C.A.R.S On A D-BOX Motion Simulator – Video

VVV Automotive’s Alan Boiston has been visiting Slightly Mad Studios recently and got to try out the developing title in a D-BOX 2 motion simulator.

The two videos below show off Alan in action on the motion simulator with several driving perspectives shown as picture in picture.

On Friday, Slightly Mad Studios released the latest weekly build for all C.A.R.S. members with Team Member status and above, adding the following features and improvements to the pre-alpha title:

Build 81 (28/10/11, Team Member+)

  • DX11 HDRControl updated to matched optimised bloom threshold and downsampling shader.
  • The “Texture Filtering” option (set via “Help & Options / Video”) was being ignored by DX11 renderer. Now Fixed.
  • Fixes for WDF lighting menu, to allow extra entries to load/save
  • Added various HUD tacho variations (Nuke 3, and Kart)
  • More exhaust smoke for the Kart
  • Fixed Kart Ai volume and increased the rev limit to 18000RPM
  • Fixed ambient shadow width and tweaked gearstick movement (Nuke 3)
  • Changed default livery for LEONUS F68 CROMWELL V8
  • New Racer V8 RS and L4-RS exports
  • Upped LOD distance for CALIPER (Nuke 3)
  • Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse
  • Temporary AIW for Bologne Reverse. Basic path and 32 start spots.
  • Added track groups to save on build sizes and also organised both tracklists in alphabetical order
  • Changed loading screen music

The new build is available for download to all WMD members with Team Member status or above. Every interested sim racer can become Team Member for a one-time price of 25€ to enjoy weekly development builds and up-close access to follow the development progress of C.A.R.S. For more info on pricing and benefits, check out the WMD website.

GTOmegaRacing.com

  • http://www.facebook.com/vinhomm Vinicius Matheus

    Graphics are astounding and physics are probably very early in development but methinks the input lag kills the whole experience!

  • Peter Osburg

    The input lag indeed currently is disturbing. But funnily it looks heavier than it is. While the lag on screen is bigger than you directly feel it. I don’t know how to describe it but currently it is like the car is doing the turn earlier than the wheel is visually turning. So there is a lag between your steering and the reaction of the car but the lag is even bigger compared to the visual steering wheel. 

    But you are right, they are in very very early stage. As a Team Member you can get Pre Alpha build 81 and it improved a lot from 73 to 81. C.A.R.S. definitely is on a good track!

  • http://twitter.com/createch2 createch2

    Can somebody post a video without input lag between steering wheel and in game graphics? Doesn’t matter wich game, platform or steering wheel.
    I believe you will see always input lags when its filmed on video.

  • http://twitter.com/Michael_42 Michael

    Well, ok, this game is in an early development stage.

    But not really.They’ve released Shift 1 and Shift 2, using the same engine, and there were widespread reports of input lag in both titles – including threads on pretty much every forum Ian Bell is posting to – not necessarily affecting every player, but enough for them to have been fully aware that the problem existed for several years now.I read on no grip they’ve estimated 10-12 weeks to fix it? Seems more likely they knew it was a difficult job and didn’t want to do it if they could get away with it.I guess the thing is, a game like Minecraft can attract millions in Alpha because it’s a playable game before you part with your cash. The promise of future updates was really secondary to the hours of fun in the alpha game.Without a playable game and with the legally dubious sounding “this isn’t an investment but you’ll make 3x your money guv” spiel it’s not really that attractive yet.Every broken feature from shift 2 that takes 12 weeks for them to fix is 12 weeks better spent with my €25 still in my wallet.

  • Andrew McP

    There is still work to be done on CARS to remove the Shift-like controller lag. Fortunately the team are seriously committed to reworking the core code to minimise it.

    In the mean time I find that as long as I cut the graphics back to keep the frame rate up, the controller lag is difficult to notice in build 81. You see the difference between physical wheel and on screen wheel, and if you focus on that, it’s annoying. But if you just sit back and enjoy the ride you can have a lot of fun with this thing.

  • badracer

    It´s just an animation lag, not a physical or mechanical one. They need to fine tune the animations to work correctly. But they know about this problem.

  • http://www.facebook.com/noel.hibbard Noel Hibbard

    I created a video showing why VSync is evil in rFactor and you can clearly see the input lag go away once VSync is disabled. So video doesn’t falsely show lag.

    http://www.youtube.com/watch?v=WjHqXKqeDgE

  • http://profiles.google.com/wishbone234 Wish Bone

    You probably need a new computer or something. LOL ;) Just messing with ya.

    I just use a joystick for steering but never notice any lag and use vsync.

    Vsync is necessary to have smooth graphics or does having max frames at 60 remove screen tearing? Screen tearing is unacceptable.

    I may try max frames at 60 with no vsync just for the heck of it to see what happens….

  • http://profiles.google.com/wishbone234 Wish Bone

    Are you also tethered to an internet server to play?

    I just want something I can download on play offline. I use work or public computer for my limited internet needs. Could barely afford to build computer and don’t need another $50-$100 bill every month.

  • Anonymous

    You have to be connected to the web yes as the build requires you to log-in with your team member credentials as part of the copy protection.

    All data is stored offline though, the web connection is just required for the log-in process so it won’t create much web traffic.

  • Anonymous

    The first release had pretty bad input lag but since release 2 I didn’t notice it anymore. It may still be there but at least on my machine it’s not noticeable.
    In fact, whatever they did from release 79 to release 80, I would like a patch for my Shift II. At least I wouldn’t feel like I totally wasted $50 on Shift II. And if they can rewrite it from the ground up, I wonder if they can release a better patch for Shift. I am sure it would give new life to the game.

  • Noel Hibbard

    It is impossible to have zero lag with VSync on. It is very minimal, but it is there. Just look at all the serious first person shooter guys, they all run without VSync for the same reason. It doesn’t matter how fast your computer is, VSync still buffers a little.

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