Project CARS Targeting 1080p/60fps on PS4 & Xbox One But Won’t Compromise Awesome Racing Stuff

We speak to creative director Andy Tudor about the racing sim’s visual standard.

Posted By | On 18th, Dec. 2013 Under News

Project CARS (8)

Slightly Mad Studios’ Project CARS has been garnering its fair share of attention ever since the decision was made to also release it for next gen consoles. Comparisons have been made to the likes of Gran Turismo 6 and Forza Motorsport 5, but what does the studio itself have to say about the visual performance of its racing simulator?

GamingBolt managed to speak to creative director Andy Tudor and we asked whether the developer would be aiming for 1080p resolution and 60 frames per second for Project CARS on the PS4 and Xbox One. He stated that, “Our aim is always for the best gameplay experience possible and if that means 1080p/60fps is achievable without compromising ‘awesome stuff happening whilst racing’ then fantastic. So it’s the target yes, but it’s something every developer has to balance nearer to launch and it’ll be no different for ourselves.”

Before DriveClub was delayed, there were reports that it wouldn’t be running at 60 FPS on the PS4. Forza Motorsport 5 on the other hand managed both feats just fine at launch. Can Project CARS do the same when it releases in Q3/Q4 2014? We’ll find out in the coming months.

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  • Stu

    Forza 5 managed 1080p/60 “just fine”, because it’s little more than an upscaled 360 game. Baked in lighting, awful image quality will a lack of AA, no dynamic lighting or weather and very poor damage physics.

    Driveclub looks far superior, and will set a new visual standard for next gen racer.

    • SteveS

      sorry, but total bullshit: Dynamic lighting (no prebaked) and detailed damage physics (far better than in any GT game) – please not just scribble down things snapped up of shady fan-pages…Driveclub, are you kidding, is a joke – awefull pop-ins and just circuit in front of a panned vista, yeah, great next gen racer, thumbs up – Forza horizon is better (of course, lower res, but a free drive experience…

    • bigshynepo

      There is a reason Driveclub was delayed. Since playable builds were based off months old code, you couldn’t have possibly played any kind of finished product to make an informed opinion.

  • Richardo

    Project cars uses deferred lighting (pre-light pass) to mitigate memory bandwidth requirements for Xbox One and to fit the buffers within the eSRAM.and to alleviate the bandwidth requirements to achieve 1080p 60fps.

    This is not without tradeoffs as plp require the geometry pass to be completed twice instead of once, This means a greater limitation to geometric complexity of a scene than with deferred shading. It also creates alot more work for the programmers to code.

    Its a balance.

    As the normal PC version currently available to the public does not employ plp rendering, the developers may have to cut down on the triangle count for some of the really high polygon car models or not include them, or find other areas and methods to trim triangle count.

    • SteveS

      Think the devs should do their homework – there are ways to achieve that polycount on the box, too

    • pez2k

      Not sure where you’re getting your info from since the XB1 development status is not public information.

    • Richardo

      “Our engine uses a light pre-pass style rendering approach ”

      The PC builds of the game as you are well aware has been available to the public for those willing to pay.

    • pez2k

      That’s not an XB1-exclusive feature. The Madness engine has been using deferred rendering since Shift 2 on all platforms.

    • Richardo

      Deferred shading and deferred lighting are different forms of deferred rendering. Deferred lighting still has a geometry penalty because it must complete the geometry pass twice instead of once as in deferred shading.

      You are correct about the madness engine.

    • pez2k

      Whatever wording you want to use, there has been no mention of any major changes for XB1, not even to project members.

    • Richardo

      The wording is somewhat important. The terms are different. There are distinct advantages and advantages to each form of deferred rendering.
      I am finishing up my computer science degree. I didn’t spend alot of time looking up the past work by the company. Just from the dev’s quote in the other article it sounded like they went with this technique to improve performance on the X1, because its perfectly suited for X1’s memory architecture.

  • Dakan45

    I dont think xbox one can handle this game on 1080p/60fps

    • Redstone

      What makes you think that? Are you a qualified computer science engineer? No.

    • I am. I don’t think at full detail it will be able to hold 1080P@60fps.
      This needs a Desktop PC not an Embedded one to pull it off.


    • Dakan45

      Consider those things:

      Every console had diffirent architecture so they needed to learn the architecture its time, now its pc architecture everyone knows it.

      Show you wont see a huge diffirence in 4-5 years since devs know the hardware.

      Ghosts, bf4, blackflag, watchdogs, thief, all confirmed to have better graphics on pc than next gen consoles and all games on ps4 have better graphics than the xbox one

      Now that next gen consoles use pc architecture, the pc versions will run better

      Ps4 is around a midrange pc, cant play games at the same settings as the pc version.

      Xbox one seems to be a xbox 720p, ghosts 720p, titanfall 720p bf4 720p, even blackflag runs on 900p 30 fps.

      So no i dont think xbox one can run this 1080p 60 fps unless they tone down everything.

      To disprove any bullshit arguments i hate sony fanboys, i am pc master race.

      As for a qualified computer science engineer? You are either an engineer or studty computer science, but my point is that Carmack the guy who pretty much created fps and 3d games believes that both ps4 and xbox one are the same in power and architecture.

      Sooo, yeah i d rather not hear the expert’s opinion on this one and speak out of experiance with hardware instead.

  • bigshynepo

    Are they suggesting they are maxing out the power of the PS4/Xbox One or their abilities as coders on the platform?
    Can’t get it to run in 1080p/60fps? Work on it until it does. I’m sure the consoles have the horsepower.

    • bob

      Well to be honest, they actually don’t. 1080P with 60FPS with even moderate levels of anti-aliasing and what not probably won’t show up till the next gen of consoles, and by then, people may be moving onto 4K resolution.

  • Rupz007 Try using GPCPU compute which is what the PS4 is designed to do! Not using the weak CPU to do physics tasks etc.. Look at inFamous Second Son to see what I mean! Lame reason from developer..but I gies its to do with time/money to design a multi-platform game specifically for PS4 and rewrite the entire engine from ground..

  • matt

    The real question was are you shooting for 1080p on nextgen and in Andy’s eyes thats wiiu as well these articles are tweaked in other words this site has basically added ps4/xbox1 to mean nextgen when in the real interview he was talking about wiiu more ect and the real interview is on cinemablend…..


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