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Project CARS Celebrates 2 Million Sales Milestone

Slightly Mad Studios’ WMD-powered Project CARS title has hit another major milestone as two million copies have been sold around the world.

Slightly Mad Studios’ WMD-powered Project CARS title has hit another major milestone as two million copies have been sold around the world.

After hitting the one million mark just weeks after the initial release, Project CARS has remained a strong seller ever since, helped by the studio’s comprehensive DLC & game update prorgramme, the game’s eSports activities and extensive support for both the Oculus Rift and HTC Vive virtual reality headsets.

Funded by the studios’ innovative World of Mass Development portal that was launched in October 2011, Project CARS has been shaped by a loyal community that continues to participate in the sales returns of the game to this very day.

Ian Bell, CEO at Slightly Mad Studios, said: “The multi-million sales of Project CARS validates not only our revolutionary racing simulation, but also our unique World of Mass Development platform. From the onset, we believed that our groundbreaking way of funding games, alongside our commitment to working with our customers and listening to what they wanted from a racing simulation, would push us in the right direction.”

Stephen Viljoen, Project CARS Game Director, said: “We’re really proud of what we have created with Project CARS. Two million sales shows that there will always be a place for games made with passion and craftsmanship. This gives all of us working hard every day on the Project CARS franchise an adrenaline boost as we strive to keep creating the games and features our fans want.”

  • Richard Hessels

    Great achievement, although it’s far from perfect still a milestone.
    They woke up the other big racing devs to make their product better.

    • MC

      I think they woke up smaller developers to the profits in console releases.

      • Richard Hessels

        You need quite big budgets to do a console release.

      • MC

        I dunno, there could be more deals like AC did with 505 games, and SimBin released Racepro a while ago and it sounds like SimBin/Sector 3 are planning future console releases.

      • Henriette Gaston

        Race Pro was a quick garbage cash-in Race 07 spin-off funded by Atari and sold for 20 bucks.

      • MC

        I agree (about Race Pro), but it shows smaller studios can get their titles out on console.

      • Henriette Gaston

        Right, with some support like 505 or Atari, etc. I wonder if these deals are lucrative for the studios, however. They might just be in for the added visibility, and the publisher gets most of the revenue.

      • MC

        Apparently the 505 deal involved money upfront for Kunos, I think that was the main thing for them (being able to re-invest it in AC).

    • Markus Ott

      I don’t see that. Kunos doesn’t even think about implementing dynamic day/night shifts or weather. iRacing wants to, but their game engine upgrades, as far as I see until now, are only drops in the ocean. Only R3E is doing the right thing by simply switching to Unreal Engine 4.

      • http://schonder.com MatzeLoCal

        As a software developer I wouldn’t call iRacings progress “drops in the ocean”. Their development style is very evolutionary so they don’t come with big new features very often. They are more like adding up small pieces which, in final result, lead to a big new feature.
        E.g. although I’m not a big fan of that dirt stuff (which is indeed a huge feature) it will bring dynamic tracks to the sim … which then can be used for rain. And as they already have different daytime, which seem to be static, with DX11 they will be capable of making that dynamic.
        Still, the progress feels slow but the final result is quality wise on a very high level.

      • Richard Hessels

        With DX11 they will be capable dynamic… With DX7 or 8 you can even make dynamic day night cycles. Just a matter of proper programming.. You as a software developer should know that.

      • Bakkster

        It was never a question of Dx9’s capability, it’s a question of development resources. Instead of developing dynamic lighting once for Dx9 and again for Dx11, they’re developing it once for Dx11. Not only does it mean fewer APIs to code for, it should help the feature remain lightweight so they can avoid a significant performance penalty since players won’t really be able to avoid using it.

      • Alan Dallas

        AFAIK SMS’s MADNESS Engine still uses the same API calls in DX11 that it originally used in DX9 for Dynamic time of day lighting. The sun in the sky in the MADNESS Engine is the actual position of the light source that drives it all. The sun’s position is also dictated by the sun’s real position in the sky depending on day of year. Elevation and all that is taken into account(as well as tracks being orientated correctly in relation to true north). Or at least that’s what they told us in the WMD forums when pCARS was being developed. I have no reason to disbelieve them having driven both Willow Springs and Laguna Seca in real life for comparison.

      • Bakkster

        Yeah, I’d have no reason to doubt it either. Sorting out the position of the sun for a given time of day and year is incredibly easy.

        It’s all about how you organize the engine in the first place, which I think is what held iRacing back. They needed to claw back some performance from other API calls they were making so adding these features wasn’t too intensive on the CPU that it caused more performance issues than it was worth.

      • http://schonder.com MatzeLoCal

        Guess what, you don’t even need DirectX to achieve dynamic day and night cycles … but DirectX takes away a lot of work and as, at least as far as I know, DX11 makes it easier to develop such things.
        But I’m a developer for OS X/macOS so I’m not so much into DirectX-APIs

      • MC

        Kartkraft does, wherever they’ve disappeared to =)

    • Bakkster

      I think it also puts some perspective on the scale of the sim racing market and how it gets funded. This is a bit more than Forza Motorsport sold, and pCARS is cross-platform. Plus the additional funding from WMD, it’s easy to see why other sims might struggle to find funding.

      For perspective, this is 40x more sales of pCARS than iRacing has current members. Even assuming the average iRacer spends 10x more than the average pCARS player, that still means pCARS had significantly more resources.

    • Kev

      How so? Not questioning that ; just curious / interested

  • Jovica Ilic

    Can we celebrate that with renewed Career? Probably no..

    • Richard Hessels

      The openwheeler AI is very broken since day one.
      So i never even came to finish the career properly.
      I doubt version 2 will sell 2 million.

      • Markus Ott

        Wanna bet?
        pCARS2 will outsell 1 with ease.

      • Richard Hessels

        When i see the general opinion here and other sites, that’s not really as positively hyped as the first version.
        I really hope they sell 3 million.

      • melanieuk1

        When i see the general opinion here and other sites, that’s not really as positively hyped as the first version.

        If you think the community that reads sites like Virtualr, bsimracing, and race department are big think again, Steam is way bigger than those site combined, pCARS might not get the praise it deserves on those sites, because people brainwash themselves into thinking the games they played in 2004 is the best, well they re not the best, as they seem to be the ones struggling to get new users, pcars 2 will sell more than those old engine sims, unless they modernise.

      • LogiForce

        Promotion hasn’t even started for pCARS2 yet, and thus nobody has a clue what’s to come and get hyped about. Time will tell as the first promotional stuff rolls out at some future point.

      • MC

        I do =) pCARS was hyped up due to the sim-racing community, and it filled a hole with the console release, as Forza 5 was only out on Xbox (which was crap) and there was no (and still isn’t) a Gran Turismo on the PS4.

        I don’t know anyone who didn’t invest time and money into Project Cars who feels passionate about it, most people I know who got it on console played it very little, it was too buggy at launch to fully win over Forza & GT fanboys (AC has made the same mistake).

        It’s no sim’ either, unless they do something very very special with pCARS2 I don’t think they’ll repeat the same success. It’s a more crowded market now (in terms of console racers).

      • Patrik Marek

        I wouldn’t be surprised if they DOUBLE that number

  • Easy DaRon
  • David Wright

    It is interesting how front-loaded sales are. Even with price reductions and game of the year editions, it takes far far longer to get that second million compared to the first.

    • Bakkster

      I think that’s pretty standard for a retail title, racing or not. Launch day is a big deal.

  • faybn

    There is a new FFB “mod” available which got me back to PCars and quite frankly I enjoy it. I hope they steam the FFB options down for PCars 2, now it’s just ridiculous. Also they should take a closer look at the AI and perhaps make options available to adjust their agressivness, speed etc. Editing the AIs setups would also be a nice option (looking at you, Old Hockenheim).

    • http://www.simrace.pl/ rauf00

      downloaded already, but…Porsche first 😉

    • MC

      “I hope they steam the FFB options down for PCars 2, now it’s just ridiculous” – community input, just like the ‘community’ utterly destroyed the FFB in F1 2012. Let devs do their thing…

      • melanieuk1

        Agree I’m amazed that people still think bed room modders can do a better job than a developer with the resource and money.

      • tomolart

        i hope that was sarcastic because they do.

      • anonymouse

        Although I have no simpathy for Reiza, Renato & co. rekt both SMS and Ks, at least in the physics department. And those guys are modders.
        So there you go. Modders can do better than developers.

      • Henriette Gaston

        It’s pretty sad when random dudes fix what a team of professionals can’t pull off, but it’s the state of gaming these days.

      • Richard Hessels

        Some can, because devs have time pressure and budgets to think about. Bedroom modders don’t have those problems. A software company is basically a few rooms full of modders.

    • Jetexocet

      Hi faybn. Could you tell me what FFB mod your referring to, as I would love to try it out. Is it on the forums?. Thanks

    • Kev

      I never understood the FFB problem. What’s so difficult about it? DiRT Rally fixed their FFB in a matter of weeks with some outside help from the community. Is the problem really buried that deeply in the code and also where FFB needs to be tweaked for individual cars?

      I’d totally play it with controller with my son if AI is decent enough but that seems mixed bag too?

      • Alan Dallas

        The problem with FFB in pCARS exsists between the race chair and wheel. SMS setup a base line on FFB and at the request of many many WMD members left it a wide open system to tune to our liking.

      • Kev

        so the baseline feels like ac but can be tweaked to optimize by advance users?

      • Henriette Gaston

        The baseline feels like your steering column or your suspension is broken. The feedback you get doesn’t represent what the car is doing. It’s like they built a great foundation with a lot of options and didn’t tweak any of it, so you have to set it up yourself for every single car. It’s more than slightly mad. But I agree with the guy above, it’s much better than AC when it’s set up properly.

      • hotak

        Codemasters’s FFB isn’t directly physics-driven like pCars one, so it’s quite easier to tune, because in real world the forces are much stronger than what a FFB wheel can output, so the FFB signal has to be compressed. All the FFB setup options in pCars are to tune wich parts of the FFB get compressed more than the others, it’s all about what the player finds more important to feel while still avoiding clipping.

        EDIT: BTW i find pCars FFB much better than AC and R3E so it’s a matter of tastes. AC’s FFB is IMHO liked by most people just because the wheel feels heavier, but this way you loose a lot of finer details

      • Kev

        Interesting. Does that mean that the baseline ffb is decent and works with all cars and tweaking is just to maximize experience for advanced users given different force curves for different vehicles, etc.?

        Maybe best question is, does pcars feel like a/c with defaults?

      • hotak

        it doesn’ necessarily mean it’s decent, but it’s realistic. The problem in deriving FFB directly from steering rack forces is that you then need a per-wheel and per-car adjustment to make it always feel correct. The devs did the per-car thing (but still it won’t satisfy every user), but didn’t the per-wheel adjustments, so some wheels may feel better than others and some setup work will always be needed to get the better experience. Still i like it more than AC’s one that lacks a lot of finer detail.

      • faybn

        Hey Kev. I think there are too many FFB options. You don’t even understand what they are all good for, although they’re described. I’m just sitting there and wonder what this and that option might change. Scoop knee? Linkage Scale? Per Wheel Movement Squared? What the heck! 😀 Might be that I’m too lazy to look into these things, but to be honest it’s like a lottery win to find the exact FFB you’re looking for with these amount of options. So I’m very grateful that somebody edited the FFB for the cars and I can enjoy it now.

    • RKipker

      Can you point me to the mod please… The FFB mod?

    • Jetexocet

      After installing the FFB file, I set the in game control settings to classic, then I set scoop reduction to full. This is on a T500 and it feels so much better. I tried the settings in the PDF, but for me it still felt a bit off.

  • melanieuk1

    Well done Ian Bell and the SMS Team, cant wait for Project CARS 2, and the pCARS online has picked up again due to various sales and deals going on.

    • http://www.simrace.pl/ rauf00

      i would add well done in business manner, but let’s be honest game should be somewhere else after so many patches

      my community lost faith around January 2016, game is dead ever since our forum…

      • melanieuk1

        Even though I like your videos that you post, don’t take this the wrong way I’m not a member of your ‘community or your forum’ so I couldn’t careless about them, the online multiplayer in pcars as picked and for that I’m glad.

      • http://www.simrace.pl/ rauf00

        just a fact on my side
        checked steamspy looks like ar. 1,5k daily, not bad 😉

    • pcarsphyxexpert

      True, you love all simcade games and piss on real sims

      • melanieuk1

        No I just don’t like what you like because I know it winds you up, and stop stalking me on this site, bsimracing and race department, you don’t like my comments don’t reply to them, because your repetitive simcade views means nothing to me.

      • pcarsphyxexpert

        I don’t know you from RD, but lets face facts, you’re not a technically minded person so you assume if it’s drivable, it must be realistic, when in reality it’s got huge grip levels or nonsense grip levels.

        The bulk of people at ISI forums reject pcars as a sim btw.

      • punkfest2000

        2 million! TWO MILLION!

      • The Turtle

        Millions of people still think the world is less than 10,000 years old so their goes the idea of validating something through numbers of people that like or believe in it.

      • punkfest2000

        Yeah…. You got it all figured out. World is 10,000 years old, Pcars sold 2 million. I like those numbers. Doubling of my investment is validated.

      • melanieuk1

        “The bulk of people at ISI forums reject pcars as a sim btw.”

        lol @ ISI forums, and the global population rejected rFactor2 and look where it is now R.I.P.

      • pcarsphyxexpert

        Grow up kiddo

  • EZehn

    I think at this point I’ve made my investment back fully with something like 60% on top!

    • Kev

      Honestly, that’s the thing I resented the most in that you had fake advertising in the form of investors posing as players.

      • gianluca p

        Fake advertising? Inside the WMD the players were genuinely convinced of the qualities of the game and they shared all they can with the public. Was also publicity, of course, but on the WMD side was plain fun, nothing more, I can assure you. Same for the screenshots. This stuff is still going on behind the scenes for pCars 2, but you guys can’t see nothing. And this time nobody will have returns from the game, beside the fun of the gameplay and some little perks granted by the toolpacks purchased.
        Honestly I’m happy the SMS decided to not share previews of the game this time, and I will be happy even if they will decide to keep things this way until the first official preview.
        We all know that when the game was released lot of players complained about bugs. But playing the beta we never experienced some of the bugs reported after the release. We also never tested the console version of the game. This was said hundreds times.

      • Kev

        What I mean is that hundreds of people where plugging the game who had a financial benefit from people buying it. Simple conflict of interest. People had no idea whether someone plugging pCars was a user or investor.

      • gianluca p

        The WMD members were both users and investors. The funding system used for the game was no secret and the big majority of the people interested in sim racing knew very well what was the WMD, with the exception of the ones living under a rock of course. The SMS always mentioned the WMD in their interviews about the game. You described the thing as basically a viral and misleading marketing campaign.

      • Patrik Marek

        oh they will, and if not about viral marketing, they will find other things, this is internet after all, that’s what it was invented for

      • EZehn

        Except that the only people who had access to it pre-release were investors which means you absolutely DID know that there was a conflict of interest (in your words). However, this is absolutely nothing new. People hyped about a new game are going to sugar coat many things about a game they want to do well even when it’s free!

        Moreover, investors were regularly very critical about the game since October 2011 when I joined (the very beginning). The game is a very good game and simulates many things well. It is not perfect nor is any sim perfect.

        Maybe stop taking things so seriously.

      • Patrik Marek

        so we should be good for pcars2 then, since there’s no financial gains from that one , right?

      • GamerMuscle

        I think even more than financial benefit is that WMD had a good 30-100 or so completely vapid hyper fans that felt they were part of some super special clan which they then devoted an absurd amount of time and effort to.

        Now I’m not talking about people that just enjoyed the game and its development, gave feedback and helped with WMD lots of really nice people were on WMD as well and lots of people approached it in a healthy way.

        Obviously with all games you get big fanboys/girls but it was the combo of people feeling part of team SMS + them putting time in + them getting cash back + them buying into developer comments without any critical or neutral thinking, which combined to create some of the worse fanboys in gaming history.

        Mind you it was genius of SMS and they certainly manged to get the press on there side even for the console versions, surprisingly so as though I think Pcars is a much better sim than other console games, as a console “Game” its no where near the polish or quality compared to FORZA ,GT or Even games like PGR in the past.

      • gianluca p

        The console version of pCars hasn’t been tested properly for budget reasons. as far as I know. This time instead, if I remember well, this aspect will be handled by Bandai Namco, in order to assure a proper quality control. All those bugs hurt the sales of the game, The SMS certainly want to avoid this with the sequel.

      • StuartBecktell

        Part of the problem too was people who were insistent it was going to be a huge POS and would post constantly about how terrible it was. This created conflict on both sides.

      • Rlee

        Very few people had any significant money in Pcars. Most had as much as a pre-order would cost.

    • Rlee

      It’s closer to 110%. I invested 10k and have received over 21k in return (USD). If it wasn’t for the Euro falling over the last few years, the return would have been closer to 25k.

  • Leynad

    Sim Racing is expanding with or without pCars and they are king in the graphics department. But Automobilista is so much better in terms of FFB and physics now, even they had the same engine in the first place: What went wrong?
    Cars with power-steering, TC and stuff can feel spongy with a wheel, but cars without like many in AMS are just way ahead IMO and AC as well.

    • Jovica Ilic

      Automobilista is something special, can’t stop driving it

  • jason Subic

    Well done SMS , the title was a breath of fresh air for the console community but disappointed majorly with the bugs and crashes that occur till this day .
    In saying that I do hope project cars 2 is a complete success and they can improve the game on every aspect .

  • noroardanto

    The ffb setup guide by SimracingUniverse “WMD pCARS – How to set up your FFB” really helps me setup my wheel and enjoy driving in pCars. No JackSpade needed, just eliminating the ffb clipping.

    • Rantam

      Totally agree. Started with JackSpade’s but after understanding how the FFB screen works and eliminating the FFB clipping (thanks to my friend YoShImUrA_HistorX) I’m loving PCARS. Yep, FFB is still far from rF2’s, but looking at the big picture it’s still a great sim.

      Regards

  • varis11

    You can sell an elephant as a dolphin with the proper marketing policy and lots of money in advance. Sincerally, congrats. Amazing. It.s an study case.

  • Patrik Marek

    this is a big success for new franchise, and good for sim racing too! congrats to SMS for this achievement

  • Paul Maguire

    Thats certainly a lot of noobs

    • punkfest2000

      and by noobs you mean $$$

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