Project Cars – Community Gallery #75

Project CARS
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Another week means another spectacular Project CARS Community Gallery. This week we can enjoy number 75.

the 39 screenshots in this gallery show once more that Slightly Mad Studios have in fact, raised the bar of graphical detail in their pre-alpha version of Project CARS. Their Madness Engine seems to be able to push this level of detail and post effects with relative ease. When released on the PS4 it might just as well become the biggest competitor for the Grand Turismo series.

As usual, all shots show purely in-game footage that has not been made in any special photo mode, using no post-processing or filters that aren’t available during the actual gameplay

 

[EXPAND Click here for Build 620 – Build 623 info]

Build 623 (06/12/13, Junior Member+) – 273.9 MB
Controls:
* Turning off dampening by default for all non-gamepad controllers
Pitstops:
* Adding ability in pit strategy to bypass fuel refill, tyre change, and tyre pressure change
* Changed the fuel level scalar to be the target range of fuel to be put in, between 0>1, not the amount/scale of ‘tank vacancy’ to be filled
* Set default fuel level scalar to 0.5
Career:
* Removed old ChampionshipSession and updated HRDF data
Vehicles:
* Pagani Zonda R, Jaguar JPLM: New paddle animations
Tracks:
* Dubai (All Variants): New exports

Build 622 (06/12/13, Junior Member+) – 187.9MB
Next-Gen:
* PS4: Fixed PS4 linking
* Xbox One: Added first pass keyboard support
* Xbox One: Moved resource thread to core 3
* Xbox One: Added updated version of vsscanf
* PS4: Updates for memory management. Drawlists now come from a pool, so does garlic vertex scratch. Command buffers are now cached and garlic flush scratch is per context. This removes all run time vram/onion memory allocation from the low-level renderer.
* Xbox One: Always enable PIX profiling in debug builds + fix renderthreads at 4 for now.
Wii U:
* WiiU: Added Texture invalidate public function
* WiiU primtype fix against latest compiler
Render:
* Renderer’s distance scale applied to m_farZ, fix for sun flare disappearance in the center of the screen
Weather:
* Fix for mp always being clear.
Leaderboards:
* Bumped version of all vehicles for stat reset.
Career:
* Type of scoring in Career/Seasons can now be set per-Round as an override to the series.
* Number of racers in Career/Seasons can now be set per-Round as an override to the series (for series where that number changes). Added check for max opponents over all rounds.
Pitbox:
* Instance information (participantID) added to support multiple pit sequences.
* PitSequences are tied explicitly to a single animation script, sends messages directly to it and must explicitly Kill it
* The pit engineer only responds to player pit progress messages
Physics:
* Disabled the disabling of per vehicle forces through FFB tweakers
* Removing redundant controller sensitivity toggle from controller configuration screen and inverting the default value for asymmetrical vehicle setup to avoid losing symmetrical loadouts.
GUI:
* Adding ‘render on top’ to quads
* Hooked up ‘Gamepad Sensitivity Slider’ dampening from FE menu, to physics
* Track locations added as dropdown selection
* Setting track location targets camera and sets origin for animation
* Fixed bug with mouse wheel on the object list window with no scrollbar
* Hit test placement of actor on floor when playing anim
* Time based formatting of script optional via checkbox
Vehicle:
* BMW Z4 GT3: Removed Panasonic livery/logos
* Formula A: Added Panasonic livery
* Mercedes SLS GT3: Brighter cockpit exposure for new model
* Racer V8/Racer L4: New paddle-shifter driver animations
* LMP RWD P30: Fixed manufacturer name and shape
* Asano LM11: Changed shape to Prototype
Tracks:
* Oulton Park: Tweaked textures, added details (not yet in-game)
* Multiple Tracks: Racelines from several circuits missing.
* Belgian Forest Karting Circuit: Raceline exported to replace the old that was in Reverse
* Dubai (all): Dynamic Objects change
* Badenring (Short, National, GP): Added green carpets on outer kerbs after turn 1 , Mobil turn, and S?dkurve, Fixed wrong kerb type at exit of turn 11, fixed grenn asphalt area in front of Mercedes tribune, fixed gantry standing on track, added second smaller kerb at exit of hairpin, recolored trackedge, recolorerd graveledges, added round kerbs on outside before last turn and left after hairpin corner.

 

Build 621 (05/12/13, Team Member+) – 333.7MB
GUI:
* Adding gamepad sensitivity slider to the controller options screen. Not yet functioning. Paul to hook up to system now.
* Tidied up handling of unicode strings with the pit engineer script & interface
* Fixing font data for bad path names
* Mainmenu, OptionsScreen, Audio, Online, Splash Page, SetupScreen, Login screen all updated in preparation for UI upgrade
Pitbox:
* AI pit strategy: Added PitStrategy reset function, Added SetPitStrategy to send AI Strategy events from AI to the pit manager, AI processes LivePitStrategy at checkpoint 2, LivePitStrategy processes pit strategy for AI (only fuel decisions so far)
* Instance information (participantID) added to support multiple pit sequences.
* Added a class to associate pit progress with a participant
Physics:
* Allowing vehicle setup to be asymmetric. Ghost data will be destroyed by this change. Physics still to be updated.
* FFB: Un-disabled the slow speed steering spring on today’s new tweakers
* FFB: First batch of cars updated to use new topology
* BAC Mono: Revised setup based on Oliver Webb’s feedback.
* Caterham Classic, Caterham R500: New Evon flexi tire carcass for WMD testing. No changes to car setups.
Tracks:
* Dubai: Added distance marks, added signs in viewer
Vehicles:
* Formula Gulf 1000: Reduced mirror vibration, revised FFB on Gulfsport feedback
* Formula C: Ultra detail mvhf added, fully textured, all LODs made
* BMW Z4 GT3: Added Panasonic livery

Known issues:
– Camera speed sensitivity slider wont show values after deleting the profile, once you save the profile and restart it will be fine.

 

Build 620 (04/12/13, Team Member+) – 312.9MB
Next-Gen:
* PS4: Compile error fixes
Wii U:
* Wii U: Moved resource thread to core 2 on WiiU
Physics:
* Rolling back asymmetrical car setup changes temporarily
Career:
* Removing PreRaceSessionsAllowed for championship data as it handles them itself. Fix for how replay gets at the mode for Championships
Render:
* Sun flare visibility corrected for low GFX settings
GUI:
* Turned off HUD rendering in the post race screen.
Weather:
* Per-Round weather and Time changed to inline, with HRDF fixup (more background work)
Tracks:
* Azure Coast (Full,Reverse,Stage1) : Common export/azure coast rev/added new road marking along the boulevard, reworked sidewalks/pave where needed,added cobblestone around ped crossing areas,reworked walls/rails where needed, reworked trackedges where needed, deleted/fixed old stuff, fixed csm+ grass csm, removed mountain from islands+conformed trees, removed mountain from the skyring, updated sel sets
* Dubai: Change viewer objects position due to the new heights in the 3rd sector, new texture map

[/EXPAND]

 

Project CARS is a game developed by Slightly Mad Studio (creator of Shift series and GTR). Based on realistic physics and outstanding graphics.
As this project is on the initial stage of development, all seen footage is pre-alpha.

This project is currently 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