PC2 Project CARS Pro Announced During LA Auto Show

Paul Jeffrey

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Project CARS Pro 1.jpg

Slightly Mad Studios have announced the professional grade version of Project CARS 2 at the LA Auto Show....


Working in collaboration with Porsche at the recent LA Auto Show, Slightly Mad Studios have confirmed a new spin off version of their popular Project CARS franchise... introducing Project CARS Pro - a title aimed at the automotive and commercial sectors that makes use of new VR technology to showcase automotive brands, the first of which being Porsche and the new “Porsche 911 VR-Racing Experience”.

“Using Project CARS Pro in the unveiling experience of the new Porsche 911 Carrera S is very special for us,” said Stephen Viljoen, Chief Commercial Officer at Slightly Mad Studios. “We’re developing the professional version of Project CARS for the automotive world to deliver a unique and distinct product with the ability to create unparalleled client experiences, and working with Porsche on this project, utilizing our professional simulation product before its official debut in 2019, is very exciting!”

Project CARS Pro 4.jpg


On display for the first time at the LA Auto Show, the Project CARS Pro and Porsche collaboration have worked closely with StarVR, a virtual reality headset that utilises "next-generation" technology featuring 210-degree field-of-view and integrated eye tracking, proprietary full RGB AMOLED displays and an impressive 16 million sub-pixels.. which is sounds like a pretty tasty piece of technology and a nice step forward for the already seriously engrossing and developing Virtual Reality technology available at present.

Initially launching with the new Porsche 911 Carrera S car, no firm release date other than "2019" has been mentioned by the development team - so stay tuned for more news as and when it becomes available.

Little is known about the new Project CARS Pro software at present, however it is expected that the sim will be primarily aimed at the automotive industry and not home gaming rigs, although more information will surely be made available by SMS in the near future.

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Project CARS 2 is available now on Xbox One, PlayStation 4 and PC.

Check out the Project CARS 2 sub forum here at RaceDepartment for more news, discussion and features on this sequel release to the hugely popular Project CARS franchise of games.


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Stagnated? Were getting huge core counts much higher IPC and higher clocks across all cores. What processors and GPUs are the professionals using that are much better for games... essentially?
Unless you talk about mobile processors, higher IPC has not been the case. Intel hasn't managed to increase IPC at all since Skylake, which was their last major architecture. AMD after doing nothing for five years just caught up close to Skylake IPC numbers, but I doubt there is much more to extract IPC wise.

The increased core counts would indeed be useful if sims made use of them, but even sims like rF2 resort to running physics single threaded. It is apparently hard to make physics multi-threaded and the other problem is that physics have to run on the lowest common denominator. A physics engine can't scale with performance like graphics does, otherwise it would provide a competitive advantage/disadvantage for those that have better CPU's. Basically a commercial sim has to be designed to run with a five year old quad core CPU, otherwise customers are lost.

I wasn't very familiar with what hardware is used on pro sims, interesting facts there from @Patrick van der Meulen.
Skylake wasn't all that long ago, and Zen 2 has an IPC increase, and if the software can't take advantage of more cores then what hardware is it he was talking about? you seem to be disagreeing with my sentiment and agreeing at the same time, i was questioning this "professional grade hardware" that could better run a pro sim.
 
Skylake wasn't all that long ago, and Zen 2 has an IPC increase, and if the software can't take advantage of more cores then what hardware is it he was talking about? you seem to be disagreeing with my sentiment and agreeing at the same time, i was questioning this "professional grade hardware" that could better run a pro sim.
Zen 2 or plus had an IPC increase but only to that of below Intel, which has been at the same level for 3 or more generations.
What hardware do professionals use that can use higher IPC than what consumers use? Sure the monstrous 64 thread have great core counts but how does that help when they run at such low single core speeds? Im genuinely interested to know!
 
Zen 2 or plus had an IPC increase but only to that of below Intel, which has been at the same level for 3 or more generations.
What hardware do professionals use that can use higher IPC than what consumers use? Sure the monstrous 64 thread have great core counts but how does that help when they run at such low single core speeds? Im genuinely interested to know!
If you read my post carefully, that's the exact question I am asking.
 
CISC is very inefficient when you take a look at RISC. RISC is in the end far more efficient in architecture although it handles only one instructions per cycle. Modern CPU’s in consumer PC’s and workstation only excist of CISC cpu’s with some RISC added for specific features. Very complex and not efficient because software really should be optimized per brand and even per generation to get the most out of it. Software is largely a limiting factor as it isn’t always optimized for one architecture or another. And IPC isn’t a thing at all when it comes to large scale computing power. That’s where acceleration cards comes in to play. By design they can do way more calculations than normal CPU’s. They aren’t limited by an IPC and that’s why their speeds aren’t measured in instructions per cycle but in FLOPS (floating points operations per second).

So IPC is always only one part of the story. Usage of added features (mostly RISC) are seldomly optimized to the fullest in software. And in the end lots of software does not make use of all performance which is available. And is not suitable for large scale computing which needs a lot of calculation power. That’s all I know about this topic and probably only scratching the bare surface of this topic. Somebody working within the area of this industry will most likely have a way better and more nuanced explanation of this topic than me.
 
The increased core counts would indeed be useful if sims made use of them, but even sims like rF2 resort to running physics single threaded. It is apparently hard to make physics multi-threaded (...)

The pC1 and pC2 physics engine is multi-threaded. There's a command-line parameter to specify how many threads you wish to dedicate to the Seta Tyre Model.

During the WMD phase, some experiments were done with (the then prevalent) quad core CPUs. In that configuration, dedicating two threads to STM was deemed optimal.

On a newer six or eight core CPU, there's enough cores to dedicate 4 threads to STM (possibly even pinning the threads to independent cores).
 
Saw a project cars thread, thought I'd give it a read expecting the usual.. err passion. Ended up reading a discussion about commercial simulation and computing power. This community is awesome!
 
Sounds like it doesn't matter much for StarVR because Starbreeze is not the sole owner of StarVR.

"These location-based experiences also ran on StarVR, a headset Starbreeze itself created for arcades and other such installations. Starbreeze eventually span StarVR out into its own company and, back in 2017 Acer became its majority investor. This left Starbreeze with around a third of StarVR and freed the company of its “remaining capital commitment” of $7.5 million. StarVR One is now available to pre-order as a $3,200 developer kit."
 

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