents.And GTR2 with Mods is a nice alternate too for me (i am spend complete private time in this products since release)
+derbigpr500 yes i can follow your words - i am not in real a good driver, but for the first steps - find the apex-point, find braking-points and look in the rear-mirror, particular for consols this game is a right product to the right time !i followed since years the developement and its possible that the market for a "real simulation" is to small, iracing, rFactor, rFActor2 and assetto etc. tries their best to find clients.It will be fantastic that PC would be a "gtr3" with more physic-details, new shader - specular - shadow effects, but this isnt.
+Joe Rock No, it is just my opinion and expierence. I hoped that they could manage a difference between PC and console or sim and simcade. but they don't.This game is really immersive and fun but not a 100% sim in my opinion.SMS decided to make the setups more pad-like. just have look here://en.pcars.shoutwiki.com/wiki/Physics
+themac11that's an interesting story, can you tell me more?? Are there any articles or forum post online that I can trace the level of frustration and criticism?
+derbigpr500 pCars was much better (less grip) in the early builds. i backed it in mid 2012. after 2013 you were not able to criticise the development in the forums(devs were really pissed)
great video. im just over here thinking why no one brings up assetto
corsa.. its an amazing physics engine. game does look beautiful. and it is
created by racers at a flipping racetrack. with each car they add they can
actually talk to the engineers that work on the race teams that utilize the
car. yes it doesn't have many cars or tracks but they don't have much
funding to begin with. They work with what they have and their choice at
renting a space above the pits at vallelunga was ingenious.
No need to be an ass, and listening to console guys? Never. I'm just done with games having hype trains because of their backing. I'm not saying no one brings up AC in any situation but most people that I watch don't even mention it in their comparison of project cars to other games. Always iracing from pc guys and forza from console guys.
+Bill Scheiderer Yes they allow you to disable them.
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+Ken Axel Quanico there are several internal camera views, at the moment. The chase camera will be available in the next few months. It's an Early Access game, so we will add new features during this year.
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