I am quite tempted to convert to pc for project cars and have been looking into building a gaming pc. I came across this system which is second hand but apparently only 4 months old and was wondering how well it would run project cars/assetti corsa ? Asking price is $1000 but would cost about $1800 to build.
Single screen or triple screen setup Stig - and at what resolution? That's the deciding factor... Looks similar to a build I have been contemplating and for $1000 looks pretty good value. Unless you're planning on overclocking the liquid cooling is a bit overkill and I don't think you'd need 16GB RAM, but as its a 2nd hand unit you can't really down-spec it. Interested to see what the guys that already run Proj cars and AC say about this build, but essentially it will come down to what resolution/fps you want to run at. I expect it will be perfectly adequate though...
single screen @1080p to start with but with the gtx 770 I think it would run 3 screens ? Or sli a second 770 down the track when they get a bit cheeper
I think that would be plenty adequate for running most high end settings in AC in single screen at least. See also http://raceonoz.com/forums/index.php?threads/pc-building-specs.153/
I'm hoping there's a way to customise then import to ps4 via a PC/internet. If the game is as good as it looks, I would be happy to buy the PC version as well just to do liveries. Used to really enjoy doing them in TD unlimited and NFS Carbon.
They've announced a 2-year support + DLC roadmap beyond release which is great. Some free and paid DLC planned with cars that haven't been built yet but are licensed, including the 2013 Ford COTF V8 Supercar. I'd say there's a good chance of a livery editor being included during that time. Speaking of liveries, I'm finalising one that will be included in the base game on a GT3 version of [a car that's not yet announced], with the RaceOnOz logo featuring on the front corners.
That system is very similar to mine. It would run a single screen very good, but with only a 2g graphics card, it will not run 3 screens very well. Luckily graphic cards are easy to upgrade down the track.
a gtx770 will run triples, though you may need to turn some graphic detail down, especially when running such a res like 5760*1080 etc in saying this, it'd come down to the game and how much draw the graphics will require. a gtx770 is quite a good card (about 10x better than my r7 260x running trips on iracing) lol..... and they still retail around the $400 mark <- thats still quite a decent card, but a 780/780ti i think is what you want for full everything
This guy (pete) cracks me up sometimes. The audio discussion had me laughing a little When I first played GT5 I thought the car contact audio sample was of a wheelie bin collision.
I often wondered why that sounded familiar, and now I have a context. It is a startlingly accurate description of what it sounds like.
Build 797 (28/08/14, Team Member+) - 806.1 MB Next-Gen: * PS4: Reduce motion blur amount Audio: * All cars now have the trajectory effect. * All Cars now have the occlusion filter based on distance. * The EVO X has a new incar and external engine set, plus an AI version, backfires, turbo, gears etc... * The rear and side surround sound speakers get louder as the car passes the track camera - this applies to all cars now. * All cars now have the very latest distant based reverb/echo effect (members' choice), but lifted one notch as requested by members. * All cars now have the gear wobble, this has yet to be refined and by no means ready for release. It's on my list and not too far away. * All the exterior engines are now a bit louder as requested (but some cars can't go louder and need further investigation as to why not). * The BMW M3 GT4 and the 3 Cosworth DFV based cars now have ambient distant external engine sounds and this also applies to the Ai versions. * All engine FDP files have the correct audio compression and format for PC, Xbox One, PS4 and Wii U. Many other tweaks 'here and there' as I swept through the files. Render: * Ripples UV fix * Fix for hsync/vsync timing stutter. * AutoGrass: Adds completion detection so it doesn't block main thread. * Moved autograss task to end of frame and can now span multiple frames. * Off screen cloud rendering fixes. Offscreen clouds are enabled by default now. * Code to fix Environment system so it syncs to replays. Code for dynamic racing line. GUI: * MP: Added password and lobby name to create menu Cameras: * Pre-Race update (Aries specific cams - WIP) * Showroom Cameras addon (WIP), minor curve tweaks Characters: * Drivers: Updated skin files for drivers * Added remapped modern helmet, added LODS< logo layers, initial maps and SMSOP modifier. * Updated ALL drivers exports: fixed skin in Logos, fixed gloves Uvs, updated materials, deleted useless textures, updated seatbelt rig Animations: * Driver Anims: Kart 02 - paddle anims * Driver Anims: Ford gt40 gear to update * Driver Anims: Pagani Huayra - paddle anims, visor up pose * Driver Anims: Mercedes SLS GT3 - paddle anims, visor up pose * Driver Anims: Updated anims accordking to new cockpit meshes + paddles anims * Driver Anims: Mercedes Benz SLS AMG - paddle anims, visor up pose + catabe export setup Career: * Career multi series flow * Career saves split into packets Physics: * RUF CTR3 SMS-R: Initial physics * Renault Megane RS: Fuel consumption, heat & wear model * Renault Clio Cup: Fuel consumption, heat & wear, dry weather AI tuning * Turned on aero, detached wheel, tire puncture, and engine crash damage in physicstweaker Vehicles: * RUF CTR3 SMS-R: Added to vehicle list * RUF CTR3: LOD tweaks to reduce popping * LMP RWD P30: LOD tweaks to reduce popping * Ford Escort RS1600: Collision model update * Aston Martin Rapide: Removed windscreen banner logo from official liveries. * Oreca 03: Fixed a bad RCF merge, Added selection sets for Alpine A450 variation * Aston Martin Vantage GT3: Added new Aston Martin Racing livery, adjusted cockpit exposure. * BMW Z4 GT3: Removed windscreen banner logo from official liveries + added "thx fans" back. * Renault Clio Cup 2014: Updated configanim, Bonnet Cpit vibration working in game now. Tweaked CPIT exposure * Alpine A450: Added to vehicle list, fixed user flags, separated Alpine A450 from Oreca 03, added runtime/srcdata files Tracks: * Brands Hatch Indy: Raceline * Oulton Park: Fixed floating/sinking instances, statics & crowds * Hockenheimring: Removed smoothing groups on corner/brakemarkers, fixes for dynamic red bollards * Belgian Forest: Fixed various issues, colission, reflection, added pit interior, added project specific textures * Oschersleben: New export, trees LOD Distances changes, blending background texture changed, LOD's changes in some objects
They've got 100+staff and a lot of work is being done by the community atm, so who knows. Every day there is a new build with a changelog about this long.
I run Project Cars at 5960x1080 on my setup (Intel i7 3930K @ 4.3Ghz and 2 x GeForce 680's in SLI, 3 x Monitors plus an accessory monitor for telemetry, Z1 Dashboard etc) and with graphics at the highest settings (with no AA, no motion blur), Graphics memory usage is about 1.6-1.7GB. The OS is using about 256MB of that. 2 GB should be enough, but personally I'd go for a 3GB card if the budget could stretch that far.