Project CARS – Build 673 released.

Project CARS

Project CARS , it’s coming along nicely.


With all the Assetto Corsa goodies that were released on Friday, we would almost forget that there are also other interesting updates out there. The new build 673 of Slightly Mad Studios Project CARS is one of those. It has to be said that the cross-platform Madness game engine, seems able to push all boundaries when it comes to eye candy. Stunning visuals, Superb lighting effects, wet water, and dry dust. The engine seems to handle it all.

All of this is topped by blistering fast loading speeds, and a top-notch sound engine. When it was introduced as a community-based racing simulator, no one would have thought it would become such a gigantic project.  As with every product in progress there has been a lot of criticism on various topics. Mainly the physics side of Pcars. Many out there don’t seem to like the feel and feedback of the cars.  Or should we say ” Many out there don’t seem to realize this is a work in progress” With every build the physics, tire model, mass distribution and the likes are tweaked. Project CARS can feel good in one build, and go down again in another. Not all cars seem to be a the same stage of development, and this certainly goes for the physics. However, the important thing is that some of the car physics are  already on par with any Simulator title out there, meaning that when we will finally be able to call the project ready, we might be surprised about how good it is.

Because i basically love all Simulator products out there, and I only have a limited amount of free time per title, i do not often have long sessions with a single product. In this case it might have been 3 months since i last fired up Pcars.  When i decided to do a quick race in the BMW Z4 GT3 on the Circuit Zolder track, i was amazed once more. I really enjoyed the race against 16 opponents using Pro settings all aids off. The first thing that surprised me was the fact that in comparison with the last time i tried the car, i could really feel the grip. The AI cars where still killing each other in the first corner, but seemed to let me live. Some of the overtaking manoeuvres where already very convincing. All in all, a fun race.

Also on the graphics side of things, Project CARS seems to surprise me every time I have a go at it. Using a triple screen setup, performance can be a problem when you want to see all the bling of a polished product like this. As with many other features it is very clear that the Development team does gradually optimizes the performance of Pcars. 16 Cars on track in Full HD triple screen posed no problem for my humble Intel  i7 / nVidia GTX670. ( PS: I noticed all my Simulators to perform better after following a nVidia tweak guide on the iRacing Forums.)  To cut thing short. I was not a hardcore Project CARS user, but i have to admit that with every little test session I am more and more convinced that it will turn out into a very enjoyable Simcade/ simulator.

 
 

[EXPAND Click here for Build 665 – Build 673 info]

Build 673 (28/02/14, Team Member+) – 59.4 MB

Next-Gen:
* PS4: Added save-game code
* Exclude PS4 movie player from Xbox One configs
* XB1: Switch presentation mode to immediate sequential (makes frame rate smoother)
* Adds MP4 player to PS4. Adds ‘render thread’ pass through to render. Fixes all PS4 renderer shutdown issues.
* Fix thread crash exit issue in app worker. Removes benign assert from camera editor.
* Modify PS4 mem pools. Removes camera editor from consoles.
* Updated PS4 videos
* Updates PS4 to use MP4 video.
Render:
* DX11: Optimized use of reflection data during loading / removed device flush.
* DX11: Fixed a memory leak with common constant buffers.
Audio: 
* Re-verb volume level fix for tunnels
* Tunnel volume fixes
Bugfixes:
* Fix for AI in P2P tracks
* Fix for pitlane crash
* Fix double events from GUI buttons
* Work on Practice / Qualifying and pit release ( fix pitbox option )
Career:
* Career Championships: Ginetta GT40 Challenge series added.
* Career Championships: Configured first set of series specific point systems and updated relevant series.
Multiplayer:
* Resetting physics sync time for app timer sync (the multiplayer time synchronization)
GUI:
* New Monitor screen, updated Lobby screen
Physics:
* Engine stall behavior tweak for several cars
* FG1000: Handling update mainly for FFB feedback
Vehicles:
* Tileable Carbon fiber texture. Brown variation. Initial check in.
* Tileable cloth stitching texture. Black cloth with white stitching. Initial check in.
* Mercedes 300SEL AMG: Switched back to original livery colors
* Mercedes SLS GT3: WIP on LODs, LODA and LODB done
* LMP PM06A: Updated runtime files + added ambient shadow and placeholder liveries
* BMW Z4 GT3: Fixed offset LEDs on CPIT display
Tracks:
* Imola: Added collisions in the garages of the reverse track
* Euro Tracks: Textures for new Truck and Trailer.
* Loire: Added textures for a31 and a34 – camera pole and color hut door

Known issues:
– Replays in MP: Not working as they should
– Free practice: If you have Engine Auto Start turned OFF when you exit the pitbox the AI will turn the engine off, you need to press ignite and starter.
-P2P Tracks: Don’t press return to pitbox
-Formula Gulf: Hold the wheel tight, it will shake a bit abruptly during straights
x64 Known issues:
– x64 currently disabled

Build 672 (27/02/14, Team Member+) – 264.9 MB
Next-Gen:
* PS4: Implemented basic support for time trial leaderboards (only overall leaderboards supported, and only Brands Hatch Indy leaderboard has been created)
* PS4: Movie files now sourced from MP4
Audio:
* Added train flyby sound for Azure
Render:
* Adding new explicit water shaders that use the reflection emap when rendering.
* Switch back to UpdateSubResource from Map for constant buffers (ATI cards don’t like this method)
* PC/XB1 – DX11 implementation of common constant buffers!
* Implemented impostor reflections using screen space 2D texture instead of cube map
* Impostor reflection render callback removed from main menu render
* Impostor reflections, replacing cube map approach by screen space texture approach in shaders
* Made the screen drops a bit less irregular in shape as the reapeating unique shapes were too noticeable
* Carbon Skinned shader fixed for common buffers
* Fix for the green windscreen bug – caused by solid_glass shaders using forward lighting in phase3 – the behaviour of the new common buffers did not replicate the (rather lucky) fact that this shader needs to re-use the last lighting values that were setup.
* Fix for backwards water
* New Reflective water shader
* Adding in shader variations for reflective_water_transulent so that it matches the lighting systems
* Fix for transmissive colouring
* Created version of screen drops that animate so that they change shape when moving
Bugfixes:
* Clamp driver character time passed to fix head rolling in replays.
Career:
* Code to generate an initial entry-level contract for the specified motorsport (not hooked into UI yet)
AI/Physics:
* Setup skeleton system for the Oval Driving behavior
* Work on Practice / Qualifying and pit release
Pitbox:
* Introduced “wheels_start” and “jack_down” triggers and wait event “car_gone” (waiting for signal that car left the pitstop, mechanics can return to garage safely)
GUI:
* Distinguishing between dialogs that have Bink videos in them and dialogs that do not. As dialogs are always loaded, we needed to introduce a dialog type that could be discarded in-game so they it could contain Bink video in menu. This removes Bink decoding during gameplay and will ultimately improve render performance, especially on console.
* First Career Team logos added
* Inbox, fan talk, manager names, fan talk names added to TextDB along with placeholder fan avatars
Tracks:
* Loire: New texture maps, 1st commit, fixed tertre rouge curve.. collision adjusted edges and colored asphalt areas cutted in, add textures for a28 – missing emmisive map for windows
* Imola: Added garage spots both tracks. New pit spot spacing and grid sizes. Set to 20 pits and 40 start spots, fixed floating wall after the hairpin turn and removed sub terrain building from export
* Brands Hatch: Fix for wavy roadloft at Howthorn and Derek Minter Straight, fix for streched curb at pilgrims
Vehicles:
* Mercedes 300SEL: Added members’ winning liveries names, added new chrome/black rims textures – initial check in
* Caterham SP300R: Camber baked into suspension animations
* RUF CTR3: Fixed flipped UV mapping at diffusor
* Pagani Zonda Cinque Roadster: Wheels dds texture, misc dds texture, lights dds texture, badges dds texture, lightglass dds texture, brake disc dds texture – new texture, initial check in
* LMP PM06A: First preAlpha export, minor collision update,
* Initial driver animations setup for Ginetta G40 and Ford Mustang Boss 302R

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Replays in MP – Not working as they should
– Pitbox sequence is broken, you will see some strange things happening.
– P2P Tracks – The AI will be so excited it wont let you drive (Press Ctrl+I if you want to drive)
– Engine Auto Start has some issues, either the AI takes control but doesnt start the engine (use CTRL+I) or it will trigger automatically even with that option off.
x64 Known issues:
– x64 currently disabled

Build 671 (26/02/14, Team Member+) – 68.2 MB
Next-Gen:
* PS4 sign in modifications
* PS4 Added Sign in, Game Preence and Connection handling
Render:
* Clean-Up DX9/DX11 detection to use ApiName rather than D3D9 device pointer
* Fix for DeferredRendering helper dx9/11 detection
* Update to allow road elements to have full tangent space input.
Bugfixes:
* Fix for lobby crash in Aries
* Fixed sequence restart
* Fixed Time Acceleration un-initialised variable
* Re-added sync time for the participant system
* Fix for driver floating in mid-air
Career:
* Contract/team name tweaks to remove spaces (easier for testing)
* Added console and debug menu functionality for contract testing
* Removed extra header qualification causing an error
* Added career contract accessors and functionality to accept, change and terminate them. Saving accepted contract to profile
Leaderboards:
* Added leaderboard capabilities structure and query, updated PC and XB1 implementations to fill the structure.
GUI:
* Connected vote infomation to GUI so you can now see who has voted for what (in both ingame lobby and frontend lobby)
* Vote flag support for lobby GUI Handlers to be hooked up by WillS.
* Traction control options in the front end is set to simply ON or OFF to make way for the per car traction slip tuning system.
* Added the race overview screen to free practice game mode
AI/Pitstop:
* Work on Practice / Qualifying and pit release
* Cleaning up pitstop obsolete data
* Default spawn in garage for qualification
Physics:
* Turbos Phase 2: Fuel Use and Reliability
* Turbo Wastegate data additions
Tracks:
* Loire: Tweaked texture maps, added textures for a17 – pitwall section and a1_ garage construction
* Oulton Park: New main path, raceline and pit lane path. Editied corridors in some obvious problem areas. Fully working. Used Louis start, pit and garage positions.
* Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
* US Tracks: Textures for US TV Van, textures for US Ambulance.
* Euro Tracks: Textures for EU TV Van
Vehicles:
* Ginetta G55 GT3: Lods wip temp check-in

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Replays in MP – Not working as they should
– Replays: Head still rotates in a scary way
x64 Known issues:
– x64 currently disabled

Build 670 (25/02/14, Team Member+) – 290.1 MB
Next-Gen:
* PS4: Fix for Online Lobby not being navigable
x64:
* x64: Refactored CalculateTrackDistance code to work around a compiler crash in x64 configs
* x64: Added 64 bit STM libs
Render:
* Code to allow us to attach a world flare to a dynamic actor and to turn it off when the world mesh its created with is turned off or switched off.
* Code to allow us to use the Reflection emaps in rivers.
* Added a definitions to the trd files to tell us if the track in question has a river.
* Fixes to BPCEM system. This improves the road reflections alot.
GUI:
* New flag sprites
* Activating Time Acceleration for all ingame systems
* Accelerate button now enabled and working on Session Overview screen
* Accelerate button now functional on Monitor screen
* Track Maps: Azure Coast – new trackmaps, trgs, sf lines
* Updated Session Overview screen
Career:
* Debug menu functions to help with contract handling
* Added initial HRDF and code to define and handle career contracts (using info from latest designs, including team updates)
* Adding initial text for career contracts and updated team names from updated design
Multiplayer:
* Hooked up track change vote system which forces host change track if enough votes are recieved
* Connected vote to kick and vote to start systems to mp races. Potential fix for spawn in pit bug. Incremented protocal version to eliminate chance of old build braking MP. Added lobby flow handler.
Physics:
* Added new PhysicsSyncTime class which determines elapsed + delta times from 600hz physics stamped time
* Wastegate pressure now a setup item
* Turbos: Wastegate data and calibrated gauge for Ariel, Caterham and Ford cars
Tracks:
* Brands Hatch: Added overlays for stain-dirt-cracks on road, grass skids added, road broadmapping fixed, csm flattened for dented curb, gridskids added
* Loire: New texture maps, 1st commit, tweaked colors, 3dtrees added at first turn
* Azure Coast: Added latest things from all/new tunnel stuff added/reworked eze area/fixed csm road/walls/grass/updated sel sets, updated grid to 32 (Stage1-was 16), Stage 1 – fixed AIW line being under the track surfcace in last corner
* Badenring: Fixed trds to match start postions . Fixed no pit spots the National circuit. Move first garage spot off pit lane and into the first ope garage
* Oulton Park: New Export, AIW changed – starting positions – pit positions – Garage Positions – no pitlane was made due to error crossing the pit-in
* Silverstone: Fixed panasonic logo on gantry before pitentry
Vehicles:
* McLaren 12C: More approval fixes
* Formula Rookie: Camber baked into suspension animations
* FG1000: Baked camber into suspension animations
* Ford Mustang Boss: Taillights more glossy

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled

Build 669 (24/02/14, Team Member+) – 217.6 MB
Next-Gen:
* PS4: Achievements. Activated trophy award layer. Trophy pack is now required.
Career:
* Added initial TextIDs for career teams
* Added initial HRDF and code to define and handle career teams
GUI:
* Fixing result ‘prev/next list item’
* New in-game lobby design and code fixes.
* Updated HUD shift light color, fix for driver behind not animating, new background movie from JonZ
* Career Inbox screen updated, fix for A button on gamepad not working on some dialog boxes
Physics:
* Improved turbo wastegate code
* Ford Capri Gr.5: Initial pass at wastegate and calibrated gauge
* Lotus 98T: Calibrated boost gauges
Pitstops:
* FA pitstop prototype sequence (not yet implemented)
Vehicles:
* RUF CTR3: Fixed UV mapping issues
* McLaren 12C: More approval fixes
* Better distance attenuation function for spotlights. Adjusted car headlight angles.
Tracks:
* Oulton Park: New export, Static file updated, grass cover files
* Loire: Added latest, further outer terrain detailing, added textures for a16 and a16 – tunnels
* Brands Hatch: Improved roaddetail, add vertexcolors, added additional skidmarks, added dirtedges and fixed errors in trackedges, new whitelines, material tweaks on different roadsurfaces, updated pitconcrete
* French Tracks: Fixed delac and tweaked nm, textures for French ambulance version.

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled

Build 668 (21/02/14, Team Member+) – 203.6 MB
Next-Gen:
* Fix for compiler error
* PS4: Adds support for rendering mip-maps 6 faces at once or 1 at a time
* PS4: Adds support for single face mip-map generation on cube maps. Also fixes bug on generating all faces at once and not setting the blend state correctly.
x64:
* Added 64-bit debug
Render:
* More control variables based on Feedback for the screen drops
Audio:
* New scrub and skid sounds. A new model with separate sets for both slicks and semi-slicks, shuffled event play mode so we don’t always hear the same scrub and skid sounds everytime!
GUI:
* Adding select to kick player callback to the ingame lobby players list.
* Connecting the new main menu lobby voting mechanisms for WillS to hook up.
* Backing out accidental changes to the InGame version of the lobby, to be moved to the Menu version of the lobby.
* New functionality and applinks for in-game lobby voting system to be hooked up by WillS.
* New Accolode Achieved popup added
* Fixed overlapping text on HUD
* Radical SR3/SR8: Added Radical badges and names
* Applink missing from the Resume button allows you to resume the start point of the last session you were in once again.
AI & Pitstops:
* AI can exit garage, using a feeler / raycast system to see walls and avoid hitting them
* Fixed up pit engineer final lap strings
* GT pitstop sequence re-ordered (1.Refueling, 2.Wheel maintenance)
Multiplayer:
* Added regular resync of synchronised race time and app timer in MP race.
* RestartSynchronization now remembers sync status if the node has been previously synchronized. If host then migrates to such node, it will revert back to previous timesync results, rather than completely disconnecting because the sync info has been forgotten.
* Fix for aries multiplayer crash
Physics:
* Fix to restrictor size setting and first pass at turbo wastegate
* Further multiplayer turbo fix
* BAC Mono: New brake fade tech, engine stalling, revised ARB and dampers, unique tire components for easy changes in the future
* Ginetta G40: Reduced engine braking
Vehicles:
* RUF CTR3: Preparations for first export, selection sets created, added countless features, etc.
* Sauber C9: New export with cockpit textured
* Caterham R500: Camber baked into suspension animations
* Caterham Classic: Baked in camber to suspension animations
Tracks:
* Eifelwald: Lofted missing armco, fixed various CSM issues, fixed floating cars, trees
* Loire: Added textures for a15 – small huts
* Oulton Park GP: New Export

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled

Build 667 (20/02/14, Team Member+) – 201.2 MB
Next-Gen:
* PS4: Fix for shadow slope bias.
* PS4: Fix for motec displays.
Render:
* Timer updates based on Feedback from Darren.
* Fixed detection of damage meshes by extension (not currently used, but would have been broken if it was)
Cameras:
* Mouse smoothing for attached freecamera.
GUI:
* New Online Lobby design in preparation for the in-game lobby to be created
* Added new pit-engineer strings for ‘one lap to go’
Career:
* Updated textIDs for new championship data
* Fixed FormulaB having missing AIs then crashing caused by it having more than 16 racers (due to differences in the participant generation). As part of the fix, career is now using/storing localised player names rather than getting them via driverDetails
Flags & Penalties:
* Fixed bug which left false start checking enabled, even for rolling starts
Pitstops:
* FA pitstop animations (not yet ingame)
Physics:
* Ginetta G40: Fixed an oversight which caused the suspension to be somewhat overdamped, added 3.92:1 final drive for Junior spec
* Added missing tire file
* Lotus 72D: Reworked the Flexi tread to get the grip lowered. Used the smaller tire widths and changes to the load sensitivity. Changed the heating to warm up slower. Chassis: Dropped the unsprung weights to reflect the inboard barkes. This required less rebound damping and a slight softening of the springs for balance. Tire feels more like a raceday tire than a qualifier now.
Vehicles:
* Ruf CTR3: Added Ruf CTR3, added support for custom liveries, added runtime files + collision export, texture fixes for 1st export (LIGHTS and WHEEL) – First export
* Ford Mustang Boss: Fixed cockpit texture typo
* Mercedes SLS GT3: WIP on LODs
* Ford GT40 MkIV: Rollback ULTRA file
* Sauber C9: Cockcpit DDS texture. Initial check in.
Tracks:
* Loire: Fixed mixing fencepoles around track, new texture maps, 1st commit, tweaked spec map, added textures for a11 – tribune set
* Belgium Forest: Changed grids objects to overlay shaders as requested required by Robert, added fences all areound track added latest assets from Jan and Tomas
* German Tracks: Textures for bigger ambulance for German tracks, fixed color on decals.
* Moravia: Textures for bigger Ambulance, new decals.
* Bathurst: Fix of missing trackedge segment, fix of jira issue
* Oulton Park: New Export

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled

Build DCLXVI (19/02/14, Team Member+) – 60.3 MB
Next-Gen:
* Added Debug Pool on PS4/Xbox One
* PS4: Fix for lazy init on PS4 shader dictionary.
* PS4: Fix for PS4 autograss. Also fixes a bug where if the camera moved a greater distance than the active grid, the grid would not reset. This could happen on track cams or if you restarted a race from some distance away from the start line. Also fixes massive fps drop on race restart caused by bad ray cast positions from grass.
* PS4: Sets PS4 autograss to 100M.
* PS4: Sanity check on PS4 for using lightweight dynamic prims.
* PS4: Fix for PS4 visor effect
* PS4: Added copy of PS4 trophy files
* PS4: Added PS4 trophy pack to data
* PS4: Moved trophy file to a nicer place
* XB1: Added Xbox One helper files for grabbing dbgSession logs from the devkit
Render:
* Increase -WindowSize limits to allow 8k
Flags:
* Working behavior for Black and Blue flags
AI:
* Fix the restart AI stuck bug
GUI:
* Updated splash and ‘return to frontend’ loading screen
Online:
* Implemented cancellation of stat and leaderboard queries when the stat component shut downs while some queries are in progress
Multiplayer:
* Lobby voting mechanisms for MP in the Main Menu – to be hooked up by WillS
Physics:
* Ginetta G40: Initial physics set
Vehicles:
* Sauber C9: Added alpha 2 animations
* Ginetta G55 GT3: Cockpit2, alpha, DDS texture. Fixed spelling on a sticker
* Formula A: Driver animation: fixed in 3PV animation: elbow no longer cuts through side of the car
* Pagani Zonda Cinque: Fixed 1PV naming on the bank animation
Tracks:
* German Tracks: German texture version for Ambulance
* Brands Hatch: Fix of many mesh issues
* Oulton Park GP: Added static objects, ded dynamic objects, grass exclusion

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
x64 Known issues:
– x64 currently disabled

Build 665 (18/02/14, Team Member+) – 148.7 MB
Next-Gen:
* Corrected handling of session ending for PS4
* PS4: Build correction for unused vars
* XB1: MSAA is now enabled as the default AA mode
* XB1: Stats & leaderboards work in progress – Implementing sending of TimeTrialTime events, which drive all TT stats and leaderboards,Implemented ranged and user leaderboard queries to overall TT leaderboards. Queries do not return all leaderboard details yet.
* XB1: Texture handling fixes for MSAA (don’t use EQAA for the moment – since the non-standard sample pattern requires custom shaders to resolve)
* Fix for Scene Graph crash on XB1
* Implemented XB1 leaderboard secondary column stat queries. Overall track leaderboards now work and display correctly.
* Enabled LeaderboardsGUIHandler on consoles
TweakIT:
* Added in live edit tweakers for the Freecamera scalers based on Eds feedback.
BugFixes:
* Fixed game entry crash when > 24 players
Render:
* Adding in a new world lensflare on DaveF request.
* Screen Rain drop feedback changes.
Multiplayer/Online:
* Fix for issue when leaving MP races sometimes causes assert in voting system
* Fixed local ghost cache file name parsing.
* Fixing null dereference from career options.
GUI:
* Connecting the fuel use and tire wear gameplay options from the front end into the physics system.
* Updating career options applinks to move away form the modal dialog system. This fixes the missing AppLinks in Aries Realism->Authenticity options menu.
* Background track image now fades on to cover the load of the applink
* Updated Pause screen and Loading screen and Invitations screen, plus Please Wait holder
* Edit HUD button fixed on pause screen
* Profile Invitations screen updated
* Fixing missing TextDB app enum entry
* Career Options removed from the CareerDetail screen
Flags/Penalties:
* Driver side handling of flags such as the blue and black flag
Pitbox:
* GT pitstop mechanics animations
Physics:
* BMW Z4 GT3: AI suspension and tire model changes to try and improve stability
Vehicles:
* LMP RWD P30: Minor logos fix
* Lotus 72D: Added alpha 2 animations
* Ford Mustang Boss: Prepared for exporting, updated runtime files + data, texture updates, added new CPIT display variation, added missing LODC meshes, fully textured chassis/cpit with all LODs
* Pagani Zonda: Animatins exports alpha 2
* Ford GT40 MkIV: Fixed Ultra setup file
Tracks:
* Loire: New texture maps, 1st commit
* Eifelwald GP: Grass cover texture, brightness and colour tweaks
* Moravia: Textures for new czech ambulance trackside vehicle

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Ginetta G40 Junior: Ride height is too high (issue of the placeholder physics)
– Zonda Cinque: Animations are not working
x64 Known issues:
– x64 currently disabled

Build 664 (17/02/14, Team Member+) – 451.7 MB
Next-Gen:
* Fix for AppLoader using incorrect 32BIT Game Pool Size on 64BIT Console platforms. (the difference made PS4 have 180MB more memory than XB1 available)
* Fixed assert during multiplayer match joining on Xbox One.
Render:
* New System for mapping physics material to Particles Effects.
* GaussianBlur: Corrected warning treated as error; disabled creation of own render targets
* GaussianBlur class implemented for applying 2 pass blur on current render target
GUI:
* Updated CareerDetails screen (still in progress) and updated Career Accolades screen (Invitation screen still in progress)
* Fix for bumper navigation on Dashboard, Quick Solo, and Profile screens
Penalties & Flags:
* Blue flags also now contain info of participant index of person lapping
* Moved flag event sending to physics from raise to send event so that both flag raise and lower are processed
* Added support for processing participant flags (blue and black) in physics and prepped code to send to AI systems
* Tidied flag event code
Physics:
* Turbo changes phase 1: Calculate boost pressure from turbine rpm and ambient conditions
* Turbos: Added data for next round of turbo code changes
* Fix the AI Assert firing too often + prep work on black flags and blue flags
Vehicles:
* LMP RWD P30: Minor logos fix, fixed number plate issue, added winning liveries, added new silver rims, black wheels switched as default rims, added new livery, initial check-in
* Ginetta G40: Prepared for 1st export, lots of feature setup, added placeholder LODs
* Mclaren 12C: Approval fixes, updated CPIT display
* BMW Z4 GT3: Added Panasonic new livery
Tracks:
* Fix null pointer exception in Oulton Park in Free Practice
* Old skool style lamp flares removed from Silverstone
* Eifelwald: Fixed flickering groove in Karrousell by setting alpha to zero for those waypoints, fixed CSM kicking out the car
* Oulton Park GP: New export
* California Highway: Updated various tunnels to add vertex darkening, updated light brightnesses in 2 tunnels.
* Loire: Add textures for a12(small building) and a13(big hall)

Known issues:
– Multiplayer – DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.
– Ginetta G40 Junior: Ride height is too high (issue of the placeholder physics)
x64 Known issues:
– x64 currently disabled

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Project CARS is a game developed by Slightly Mad Studio (creator of Shift series and GTR).  As this project is still in development, all seen footage is pre-alpha.  This project is funded by SMS under World Mass Development. WMD is a platform that let the community join the project as investors and tester.

 

Official Webpage – http://www.wmdportal.com