Project CARS – New Weekly Build + Previews

Slightly Mad Studios have released a new weekly build of their WMD-powered Project CARS simulation.

Since it is the first build released in August, the new build is available to members with Junior level access as well. Members with Team Member level and above receive daily builds as long as the Car Physics Focus Testing (CPFT) is in full swing.

Build 531 (2/8/13, Junior Member+)
Render:
* DX9/DX11 various 64bit Rendering fixes
* DX11 fixup Threadsetup params for envmap, forward rendering etc
* GraphicsConfig – turn off auto texture resolution reduction with low OS memory in Aries
WiiU:
* WiiU CommandBuffer(displaylist) support implemented (required for multi-threaded rendering)
* Add GX2Invalidate queueing for command-buffers
* WiiU fixed R8 textures to broadcast red to blue and green channels to work with shaders expecting L8 style inputs
Controls:
* Mouse Steering added
* Also added mouse L&R button-swap detection
GUI:
* Re-saved the HUD_Messages.xml with Subtitles page layer turned off (fixes rouge messages (just for you Doc ))
Tracks:
* Derby: Continued inner terrain modelling, 1st grid marking fixed, width of gate close to starting area fixed,added Janos assets, applied dirts and skids to all of the kerbs, fixed gaps in terrain, continued texturing and modifyfying the inner and outer terrain as per latest references
* Bathurst: Added metal barriers and moved them to match new updated csm, added trees at area left of the track after elbow
Vehicles:
* Z4 GT3, M3 GT, Zonda R: Added data for filtering realistic driving aids
* FG1000: CPIT display: changed default units to metric
* FG1000: Fixed cockpit display RPM lights
* FG1000: Added missing display data file
* FG1000: Added cockpit display + fixed exhaust backfire position

The new builds are now exclusively available via Steam as the trusted Project CARS launcher has been retired.

The new build also kicks off two new CPFT events as members are encouraged to provide detailed physics feedback on the BMW M3 GT2 and the Lotus 78 this week. Members that participate in CPFT also qualify for a position in pCARS Rank.

To go along with the new build, plenty of impressive community-made previews have been released which you can check out below!

Project CARS is coming to the PC, Xbox 360, Playstation 3 and Wii U in 2014. More info can be found on the WMD website.

GTOmegaRacing.com

  • Anonymous

    That’s a nice looking sky!

    • DrDeathO5

      equally impressed by the grass :-)

      • Anonymous

        I’m not joking, it’s a sexy sky which helps with immersion.

      • Anonymous

        Even though we have not always agreed you seem like a pretty decent individual

      • Anonymous

        Rumors of my being a fanboy have been greatly exaggerated :)

      • Anonymous

        I’m a fan boy too…
        For any decent simracing title…
        Regardless if it’s 10 years ahead or behind the competition.
        As long as it is immersive and loads of fun.

      • Anonymous

        Ya who wants to be locked down to only one title. Anyway there are 2 words I have eliminated from my vocabulary hate and fanboy,

  • MatzeLoCal

    While they always mention WiiU in the release notes… is the WiiU-Version of pCars available to members??

    • GamerMuscle

      It will just be a target platform , I would not be surprised if they dropped it in the long run though as wii U has not had the success and market adoption that was found with the wii.

      • MatzeLoCal

        Yes, its just a target platform just as PS3 and Xbox360, but the later ones never been mentioned in the release notes, that’s why I’m wondering.

      • Neil

        Reason the WiiU seems to be getting more work done on it is the WiiU is a new platform for SMS. The madness engine has been up and running on the PS3/360 for years now.

      • Anonymous

        In addition to what Neil says, there have indeed been changelogs for the PS3 and 360 builds, they’re just not as common because the platform-specific bits are almost as mature as the PC-specific code.

      • Anonymous

        Well Wii U version will be an option to anyone who receives a free copy of the game as well so yes it will be available to members if they so choose to get their copy for this platform.

    • Big Ron

      They mention it in the release notes since it´s a adaption of the Madness Engine and everything they change is being noticed in the notes since they don´t want to hide it from the community (because they probably want to know what´s going on for other platforms).

  • BoCoke

    All these screenshots look nice..but how the hell does it drive? And is it coming to PS4?

    • gtfan45

      Thats what I am most concerned about. I wish all these amazing looking, yet arcadey driving games came with a simulation option that wasn’t laughable. They could wring in both the arcade and sim driving crowd…

      • Anonymous

        I agree one of the points your making Ian’s guys developed GTR 1 a Sim with an Arcade option. pCARS is a Sim that has some very good sim cars and others needing a bit more work to get everything dialed in but progress is being made every day.
        I for one would like to see the title appeal to every style and level of driving gamer.

    • Markus Ott

      How does it drive?
      It drives like pCARS, no one can give you an expression for it, everyone feels different about it.
      On an objective note SMS aims for a full on sim and is in the final physics and tire tweaking phase together with heavy community supported testing for the next few months.

    • Anonymous

      Like Markus says the driving is a car to car basis since SMS is working to see that each car has it’s own personality. Which is what I think the majority really wants. If I take an example with the Formula C very much a sim car drives well has good grip but if over driven will bite you. Example in the uphill S at Watkins Glen you can over drive yourself into an Aero Loose wipeout if you don’t show any restraint. Also I do most of my testing on cars with default setups unless I am time attacking or testing the different tire options

    • Anonymous

      It’s driving is great. Some cars are getting much closer to completion and they feel better then any Sim I’ve driven to date. The cars are controllable in the corners, like the way real race cars are. Which makes for great racing. As you can concentrate more on the competition. Then on just trying to get around the tract, without flying off of it. But keeping up with lap times of better drivers is impossible for us less talented drivers. All a sudden you fell like, how the hell do they keep their car on the tract like that.

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