I suspect the optimal spec will be ridiculous based on the graphics right now.
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danneth wrote:looks like a must on both, for different reasons :bigcry:I agree its going to be more of a pick up and play game on the consoles but the PC versions with an far bigger choice of hardware will be the better version.
EvoStu wrote:Without doubt ( if you have a decent CPU anyway grrr ) ps4 is purely just cause that's where all the friends will bedanneth wrote:looks like a must on both, for different reasons :bigcry:I agree its going to be more of a pick up and play game on the consoles but the PC versions with an far bigger choice of hardware will be the better version.
danneth wrote:Totally get that. The PC version on an insanely powerful rig is honestly jaw dropping.EvoStu wrote:Without doubt ( if you have a decent CPU anyway grrr ) ps4 is purely just cause that's where all the friends will bedanneth wrote:looks like a must on both, for different reasons :bigcry:I agree its going to be more of a pick up and play game on the consoles but the PC versions with an far bigger choice of hardware will be the better version.
XxDanoxX wrote:#WillyWaving.Hahahahahahaha no it won't trust me
Just checked the specs - My PC will piss it no problems :badrazz:
EvoStu wrote:Or the 295X2XxDanoxX wrote:#WillyWaving.Hahahahahahaha no it won't trust me
Just checked the specs - My PC will piss it no problems :badrazz:
Its eating pc specs a lot higher than yours on ultra settings. You need a Titan X to get a full 60fps+ on the larger detailed tracks like Ocean Drive with 32+ ai cars.
The console versions of Project Cars have PC-like graphics settings.
During a recent hands-on opportunity, Digital Foundry spotted visual effects menus in both the PlayStation 4 and Xbox One versions of the racing game.
Options are arranged into a number of menus, including "Visual FX", "Authenticity", "Field of View" and "Movement". We can tweak post-process features such as bloom, crepuscular rays and screen-space effects (rain/dirt), and tailor the field of view to our liking.
We're used to PC games offering these sorts of graphics options, but console games typically do not allow players to tweak the visuals to such an extent.
These options tend to have an impact on PC game performance. Unfortunately, Digital Foundry was unable to thoroughly test their impact on the console versions of Project Cars, but we've asked developer Slightly Mad Studios for more information. It's worth noting Slightly Mad Studios recently confirmed the PS4 version of Project Cars runs at 1080p resolution and 60 frames per second, and the Xbox One version runs at 900p resolution and 60 frames per second.
The images, below, show off the PC-like settings menu of the Xbox One version, and were taken by Digital Foundry as part of its upcoming performance analysis.
Here's what Digital Foundry's Tom Morgan had to say:
"Project Cars' range of lighting effects is impressive. Both consoles boast an extensive visual effects menu to tweak each aspect, and though not as full-bodied as the PC's full graphics menu, we do get a level of flexibility rarely seen on console."
bondyboy wrote:ps4 version bugged at launch? giving ppl motion sickness?Oh dear. I'd read some of these comments earlier. Especially weird that the XBone version is seemingly perfect.
http://pretendracecars.net/2015/05/03/s ... at-launch/
https://www.reddit.com/r/PS4/comments/3 ... at_launch/
EvoStu wrote:From what I've read it's due to them using different AA methods.bondyboy wrote:ps4 version bugged at launch? giving ppl motion sickness?Oh dear. I'd read some of these comments earlier. Especially weird that the XBone version is seemingly perfect.
http://pretendracecars.net/2015/05/03/s ... at-launch/
https://www.reddit.com/r/PS4/comments/3 ... at_launch/
It's not a bug. It's a side effect of the way we do AA on PS4, and is arguably a good thing (hear me out!). It's there, and very noticeable from static images of non-direct feed footage especially, but also undeniably in the game itself (mainly when paused). I spotted it and reported it as soon as it got checked in long ago (so we didn't "miss it" as many would have you believe).
However, I also "spotted" that the PS4 version has really lovely image quality, a very smooth and slightly soft (not low res!), "non-gamey" look, which is very natural, and (imo!) rather fantastic, due to this very clever AA approach. It also greatly minimises the distant "shimmer" you often see in console racing games, which is a side effect of low quality AA on thin vertical objects such as fences.
So yes, the ghosting effect is there, if you look hard enough. The advantages far outweigh this small disadvantage however. Notwithstanding that, if customer feedback demands it, we have a plan to add a UI slider in a future update, which will enable you to tune out the ghosting, at the expense of more aliasing and distant shimmer.
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