*******C.A.R.S - Community Assisted Race Sim*********

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Developer: Slightly mad studios


Three months ago, Slightly Mad Studios’ Ian Bell shared his vision of a community-funded simulation title right here on VirtualR. What many may have dismissed as a very much utopian vision has gotten extremely real as the studio has been hard at work for the past few months to turn a great idea into a working project.

Named Community Assisted Race Sim, or C.A.R.S. for short, the project will allow ordinary sim racers to become investors in a racing simulation title and get a share of the profits and unmatched access to the development process and a say in the title’s direction.

For the past few months, the guys at Slightly Mad Studios have been hard at work on all fronts as Ian Bell has revealed some exclusive details on the team’s progress. The legal work on the project has just been completed and SMS is ready to launch the project’s website and accept investors within the next 2-3 weeks.

The studio will be offering investment options that will fit any budged, starting out with a 5€ option ending with gold-level commitment of 1000€ and beyond. All investors will be getting access to downloadable development builds throughout the development process, the level of investment will determine the amount of influence each member has though.

While every investor will get to vote on the direction the new title will take, gold members get to participate in board meetings where the bigger calls will be made, always considering the requests from the regular investors. Gold members will even get source-code access to the simulation while smaller investors will be given script access to play with.

Slightly Mad Studios promise a completely transparent development process as all investors get to follow every single bit of progress and every single discussion the developers will be having. The SMS team will work out in the open for all investors to see, there will be no closed-off development forum as all investors get to follow everything the development team does, “even the arguments,” as Ian Bell points out.

C.A.R.S will be used the stripped-down Shift 2 Unleashed engine as starting point, as the team will be adding new modules to it during the course of the development process, including a new DirectX 11 renderer, a new physics engine and new AI. Slightly Mad Studios expect a development cycle of at least 12 months until the finished product is ready, however all investors will be getting access to development builds throughout the process to keep everyone entertained.

Below is a first high-resolution preview, showing an immensely-detailed historical Lotus Formula One car in the garage. SMS is planning to release the first build shortly after the first investors joined, the first release will include a handful of cars and tracks to try out. The base content won’t be too advanced though as the investors will have the final say in the direction that the title will take and what content will be included.

SMS is planning to have fully-licensed content in the finished product, the team may be dealing with generic content in the development builds though while the licensing is being finalised in the background.

For years now, sim racers have been bemoaning the publishers lack of interest in sim racing and the missing influence on developing titles. It looks like Slightly Mad Studios will be changing all that with C.A.R.S.


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Screenshots

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The model seen in the previews is made up of around 250.000 polygons and will run in-game in this kind of quality, thanks to DirectX 11 and the complexity of the used shaders as SMS is aiming to set a new benchmark in visual quality. Aside from pushing the limits in terms of graphics, the studio is also putting equal efforts into the input & physics department.

C.A.R.S., which stands for Community Assisted Race Sim, is a new project by Slightly Mad Studios that will allow sim racers to invest in an upcoming simulation title. In return, the investors will get to have a major say in the direction the title will be taking, get development builds and get to follow a completely transparent development process that shows the SMS team at work.
 
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C.A.R.S. Frequently Asked Questions

What is C.A.R.S.?

C.A.R.S. = Community Assisted Race Sim. The game will be funded by and developed in close cooperation with the (sim) racing / gaming community. People can invest an amount of money up-front, entitling them to receiving profit and taking part in testing of weekly game builds. Depending on the magnitude of his/her investment, an investor has a bigger or smaller voice in what content will get into the game. The game starts as a base game with a few cars and tracks, and will be expanded from there depending on what the community decides.
The game will be free-to-play, with paid extra content (microtransactions).

How can I invest?

Everything will be explained soon on the website www.wmdportal.com

What platform will it be developed on?
The game will be developed on PC, DX11, and back-ported to DX9 and consoles.

Will it be a hardcore sim or arcade?
In the end that will be decided by the community/investors, but the initial aim will be a full/hardcore sim with aids and adjustments to cater for the casual player as well.

Will the game have surround sound?

The game will use a 3D Sound system is using fmod so 5.1 and 7.1 are supported.

What will the graphics engine look like?
The graphics are DX11 including FXAA, depth of field, screen space ambient occlusion, motion-blur and shadows will be improved in DX11 initially, with appropriate back-ports to DX9 and consoles. The engine will use deferred rendering like in Shift 2.

Are those screenshots really in-game graphics?

Yes they are, they show the actual game rendering engine at work with the car in the pit/garage.

What cars will be in the game?
The game will provide a base car from each of the main types (single seater, endurance, historic etc, asphalt racing only) so the investors can feedback on input, handling FFB etc. After that, additional content will be decided on by the investors.
As for the car brands that will be featured, this will also be depending on licensing (=money).

What tracks will be in the game?

TBA
 
still thinking how this will run smoothly even on say 6950's or gtx 470's
coz there is so much detail in there

it could be the next level in graphics
 
but
actually after seeing forza 4 visuals...on xbox 360 hardware

they should be able to pull off this kind of visuals in game
on current power of pc hardware
isnt it?
 
Ian bell-We are well progressed in negotiations with laser scanning specialists to commission scanning of all of the real tracks in the game. The standards we are aiming for are to 2 millimetres accuracy, to the extent that cracks in the asphalt should be discernible.
IanBell is offline Reply With Quote
 
Griff
PC Lead
Slightly Mad Studios


DX11/CARS on NVidia hardware is currently more than 20% faster than DX9. Something in our new renderer is causing an issue on ATI h/ware and I'd like to get this sorted before release. It's more likely that we will wait until after the investor release for a full DX11 default. This isn't anything out of the normal - the opposite was true on Shift 2 with ATI being 20% quicker in development. Pre-release builds to both vendors should be submitted before the end of the week for feedback, but it will be Ian's call how this is enabled. How quick is it? 81fps on a GTX 480/4xMSAA with 8 AI in 1080p on one of my dev PCs. 105fps with FXAA.
 
C.A.R.S. includes microtransactions priced from 10 cents to $10. A number of tracks and manufacturers have already been licensed.

The community will play the game as it's being built. You can subscribe to packages in the game at $5, $10 and $250 price points. Small businesses can get involved for $1000. You can even contribute $100,000, if you fancy it. Pay $5 a month and you'll get an in-game opponent named after you.

According to Eurogamer sister site GamesIndustry.biz, based on a two-year development cycle at a cost of $5 million, Slightly Mad estimates a $10 share will return $35 if the game hits a $25 million profit, or 657,000 traditional retail sales. A $250 share will return $875 and a $100,000 share $350,000.

Slightly Mad wants three million sales of C.A.R.S., a 90 per cent Metacritic and a profit of $52 million.


http://www.eurogamer.net/articles/2011-09-23-nfs-shift-dev-reveals-new-game-c-a-r-s
 
C.A.R.S!!!

Ian Bell @ Nogrip:


So, I think we're ready to go in a few days chaps.


impressions from somebody who already has the first build:

Quote:
The few cars that I have tried feel good: direct, responsive, FFB is detailed although some things are still worked on to make it even better. Currently I would say it feels much more alive than the FFB in GTR2, for example.
Quote:
I have never played GPL but I did read it's actually portraying those vintage race cars are harder to drive than they actually were. Still, the Lotus-like car in C.A.R.S. is a nervous biatch to drive on tracks with rapid height changes and undulations, and I'm not even speaking about driving over kerbs... It's amazing fun and challenging for sure


Quote:
For sure the graphics engine is far from finished. However, what it is showing already is great. No more low-res textures. Amazing lighting. Looking past the obvious things that still need work, IMHO it's looking on-par with S2U, and some things already better.

Also the tweaking options are cool. In-game adjustable FOV, for example. And the good-old adjustable seat is back as well. And that's just the beginning...

Quote:
I can say that graphics quality is already gob-smacking at times, think S2U with very high resolution textures.
 
Four Motorsport Vision Tracks Coming to C.A.R.S.

Slightly Mad Studios have signed a licensing agreement with Motorsport Visions that will allow four of the company’s UK-based tracks to be added to C.A.R.S.

Brands Hatch



Oulton Park

Snetterton


Cadwell Park



Read more @ Wmdportal
 

i mean graphics really impressive as far as the car models is concerned

look at those details
meter gauges


Edit: I am i doing something wrong?, i can't see the videos i posted

 
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More info:

Car Models
"We're working to roughly 200,000 polygons for the top LOD exteriors and an additional 50K for the cockpits. Actually a fun stat is that we are running more polygons in the suspension than we had for a whole car in GTR 2002." -- Ian Bell, Studio Head

"A few cars here have more polygons in the suspension than an entire S2U car. The current generation of consoles are ace polygon pushers. We've done some tests on them with ultra-high polycount cars and they cope reasonably well. The real issue is memory. When you start quadrupling the polycount, the mesh data size goes up accordingly and that simply won't jive with a system that only has 512MB to play with. There'd be little left for environments, sound, game systems, etc." -- Casey Ringley, Vehicle Lead


Weather
"We plan to implement a very detailed dynamic weather system. Fully dynamic wet-to-dry and the reverse, drying lines based on the amount of rain thrown off by the amount of cars driving on them. We did a lot of this in GTR2 but here we plan to go insane with it. Snow isn't something that appeals to me personally except on specialist rally stages. If that appears it would most likely be a future addon unless I'm out shouted by you guys (our team)." -- Ian Bell, Studio Head


Steam
"We'll go with whatever helps sell the most games . Too early to say for sure but I think Steam is highly likely to be a part of that." Andy Garton, Development Director


Build 74 -- Release Notes
- Instant replay enabled (placeholder UI and cameras)
- Fix for 5:4 aspect rendering
- Fix for blue tint bug affecting certain Nvidia cards
- Language set to English only
- Security implementation to support builds per member level
- Made look left/right faster
- Sound improvements for the Racer
- AI aggression reduced a little
- AI improvements at Connecticut Hill
- Formula B physics updates for better performance over kerbs and turning in general
- Additional Connecticut Hill art updates


Apparently the tuning screen will look similar to this...

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src:Neogaf


Team VVV first look

 
Three Caterhams Join Project CARS

Slightly Mad Studios are excited to announce the addition of another three fully-licensed cars to the lineup of their WMD-powered Project CARS title.

Project CARS Team Members will be able to experience three stunning cars build by Caterham Cars Ltd., a British company specialized in lightweight sports car machinery.

Caterham Classic

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Caterham R500 Superlight

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Caterham SP/300.R

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src:WMdportal
 
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