At the moment pCARS does look slightly more polished in VR, also having the full menu screens etc in VR helps, especially if like me you wear glasses and have to take the Rift on and off for the AC menus. PCARS - slightly sharper graphics, especially the in car dials but at longer distances there is nothing in it (& yes I've applied the suggested changes to AC settings in the Oculus thread - superb). ![]() Being really picky I'd say the main differences are: Both games run perfectly and easily hold the 90fps required so I'll leave more technical analysis to those with that skill set. There is so little to choose between the VR experiences, they are both fantastic and so immersive I just want to drive more. I used the Lotus 49, a car I've not used so this was a good opportunity to try it, and Brands Hatch GP as they are in both games. I've added the video although 2D video really doesn't do this full justice, in Rift all I want to do is reach out and touch the buttons and I really do feel like I'm holding that Lotus wheel. The excel spreadsheet has more parameters it determines the physics for now in later time of course, with more powerful consoles, but its the same thing and thats how you create "physics" for 200 cars in a year by a medium/small team for this task.Both Assetto Corsa and Project CARS surely offer some of the best early VR experiences so I ran a quick test to see how they measured up side by side using the Oculus Rift. Thats why its played by so many people, it becomes available to a big audience this way. Thats why Forza will never be a sim, its just a game with loads of cars and an excel spreadsheet that determins how fast some cars accelerate, brake and how fast they rotate (what type of weight). Well anyway, the developer showed the sheet and how it all worked out, how they made physics, and how they were able to make physics for 920349042390 cars in a very small time. ![]() Sure its fun and delivers some sort of racing and adrenalin, but thats why AC and other sims on PC have cars with a more rich experience. And this is why the cars are so easy and dull to drive. Thats why its just some physics boxes with high acceleration, some with good handling etc. The difference is just the speed and how much and how long. All the cars have the same characteristics on entry of slide, middle and exit. Only difference is how fast or slow it happens, and at how big angle will be achieved. All the cars have the same type of understeer, and same type of oversteer. Every car is just a box/object of mass in Forza that only has difference in acceleration, braking, weight and rotation speed. They plot in the HP, weight and some other parameters which gives the car physics X, and then they give some cars a little bit of fine tuning. Its through a spreadsheet with an algorythm that determins the physics for the cars. The thing is, once there was an excel spread sheet posted from one of the developers on youtube which got taken down, which showed how they make the physics fast in the game. Of course there's more people and its a huge studio, but thats irrelevant. That equals a development time of 6 days for each car in a year of only 1 dude would make it. Thats 100 cars in 2 years which was the difference of the 2 titles. ![]() Forza 3 had 350 cars, Forza 4 had 450 cars. Since Forza 4 when the game got a big jump in cars from previous title and onwards, the car amount increases a lot. I'll chime in here on the Forza physics part.
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