* Xbox One: Switch over to Xtended D3D11 device
* Xbox One: Switch over to Xtended deferred contexts to allow access to fast constant/buffer setting functions
* Xbox One: Fixup Texture loading through File paths
* Xbox One - Support for PIX markers/events
* Xbox One - threads setup / startup sorted
* Xbox One: Updates for gold config. Moved call to set main thread affinity to earlier so that it gets picked up when the main thread is renamed.
* Xbox One: Set correct thread names
* Xbox One: Force main thread onto Core 0
* Xbox One: Fix release linker error with reflection guid
* Xbox One: Updates for release config
* Xbox One: Shader loading switched to non persistent for the time being (saves memory, speeds up loading)
* Xbox One: Use MONOLITHIC fast constant setting and fast sampler setting API's
* Xbox One: Use Write combined command buffers + fast GPU kicks
* Xbox One: PIX Profiling now on a define.
CL337726 [Common/Renderer]
DX11 / Xbox One - Unused shader parameter setting optimisations.
DX11 / Xbox One - Vertex Shader unused input parameter optimisations.
DX11 / Xbox One - internal StretchRect no longer needs a constant buffer.
Xbox One - use write combined memory for dynamic geometry.
These optimisations apply to both PC and Xbox One.
Great initial progress with AI pit strategy, I've already hooked up the core logic between the AI systems and the app pit manager and set up some basic tests whereby I tell the pit manager to fill the tank to full, the AI automatically pulls into the pit lane/spot, refuels for an extended period and then leaves and continues racing. The same test is done with just 1 litre of fuel added, and the same pit is very very brief with logging showing how much fuel goes in. So we've successfully tied the AI systems into the pit manager. Next up will be adding a lot more logic to the AI to make decisions on when to pit for repairs and tyre changes, both for weather and wear reasons.
Peter and I have also been helping Tim with details on the physics systems and PhysX to aid him with profiling work.
Dutch escribió:Y digo yo... ¿para que modelan los motores en esos coches que llevan el capo cerrado?. Jugando nunca vas a verlo...
Saludos.
denis74 escribió:Entre otras cosas pero también porque tras tener accidentes, hay partes del coche que se desprenden y sacan a la luz esos detalles del motor o también la suspensión.
Precisamente esta tarde han enseñado el trabajo en las suspensiones y demás en ese Mercedes del 71:
Hoy han habilitado el teclado en Xbox One.
Tras unos flecos con la WiiU siguen el primer paso de optimizaciones en la One.
[i]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.”
Pitbox:
* Added interface for animations to detect if pit lane/garages on left or right of track.
* Additional PitProgress management code
* Fix for PitProgress leak
* Test data - Pit Engineer: Animation sequence + bav file updated to generate an animation bank
* Processing for hrdf animation sequence scripts.
* Added an animation script for the refuelling sequence.
* Updated the pit_gaman_01 to generate an animation bank.
Jebi-Motors escribió:muy buenas carreras se van a echar con esos coches
denis74 escribió:No... en el foro oficial no están comentando nada. Existe un foro privado donde intervienen los Managers y Senior Manager.(los miembros de mayor rango) Ahí no podemos entrar el resto y quizás es ahí donde estén comentando estás cosas que Andy Tudor ha dicho a ese medio.
Estoy mirando lo que tienen planificado hasta Abril. En Marzo es cuando ya tendrán más solida la versión de las consolas. En Marzo será cuando las versiones de XboxOne y PS4, estén a la par de la versión de PC, con todo rulando excepto algún problema de rendimiento que tengan que pulir (cosa normal en esta etapa de desarrollo). Es en Abril cuando se pase a fase Alpha y cuando se sepa mejor este asunto de la resolución.
One of those things is an off-road Rally mode, which is off the table at the time of writing but could well be reconsidered once the game is finished. "Rally has a number of cars, locations, gameplay mechanics and technical features that all need to be in perfect sync in order to do this unique motorsport justice," reveals Tudor. "So for now we’re concentrating on ‘tarmac-based’ racing and hope to get to provide Rally through further content. Of course though, due to our unique community collaboration, we’ll re-assess it nearer the time."
Today I've worked on AI pit strategy and written the start of the logic for deciding if the AI should pit. It takes all damaged and worn components and works out how much of the race is left, how much time is lost with each component in its current state and if its worth pitting just to repair that component. It also calculates if its sensible to also repair other components whilst in the pit. All these tests generate a weighted list of items to repair and if over a threshold, the AI makes the decision to pit or not. It also weighs up weather conditions and best tyre choice.
What this means in practice ( once the code is complete and tweaked), is we'll be able to race long sessions with the AI and they'll pit for damage, pit for weather conditions changes and pit for fuel strategy, making the whole race much more believable and competitive and fun.
You'll start to see reactive behaviour such as if there's an impact on the first corner, cars will work out that with damage sustained they are better off pitting and changing out the damaged parts rather than continuing on, which is exactly what happens in a normal race and when the weather changes and rain starts to fall, the AI cars will begin to pit and change their tyres.
WIP of driveable terrain matching to 3D-scan...
Build 634 (06/01/14, Team Member+) - 11.6 MB
Next-Gen:
* Implemented the Authentication::Login method on Xbox One - for now it brings up the Xbox UI Account Picker menu.
* Added Xbox One services API reference for accessing Xbox One online APIs.
* Fixed wrong controller checked for signed-in user on Xbox One.
* Fixes two new shaders to compile on PS4.
Physics:
* FA Tires: R2,R3 and FFB changed
* FC Tires: R4, R5 and default setup changed
* JPLM Tires: R4
* Vintage Tires: R5, SLO A/B/C
* Tire model: Heat improvements
Vehicles:
* Ginetta G55 GT3: LODX and LODA cockpits only parts and materials. Ready to be merged into the main file, cockpit2, alpha, DDS texture, cockpit DDS texture, interior DDS texture, steering wheel DDS texture. Initial check in's.
Tracks:
* Snetterton: New texture maps, first commit (NOT YET IN-GAME)
Build 633 (03/01/14, Junior Member+) - A Lot of MB
Next-Gen:
* Fixed a couple of issues when a user isn't logged in or no controllers connected on Xbox One.
* Added code to populate the current active user's profile name and display name for Xbox One.
* Added required WinRT flag for Release configuration on Xbox One.
* Enabled Xbox One authentication
* Added basic initialisation of Xbox One online features and gamertag retrieval.
* PS4/XBox One/DX now honour thread affinity requests from render tasks.
* Fixes PS4 orthographic projection matrix.
* Adds trace markers for PS4 audio blocks, up's number of worker threads to 5 globally (PS4).
* Xbox One renderer ESRAM fix + PIX fix for debug
AI:
* Added a new tool called AIMetrics to produce driving data for measuring AI performance
Career:
* Scripted animation scene loading
Physics:
* Tires: flash heat transfer changes, heat model tweaks, FA r1 work (not yet enabled), Vintage r4
* Fixed tire.rg
* Lotus 98T: Changed wear of new flexi tire down to amore relaistic rate.
Animation:
* Add playback flags to MGDF export and switch playback debug texts to use new format.
* End of session physics support: Added simulated fuel and drive per vehicle, added indices to waypoints, added AutoGenerateLapTimes interface, added Tick_ProcessEndOfSession in physics manager to generate session triggers, retired vehicles after end of session, added end of session physics tick support, added trigger support for absolute trigger time
Pitstop:
* Stop the Pit sequence spamming the physics with change tyre requests (fixes an hang bug when exiting while pitting)
Render:
* Fix issue with render task scheduler locking up due to multiple atomic race conditions.
GUI:
* Track Maps: Glencairn (all variants): fixed start markers & not matching to the road layout
Tracks:
* Track Related textures for Loire and Brands Hatch
* Loire 24: First pass of tree placement for Loire24
* Oulton Park GP: First initial export for Oulton Park, very basic for Doug to make the AIW, reference map texture added, initial AIW with start position for 4 cars,track logo (NOT YET IN-GAME), added new textures for green foot bridge
* Snetterton: New texture maps, 1st commit (NOT YET IN-GAME)
* Brands Hatch: Whitelines reworked, dirtedges reworked and set up for Luis to be adapted on the san loft, made overlay stuff weather compatible
* Derby Park: Fixed Collision issue
* Badenring: Fixed puddle error
* Milan Historic: Removed trees standing in the middle of the track
* Wisconsin Raceway: Completed a whole load of large and small fixes, full CSM pass for the new tyrewalls, wet weather setup, added a custom rain / puddle map for use the kerbs, moved a loudspeaker pole that was for some reason in the middle of a sand trap, generated mips by hand for rain droplet texture, updated the grass blend map so the rest of the circuit is covered
* Azure Coast (Full/Reverse/Stage 1): Updated first section with new s1 stuff/removed rocks on uphill road/updated sel sets, fixed some gaps, mapping issues, add some variety on s1 village pave, fixed coll wall infront of 1 building, deleted start grid around the finish point
Vehicles:
* LMP RWD P30: CPIT RPM lights tweak, added HUD Motec + fixed CPIT RPM lights
* Mercedes SLS GT3: Added wheel and tire LODs
* Mercedes 300SEL AMG: UV mapping WIP1
* Improvements to bodywork and glass shaders to help with sparkling raindrops
Next-Gen:
* Xbox One: Added first draft input set for gamepad
* Xbox One: Updated default X DK header paths in xb1 props based on latest X DK defaults
* Xbox One: Added basic gamepad support
* Xbox One: Moved some XB1 specific input files to use wrt extensions
* Xbox One: Fixed bug in temp vsscanf implementation that caused stack overflow
* Xbox One: Fixed bug in keyboad state history management that resulted in modifiers being ignored
MorciXL escribió:Juegazo en toda regla.
La fecha estimada es Otoño 2014?
[Xbox One]
• First playable Xbox One version – some issues will still remain, but it’ll be running well enough to play
• This will include conversion of 3D maths to use DirectXMath in situations where doing so improves performance over built in maths.
ayo83xbox escribió:este tiene pinta de que sera un pelotazo, pero yo quiero saber cuando saldra uno de rally WRC
mmag2 escribió:Yo desde mi humilde opinión le auguro un largo reinado a Project Cars, no tengo ninguna bola de cristal...pero es la sensación que tengo...vamos que va a marcar un antes y un después en las carreras de coches en consolas..
eva_pro escribió:comparto lo que dice el compañero, habrá que hacer tutoriales de modificaciones y eso...yo me pierdo con tanto