When talking about a stress test, one always figures only the system will be concerned. Unfortunately, with Project CARS, the person in charge of capturing the video can also be put under a lot of stress. Take the Azur Circuit with Formula C cars for example, well, we can tell hard it's hard to remain calm even when all you want to do is to capture a clean lap with 18 AI. Details inside.
You all know that we've really been enjoying our time on Project CARS, but it's hard not to get annoyed by the AI problems that still persist in specific conditions. The Azur Circuit and its first corner are indeed as deadly as ever, with usually 2 to 3 cars that get completely wrecked, making it really hard not to hit someone. Even when you manage to get past it alive, there's a good chance an AI driver will bump into you from behind, which basically equals to a death sentence when you're driving a Formula C in the wet. You can't possibly imagine the number of retries we've had to make to get that one lap captured. It's clearly not great driving, but you need to take into account the state we were in at that point.
Enough with the AI though. Other than performance in the rain at Monaco, what we wanted to show with these videos was the new option which allows to turn off temporal antialiasing. In both extracts, it was set to off, and as you can see, the game still looks very clean. After several performance patches, it is now safe to say that Slightly Mad Studios have proven that their mastery of current gen hardware, even if there is certainly room for improvement in the future - tearing is too visible for example. Once the AI issues and the few strange collisions (when a car comes from behind and manages to swoop over the vehicle it hits) are fixed, there won't be much left to complain, at least, as far as we're concerned.
Combined console sales of PS4/XO in 2016 were down 7% from 2015. (2 Hours ago)
FF15 had the best launch month of any final fantasy game in the US!!! and this performance does not include digital sales!!! (2 Hours ago)
@Tiz: Most big games were larger than what a standard CD-ROM disc could store, so it wasn't unusual that pirated games were lacking audio tracks or movies. (3 Hours ago)
@Tiz: Sega used a proprietary GD-ROM format (about 1GB discs) for storage. It did not stop piracy though as you with a bootdisc could start cd-r copies without the need to hard mod the console. (3 Hours ago)
I think it was apparent to people.. even before the system launched.. that the early launch of the Dreamcast was risky. So I can see how EA might want to play hardball to sweeten the deal on said risk (6 Hours ago)