![]() This is even more apparent on the door’s windows where the effect on rain droplets is completely absent, resulting into a lack of horizontal water trail formation. Project CARS does not consider the vertical or horizontal force of the incoming wind neither does it considers the movement of the cars, resulting into static rain effects on the car’s windshield. DriveClub’s rain simulation is easily steps ahead of any racing game out there, let alone Project CARS. However, in terms of actual physics and how rain droplets react with the car’s movement, speed and force, DriveClub is still able to maintain its lead over Project CARS. In short, Project CARS gives you more control over the type of weather you want and when you want. Just like in DriveClub, you can set the time you want to race and the speed at which the time will progress. There is also a weather progression option that decides how fast the weather will change. ![]() The game allows for 4 different weather slots at one time, giving you enough options should you want a highly dynamic weather in your races. As you can see in the screenshots below, you can decide how dynamic the weather can be in terms of different slots. Right off the bat, Project CARS features a far more detailed weather system in terms of options and settings compared to DriveClub. Of course, we understand that weather is only one aspect which makes a racing game but given that we did an early impressions earlier this year, comparing the weather in the two games, we feel obliged to deliver a final verdict regarding this topic. The game employed real world physics to each individual rain drop resulting into one of the most accurate simulation of rainwater that we have seen in video games. One of the graphical features, besides the intricately designed cars and environments, was that DriveClub excelled in delivering a truly amazing weather experience. Please note that Project CARS looks fantastic as it is and already has a one up over DriveClub with its close to 60 frames per second experience. There is surely some great gameplay to be found in Project CARS with its approach to realism in on track racing and a deep career mode, but how does it stack up against Evolution Studios’ DriveClub? And it seems all that hard work has paid off with GamingBolt’s Kurtis Simpson terming the title as the racing experience of the generation in his review. Slightly Mad Studios’ Project CARS has been under development for quite a long time. Although the game was marred by a poor launch and multiplayer stability issues, Evolution Studios slowly but surely worked their way up to deliver a visually stunning and a satisfying racing experience. The seventh core is supposedly being used for a lot of audio processing (for example, audio mixing and sound synthesis) but also grass generation has been loaded up to the processor too.It goes without saying that DriveClub is perhaps the best looking racer available on the market. Previously, only six of the eight processors were available for game usage, but we’ve since learnt by means of the SDK leak (analysis) that up to 80% of the seven CPU core can be used by developers. The developers have also confirmed to be leveraging the power of the Xbox One’s seventh CPU core, which you might remember after an SDK update is now available to game developers. EQAA is an AMD type of AA, which smooths aliased edges without requiring additional video memory, and with a minimal performance cost. The developers point out that this will provide the same visuals as 4x MSAA on the PC. ![]() The console will also feature Anti-Aliasing, and not a weak post shader type of AA such as FXAA either instead both the PS4 and Xbox One versions of Project Cars will enjoy the use of Enhanced Quality Anti Alising, which will be running at 8 fragments and 4 samples.
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