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Project CARS: 117 New Previews
Screenshots | Project CARS | By Paul on 20 August 2013 20:51

We have added 117 new impressive previews for Project CARS, showing the game in its full glory. These are available along with other a 1000 others, right here.

Furthermore, updates up to build 541 have been released for the game which you can download using the Steam Client.

Don't forget to visit our Project CARS game profile, and keep up to date by following us on Twitter.

Build 541 (16/8/13, Team Member+)
Steam-based multiplayer WIP:
* Game session manager can now work in “JavaDS” or “Steam” mode. Steam functionality not implemented yet
Shaders:
* Added skinning support to Engine shader (used for drawing objects with over-rides, e.g. for debugging performance issues)
* New bodywork shaders with base layer support, to give artists more flexibility with liveries
Tracks:
* Volusia: Add nmp and spec txt for panels and add ao textures for second stand, polish dif txt
Vehicles:
* Mitsubishi Lancer: Fixed CPIT carbon material, Added AO and cockpit animations
* Ford MkIV: Added Liveries 5/6

Build 540 (15/8/13, Team Member+)
Pit Engineer:
* Pit Engineer determine when tyre change or tyre inflation is deemed necessary
X64:
* Fixes for driver AI and physics tweaker HRDF files. Now load in place. This fixes 64 bit issues when loading these files
* Fixed VS2010 miscompiling 64-bit ints casted to 32-bit being still passed as 8 bytes in vararg
Online:
* Fixed issues with connecting to online games
Render:
* Changes to stop windows versions of generic primitives compiling on other platforms
* dx9 and dx11 rendering implementations for GenericPrimitives
Shaders:
* Added double sided translucent technique to basic_translucent runtime shader
* Lighting shader amendments required for spotlight to work with shadows disabled
Audio:
* A new Zakspeed Capri Turbo incar engine set. So you still prefer the old one…well this one is in stereo, and from a higher quality recording. The sound is more detailed and less saturated – but – I wanted to match the ferocity of the set that may people liked. There is a new WIP layer of exhaust/chassis vibration that kicks in around 5000RPM and out 6000 and back in at 9000. Some very subtle offload exhaust rumbles as well around 7000 downwards. NOW…read this carefully…the turbo is still broken so I’ve done the old trick of hanging a dump sound at the beginning of the highest offload sample just for a bit of fun. Note, Fmod works differently to the ISI based system; so to get it to dump you have to hit the offhigh sample coming in from another, so either the limiter sample from above it or the sample below it. As I said this is just for a bit of fun until the turbo logic is in better shape and then I’ll replace the offhigh sample with the correct one. I’ve eazed up on the distance occlusion (so less muffled) and opened the exit of the trajectory a tad more. This car remains a testbed in the distance stuff. It has zero distance dsp echo or reverb as I’m getting ready to test another approach to this
Tracks:
* Volusia: Add new textures for second stands and extend platform
Vehicles:
* Ford MkIV: Added correct GoodYear tires
* Lotus 98T: Added a new tire as default to test a more realistic grip level
* Mercedes 190E Evo2: Fixed cockpit center camera

Build 539 (14/8/13, Team Member+)
GUI:
* Added name entry & warning dialogs to the Pit Strategy screens. Fixed a couple of issues in the GUI dialogs, and made the active strategy always top of the list
X64:
* Fixes for x64 compile and link
Render:
* Base implementation for Generic Prim types
* Added in code to the renderer to allow us to be able to add references to materials and generic buffers
Tracks:
* Volusia: Add new textures for floodlights, update ao map and volusia logo (for volusia track), new textures
* Dubai: New exports
Vehicles:
* BMW M3 E30 Gr.A: Major physics update to get everything more accurate. New flash+modal tire to go with it.
* Ford Focus RS: Added support for custom liveries, minor bug fixes
* BMW M3 GT4: Livery fixes

Build 538 (13/8/13, Team Member+)
WiiU:
* WiiU RVM uses small deferred rendertargets
* WiiU – support for loading textures as linear, non-swizzled : required for CPU readable colourcubes
* ColourCube loading and blending fixed for WiiU
* Fix HDR motion-blur and lit particles for WiiU
* WiiU: Moved assert break to after print whilst it is w-i-p to show assert string in TTY
Controls:
* Added new controller set “PC Keyboard”
* Removed co-existance of keyboard & mouse steering
Render:
* Fixed another missing renderthread parameter in the RVM rendering
* Fix for Visibility Sampling not honouring the render-thread (caused crash on track load with DX11MT)
FFB:
* Disabled adaptive FFB in default tweaker until we get it working better (i.e. varying less during a session)
Leaderboards:
* Increased version of Kart_01
* Dropped Kart_01 stats
Shaders:
* Remove unused motionblurmap from hudglass
Audio:
* A new Zakspeed Capri Turbo external engine set, plus an AI version. The incar version is next and “may” be finished by the end of the week. This external engine set is from trackside recordings and has good structure and character throughout the whole RPM range using many samples. Also includes the latest sound events such as int/ext gearshifts, backfires/splutters and distant based effects, trajectory and roll-offs. There is a new set of turbo sounds but the whole turbo logic is not well (putting it kindly) and needs looking at by the code and physics crews. The external gear shifts and backfires now have a better distance roll-off and occlusion effects. This car is a bit of a testbed in many areas (trajectory, distance roll-offs, turbo etc)
Tracks:
* Derby National/GP: Further fixes and updates on inner terrain, new exclusion map added to avoid grass growing on kerbs, added Jans latest, added track edges on side roads edited tyrewall textures to look less flat
* Volusia: New textures
* Memphis: Fixed nmp issue
* Azure Circuit: New textures
Vehicles:
* Ford Focus: All new Wipers LODX/A/B/CPIT. New Wipers animations and mask. Updated Windows and Windshield materials. Fixed UV4 Glass mapping. – LODC Windows (black glass) Boot was using misc material. Changed to Windows and remapped

Build 537 (12/8/13, Team Member+)
Audio:
* Fix for transmission audio load not being set
Career:
* Debug menu command added to reset the current calendar date
* Framework added for saving career progress (date saving will be available once UI supports it), with support for multiple savegames
GUI:
* Hooked up Pit Strategy screens to be functional
* Added controller text
WiiU:
* WiiU minor fix – remove lit particles target from Mem1
Base:
* Updated string tests and add BUniString versions
* 64 bit: Added ConvertUtf8toBUnichar and ConvertBUnichartoUtf8 to handle differences in wchar_t size across platforms
* 64 bit: Updated BUniString To/From Utf8 helpers to use new conversion functions to fix bug when wchar_t is 4 bytes
Physics:
* Tires: adjusted Kart default setup
* Tires and Kart: FlexiCarcass details, another round of Kart updates
Tracks:
* Derby National/GP: Fixed grass exclusions to avoid having grass growing on curbs
* Volusia: New textures and export

Comments

Hey guys I finally cahugt up with you on the Dringe podcast and heard you wer doing this podcast and I am having trouble subscribing to this cutting the cable podcast I have tried to use your subscribe to zune button and it has not worked as of yet. I will check and see if I need updates on my computer, but could you check and see if everything is working properly? Thanks. – Ebubekir 26-Dec-2015
Great kickoff cast gents. Always a good mix when a nibewe and veteran sit down to share their thoughts on a show.Hope to hear the moment in the series when both of you, hopefully, become entranced with the show. And if it is the same moment that I marked.Keep up the great work. Loved your casts and looking forward to your SDCC casts and, of course, Season 4 of Fringe.LLAP!Lou – Anahi 25-Dec-2015
Great kickoff cast gents. Always a good mix when a nbiwee and veteran sit down to share their thoughts on a show.Hope to hear the moment in the series when both of you, hopefully, become entranced with the show. And if it is the same moment that I marked.Keep up the great work. Loved your casts and looking forward to your SDCC casts and, of course, Season 4 of Fringe.LLAP!Lou – Wuilian 22-Nov-2015
Hey Guys,Love the new podcast! I will say, I was a bit worierd at first seeing as I've never watched Firefly before and really didn't have an interest. Also I thought i would be in he dark because of this. But knowing that Clint is new to it as well makes it all the better! Because of you guys I've now found another show that I absolutely love. And your podcast just makes it ever better! Keep up the good work and i can't wait for future episodes of all of your great podcasts!Stay Nerdy,Mike – Lydia 14-Nov-2015
Can you give any insight into the demnolpveet process on ONLIVE? Why aren't more developers putting games out on ONLIVE? It could be a great platform with so few limitations for the consumer, but feels more like the place where games go to die. – Evgeniya 13-Nov-2015
Can you give any insight into the deeolvpment process on ONLIVE? Why aren't more developers putting games out on ONLIVE? It could be a great platform with so few limitations for the consumer, but feels more like the place where games go to die. – Shay 27-Oct-2015
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