PC2 Project CARS 2: Race Licence, Broadcasting and Matchmaking Details Revealed

Paul Jeffrey

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Project CARS 2 Broadcasting Suite.png

Slightly Mad Studios reveal more information on the release day features to be enabled in Project CARS online broadcasting and eSports functionality.

With eSports growing ever popular in the gaming world in general sim racing has perhaps been a little bit slow on the take up. With many of the current crop of racing games adhering to the traditional format of online lobbies and organised private league and club racing events, only iRacing.com have really cornered the market for mass multiplayer experiences and such bells and whistles as driver ranking and large scale sponsored competitive racing schedules.

The original Project CARS game released by Slightly Mad Studios back in 2015 made several tentative steps towards fully supporting this growing aspect of online play, and it seems the British developers have taken another large stride towards establishing the franchise as a major player in the world of large scale virtual sim racing.

With Project CARS 2 due to drop for Xbox One, PlayStation 4 and Windows PC towards the end of the current year, recent information released by the developers suggest the new game will be feature rich in support of those players looking to experience a more structured and accessible way to participate in online racing events.

The new Project CARS 2 game will be supporting eSports right from day one this time, with several features built into the software that look to make a considerable improvement over more traditional online functionality.

Much like iRacing do with their hugely successful racing "service", SMS have looked to create a ranked multiplayer experience in the new game, with drivers earning ratings based on their performances out on the track. Three key areas that Project CARS 2 will be looking to monitor in the new title will be on track behaviour, experience in game and the results of the player in comparison to their rivals within the event.

Slightly Mad Studios will do this by making use of some inbuilt technology within the game that tracks statistics using an "enhanced Elo-based rating system". In an attempt to perform a matchmaking service where players can be placed in events with drivers of similar statistics, the new functionally has been designed to help direct the safer and more serious racers into the same events, helping to reduce the number of occasions when players looking to cause trouble during a race spoil the fun of those in search of a more competent experience.

The three categories that will be covered in the new rating system are:

Seniority

The more you play, the more your Seniority increases. At a glance you'll be able to see which drivers are new to the game, and which are veterans.

Racecraft
Your conduct out on the track is known as your Racecraft. The more professional you are, the more it will increase. Break the rules however and it will decrease. Use this to see who can be trusted out on the tarmac, and who is there just to cause grief for others.

Success
The more you win, the more your Success is affected. We take into account the length of the race, the number of other drivers, and their own competitiveness too. So beat players of a higher skill level and it'll increase a lot, lose against players of lower skill than your own and it'll decrease.

As well as performing a matchmaking function these new statistics can also be used as a minimum requirement when hosting your own events, leagues and championships.

As well as looking to improve on the quality of the driving standards SMS are also aware that sometimes in both real and virtual motorsport things can go wrong, and when they do the developers have looked at how the game handles penalties in a race environment, and have come up with a new "Race Marshalling" system.

Promising "vast improvements to on-track anti-cheating via new Payback and Rulebook systems" the new feature will "constantly monitor your on-track behaviour against the regulations of the current motorsport, and enforce you to pay any infringement back with either time or positions depending on its severity". So it seems that gone are the often frustrating slowdown penalties sim racers are so used to having to obey in other games, and in it's place SMS are proposing that the game will automatically determine the infringement time and offer a suitable penalty of a time or position deduction. It is expected that the driver will have control as to when they choose to receive their punishment. It is not yet clear if this feature can be overridden by the traditional live marshals during a league event, or what level of adjustability these features enjoy.

Whilst the attention paid to the on track action is appreciated from SMS, perhaps one of the most obvious and helpful features due to be brought in to PCARS 2 will be the raft of broadcasting features proposed for the game. As anyone with experience of running leagues in their spare time will confirm, putting on a well organised event and running a decent quality broadcast at the same time are not easy tasks, often made unnecessarily difficult by the game software on which they are trying to use.

In Project CARS 2 this area is due to receive some considerable attention with a wave of new broadcasting, streaming and directing features built in to the software as standard.

Now players will be able to assign both a director and commentator to specific roles within the race, and also stream directly to Twitch or YouTube gaming live. Additionally players within the Primetime area of the can browse a list of live events currently being streamed. This will be a helpful and hopefully streamlined way to access broadcasts with the software.

The role of the Director will be a non-competing player responsible for directing the action that is being streamed. They will have access to a bespoke Directing Suite where they will be able to immediately jump to watch a specific player or view from a particular part of the circuit, toggle onscreen overlays such as split times and standings for the watching audience, and get informed of incidents, overtakes, penalties, and all the action out on track.

The Broadcaster is another non-competing player responsible for streaming the event for others to watch. They will receive the live view from the Director and can commentate on the images sent from the Race Director.

All these new features do look like a considerable improvement on both the original title and the way in which events are traditionally streamed at present. It will be interesting to see if this is the beginning of a new way to supply online racing and broadcasting functionality, and if other games look upon this model as a reference for their own titles going forward.


Project CARS 2 is expected to be released on Xbox One, PlayStation 4 and PC during Q4 2017.

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Check out the Project CARS 2 sub forum here at RaceDepartmet to keep abreast of all the latest news and discussions surrounding the sequel of Slightly Mad Studios best selling racing game. Join in with your fellow community members and get involved with the discussion today!

Do you think Project CARS 2 will mark a significant shift in the way online racing will be implemented in future sims? Are you interested in the new features? Do you watch live sim racing eSports? Let us know in the comments section below!
 
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this esport thing is annoying...
I play simulators for fun not to win a virtual cup...
I hope GTR3 will be not affacted by this kind of thing...
Call it what you like, but i much rather race against clean racers with the same pace like me, then against griefers or aliens i'll never see again after lap 3.
People are spending insane money to get this system right now
 
Call it what you like, but i much rather race against clean racers with the same pace like me, then against griefers or aliens i'll never see again after lap 3.
People are spending insane money to get this system right now
Yes... And to play online with good people you will have to pay the prizes that Professionals aliens will win in echampions you cannot compete...
If you like so... I like better having a forum/site like RD or GTP where you create a community and that filters good drivers without this crap calore eSport... ;)
 
Yes... And to play online with good people you will have to pay the prizes that Professionals aliens will win in echampions you cannot compete...
If you like so... I like better having a forum/site like RD or GTP where you create a community and that filters good drivers without this crap calore eSport... ;)
Good thing that you don't have to pay a dime for the pCars 2 online system :)
I definitely think community created races/series like here in RD or Schwarzbierbude are the best, but if you don't have a lot of spare time especially on weekend evenings, then you just can't attend to them. And in this case it's brilliant to have a permanent rating based online system you can join at every time and have good races :)
 
Also some kind of bop control... GT3 cars running in gtd class are a bit slower than in a single GT3 class competition.

BoP is part of the design and the guys are looking at it currently. I'm not sure what the final implementation will be like and I can't offer any specifics. I'm cautiously optimistic myself, but I don't think it'll necessarily be best-of-class. :)
 
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EDIT: Just noticed a little cock up in the first pictures track map... I did not know the Fuji speedway is based in California...
Consider it could be just a "placeholder".
It often happened in pCARS 1 to have a lot of placeholder stuff before the release date :)
You can see the same thing in another screenshot where Zolder map is "SPA".
 
My concern with the race rules aspect is not that they will be there but will they be fair? The most common collision in racing is an overtaking attempt and did the car in front or behind "have the corner". In real motorsports it is hard to get a consensus on these things. I don't want to spin another driver but when do you give up the corner? Is the driver behind always going to be in the wrong? I don't have an answer and drivers, commentators and stewards rarely agree in the real world. How will it be in the virtual world?
 
My concern with the race rules aspect is not that they will be there but will they be fair? The most common collision in racing is an overtaking attempt and did the car in front or behind "have the corner". In real motorsports it is hard to get a consensus on these things. I don't want to spin another driver but when do you give up the corner? Is the driver behind always going to be in the wrong? I don't have an answer and drivers, commentators and stewards rarely agree in the real world. How will it be in the virtual world?
I think the smartest system you can use for computers/algorithms, is that everyone who was involved gets punished, like it is used in Iracing or AC's Minorating as well. This way there will surely occur moments, where you get penalty points without being the culprit, but in the end every reasonable person will just look to avoid crashes, and in the end everyone benefits. I am pretty sure you won't get a punishment within the race, but rather get your fairness rating adjusted. Works very good in Iracing, so why not adopt a very well working system.
 
I have a few questions directed at any testers regarding the game design that if updated from pcars could sway me into purchasing pcars2
1. FFB- is the base good out of the box?
No 3rd party community attempt like all the stuff needed in pcars.
FFB sliders- are they still using a foreign language to describe sliders or is it in simple layman terms?
Ex. Lateral force, vertical forces, kerbs, bump, min force etc.
Does every car have to have its ffb set to get the best or will there be a min ffb slider like RRE & RF2
2. Updated audio sliders and more options
Tire scrub, tire skid, opponent volume, road noise, 5.1, 7.1, stereo etc.
These were all promised in pcars but never made it.
3. Flickering shadow reflections on the windscreen...ex. Watkins glen the horrible chain link fence reflection......and running shadows....pet peeve:)
4. Car selection in practice....has the library of cars been grouped into classes or do you have to scroll through every manufacturer to select the car you want?
If I'm practicing for a gt3 event I want to see all the available cars in one group
5. Practice mods- session & structure can I add AI in practice and select the class/classes to race in the session. Is there more than just the 99 lap option that's currently in pcars

Cheers
 
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My understanding of reading the improvements are that you will still be able to run club races ala RD, but that there will also be the option to enable the ELO based on-line championship series. This will let people improve their driving and become a part of an online e-series.

I hope this is true
 
I have a few questions directed at any testers regarding the game design that if updated from pcars could sway me into purchasing pcars2
1. FFB- is the base good out of the box?
No 3rd party community attempt like all the stuff needed in pcars.
FFB sliders- are they still using a foreign language to describe sliders or is it in simple layman terms?
Ex. Lateral force, vertical forces, kerbs, bump, min force etc.
Does every car have to have its ffb set to get the best or will there be a min ffb slider like RRE & RF2

The intent is for the FFB to Just Work™ out of the box and from what I can tell this is coming along nicely.

There will likely be a few presets to choose from as DD wheel users won't necessarily want to use the same preset as e.g. G27 users. There might also be limited tweakability per preset, but this is not set in stone yet.

I haven't seen any real design proposals for the FFB UI, but I believe the goal is to have a label and a short description for each option. But this is subject to change before release at SMS' discretion, so please don't take it as gospel. :)

AFAIK, you can also define a completely custom FFB tweaker in a text file, but the syntax will be different (and waaay more powerful and expressive!) than the pCARS 1 version. However, the goal is for most people to be served well by the out-of-the box presets.
 
The intent is for the FFB to Just Work™ out of the box and from what I can tell this is coming along nicely.

There will likely be a few presets to choose from as DD wheel users won't necessarily want to use the same preset as e.g. G27 users. There might also be limited tweakability per preset, but this is not set in stone yet.

I haven't seen any real design proposals for the FFB UI, but I believe the goal is to have a label and a short description for each option. But this is subject to change before release at SMS' discretion, so please don't take it as gospel. :)

AFAIK, you can also define a completely custom FFB tweaker in a text file, but the syntax will be different (and waaay more powerful and expressive!) than the pCARS 1 version. However, the goal is for most people to be served well by the out-of-the box presets.

Greatly appreciate the response mate!

Cheers
 
I have a few questions directed at any testers regarding the game design that if updated from pcars could sway me into purchasing pcars2
1. FFB- is the base good out of the box?
No 3rd party community attempt like all the stuff needed in pcars.
FFB sliders- are they still using a foreign language to describe sliders or is it in simple layman terms?
Ex. Lateral force, vertical forces, kerbs, bump, min force etc.
Does every car have to have its ffb set to get the best or will there be a min ffb slider like RRE & RF2
2. Updated audio sliders and more options
Tire scrub, tire skid, opponent volume, road noise, 5.1, 7.1, stereo etc.
These were all promised in pcars but never made it.
3. Flickering shadow reflections on the windscreen...ex. Watkins glen the horrible chain link fence reflection......and running shadows....pet peeve:)
4. Car selection in practice....has the library of cars been grouped into classes or do you have to scroll through every manufacturer to select the car you want?
If I'm practicing for a gt3 event I want to see all the available cars in one group
5. Practice mods- session & structure can I add AI in practice and select the class/classes to race in the session. Is there more than just the 99 lap option that's currently in pcars

Cheers
Totally agree, the FFB system in PCARS is frigging ridiculous.
I can't believe they instigated such a dodgy system, no other premier racing title uses it.

It was a dodgy patch because they couldn't get it right out of the box so they figured they would ship it and leave it to users to fix.
I am aware that some users have figured a way around but when the general feedback is so consistent it is a pretty good message for what people think about it.

I have played many sims including rf1 and rf2, race room experience, automobilista, codemasters f1 series and others and all seem fine.

They would want to have this bundle of poo sorted for PCARS2.
 
Sorry but the FFB system and the provided settings are simply amazing for anyone that wants full control. Where SMS royally screwed up is that they did not do the per-car ffb correctly and you had to guess your way to drivable settings. 2 years later and I can still tweak the settings and feel that I could be missing something better in there...
 

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