Project CARS

Project CARS

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Ponlets Feb 2, 2015 @ 11:36pm
Realistic damage models
... does this game have realistic damage models and epic crashes like BeamNG or Dirt or is it like NeedForSeed with cheap damage models and unrealistic crashes ....
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Showing 1-15 of 28 comments
Dr Strangelove Feb 2, 2015 @ 11:46pm 
Here is what you can expect, this Video is from a very recent build of the game. In Terms of Visual damage it´s a bit more than what Forza 3 / 4 did but with more parts falling off, windows Cracking and Tyres flying away, I have seen better, but also I have seen much worse.
In Addition the game offers Technical Failures.

https://www.youtube.com/watch?v=0uD6jYliHGs
Ponlets Feb 3, 2015 @ 12:01am 
kewl... but i still think it would do well with some kind of soft body damage ... but i could settle for some next car game quality crashes :/ or maybe flatout UC2 quality :P .... but in terms of driving and graphics (from what i have seen on youtube) its FANTASTIC :D
pez2k Feb 3, 2015 @ 10:45am 
Soft-body damage is a big no-no with licensed cars - manufacturers don't want their cars to appear unsafe. That's why games like BeamNG and Wreckfest / NCG have entirely fictional car lists.
Ponlets Feb 3, 2015 @ 11:23am 
but IT LOOKS SO KEWL when they are all twisted :P
SMIFFY Feb 3, 2015 @ 11:41am 
Good luck getting a computer to run a sim that has soft body damage, on top of all the other physics and graphics it has to process.
Ponlets Feb 3, 2015 @ 11:41am 
BeamNG ... soft body physics ... runs @ 120FPS on my machine :P
Ponlets Feb 3, 2015 @ 11:42am 
Completely Dynamic :P
Ponlets Feb 3, 2015 @ 11:44am 
shaders are not a problen .... and CARS .... i could run a 12 car race in this game with the complexity of damage equal to BeamNG (Have the carnage run and twist dynamicly with softbodys for each car) i say that because i can have 12 normal cars running in BeamNG with NO lag at 60 FPS but with one car i get over 120 fps ... seriously Look up BeamNG ... it has soft body physics
Last edited by Ponlets; Feb 3, 2015 @ 11:45am
pez2k Feb 3, 2015 @ 11:50am 
Originally posted by Deathman456:
BeamNG ... soft body physics ... runs @ 120FPS on my machine :P

BeamNG doesn't have an indepth simulation driving physics engine, that's his point.
Ponlets Feb 3, 2015 @ 11:50am 
my specs are

GTX TITAIN Z 12gb (Dual GPU)
intel i7 4790K @ 4.0GHZ
32 GB RAM @ 1600 mhz DDR3
Asus Z97 series MOBO
Windows 8.1 64-bit

I should note that i played BeamNG with a GTX 750 and got 60 FPS with 6 cars at max graphic settings with the rest of the system identical to this one but when i had 8 cars i got down to 48 FPS (still good) and at 10 cars it went down to 30 (still very consistant FPS and still playable) this game is GPU and CPU intensive so you need a quad core i5 and a GTX 660 or better to get the full experience
Ponlets Feb 3, 2015 @ 11:55am 
Originally posted by pez2k:
Originally posted by Deathman456:
BeamNG ... soft body physics ... runs @ 120FPS on my machine :P

BeamNG doesn't have an indepth simulation driving physics engine, that's his point.
by in depth do you mean technical failure ? ... or do you count the photo realistic way it appears or the way it drives ... i can say i give this game respect when it comes to the driving side ... but BeamNG is just as realistic if not more so when it comes to the drive part (technical failures and all including the way the cars handle) ... infact its damage engine can allow all sorts of vehicals including Airplanes, ANY car you want (assuming you can use blender well enough) and a vast amount of maps that can be tewaked in the included editor ... so tell me how is the driving More indepth than BeamNG (Graphics DONT count :P)
feprice Feb 3, 2015 @ 12:27pm 
The last line is the clue. To some players graphics do count, and soft body damage not so much. Individual priorities. pCARS takes the win for me.
pez2k Feb 3, 2015 @ 1:53pm 
Originally posted by Deathman456:
so tell me how is the driving More indepth than BeamNG

Uh, we can start with the tyre model and work from there. The amount of variables to the tyre are very, very limited, and concepts like tread depth and carcass temperature just don't exist. We can move on to the engines, and the torque curves used are very simplistic with 500rpm steps between each value, no engine braking (negative torque) curve, and so on.

BeamNG isn't meant to be a driving simulation at all, it's a soft-body physics engine with a demo game (Drive) wrapped around it, like Rigs of Rods before it. Project CARS is a driving simulation, thus the focus is on simulating all of the tiny details related to driving such as heat transfer from the brakes to the tyres, and less about how a body panel will flap at speed if you manage to crash hard enough to do that but not actually break the car.
Tyl3r99 Feb 3, 2015 @ 3:30pm 
beamng is ♥♥♥♥, the developers are rude, and the game progress is going no where...
on the other hand it is only good for an half hour session of watching a car crash slowly...
Ponlets Feb 3, 2015 @ 5:00pm 
Aperently Pez and Tyler have not looked at the dev page recently for BeamNG (i like pez more for his mind of reason) :P .... there is a torque curve with the engines in BeamNG .... cant say much about the Tyres (tread and whatnot) but the overall material is WAY more realistic (in terms of physics interaction) than anything i have seen ... i can say that the CARS game does have EXELENT driving mechanics .... but the real downer for me (in ALL racing games excluding mario kart and games like it) is the Damage realism ... i got EuroTruck SIM 2 hoping for a "HARD TRUCK 2" experence of crashes and mayhem in a dilivery sim ... but all i got was "Pretty Vehicals" and "Nice scenery" but NO visual damage WHAT SO EVER (makes the damage meter pointless if you ask me) BeamNG as a whole has gotten WAY better in the last 3 months than over the course of the last year.
Im only a sucker for great graphics if the physics are just as good
Last edited by Ponlets; Feb 3, 2015 @ 5:01pm
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Date Posted: Feb 2, 2015 @ 11:36pm
Posts: 28