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Forums - Gaming - Project CARS Runs at 60 FPS on PS4, Not There Yet on Xbox One; Cars Have 60,000 Polygons on Consoles

Tamron said:

the other thing to factor in is the much more beefier CPU which is entirely separate from the GPU, unlike the APU on the PS4, so the CPU on most ultra-setting gamers is going to walk all over the PS4's cpu, too.

For the type of game it is, and the number of vehicles on screen, 60,000 on a console is pretty good, and frankly, despite being a pc guy myself, at 1080p with good AA, for most cars you won't notice the difference in polycount unless the car has a lot of actual structure to it, the average smooth curved car won't show it at all.

Do we know what AA method Project CARS is using on consoles yet?



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CGI-Quality said:
Tamron said:

As someone with access to project cars, let me put it this way.

You're not running PCars on ultra at 60fps unless your rig is extreme.

Agreed. Game has superb SLI scaling, though!

Sure scales nicely with the 4 780TI's in mine! :P, though it actually runs smoother with one removed from sli and left as a physx slave.



curl-6 said:
Tamron said:

the other thing to factor in is the much more beefier CPU which is entirely separate from the GPU, unlike the APU on the PS4, so the CPU on most ultra-setting gamers is going to walk all over the PS4's cpu, too.

For the type of game it is, and the number of vehicles on screen, 60,000 on a console is pretty good, and frankly, despite being a pc guy myself, at 1080p with good AA, for most cars you won't notice the difference in polycount unless the car has a lot of actual structure to it, the average smooth curved car won't show it at all.

Do we know what AA method Project CARS is using on consoles yet?

Don't know the exact method but do know they're using something nicer than FXAA, currently.



If they already got it up to 60FPS on PS4, should we expect them to work on getting it to 1080p? If they've already reached that too, could we expect them to have higher poly counts for the cars?



NewGuy said:
If they already got it up to 60FPS on PS4, should we expect them to work on getting it to 1080p? If they've already reached that too, could we expect them to have higher poly counts for the cars?

No, if they have 60fps/1080p, they'll just be fine tuning assets to bump up texture/track mesh/density to milk the most they can without impacting performance.

Won't be much, though.



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Just 60K polygons per car? I mean, that game still looks great but I can't imagine that they'll have a photo mode. The premiums in GT5 for comparison have 500K polygons each.



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Normchacho said:
Just 60K polygons per car? I mean, that game still looks great but I can't imagine that they'll have a photo mode. The premiums in GT5 for comparison have 500K polygons each.


They had 500k in photo mode.



Darc Requiem said:
Normchacho said:
Just 60K polygons per car? I mean, that game still looks great but I can't imagine that they'll have a photo mode. The premiums in GT5 for comparison have 500K polygons each.


They had 500k in photo mode.

How much in actual gameplay?



For all the talk of the game's graphics (on all platforms, reported to be very good), I sure as hell hope that this thing PLAYS really well too. Nothing worse than a racing game that controls like shit.



Cleary397 said:
The real story here is that PC version has 300k polygons versus just 60k on PS4.

Those claiming PS4 is as powerful as PC should now be quiet

Yep, since graphics are of the utmost importance, it seems us console peasants should burn Project Cars off our lists.