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Project CARS 2: il live track 3.0 si mostra in video


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Sulla pagina Facebook ufficiale, il team Slightly Mad Studios ha appena pubblicato un breve ma interessante filmato dedicato allo sviluppo del suo prossimo Project CARS 2. Il filmato ci mostra in dettaglio il funzionamento e soprattutto l'evolversi del nuovo sistema live track 3.0, che, considerando la temperatura dell'aria, dell'asfalto e la gommatura progressiva della pista, cambia ovviamente in modo radicale la situazione per i piloti dopo ogi giro.

Qui di seguito la lunga e dettagliata spiegazione di questa evoluzione ed il filmato. Cosa ne pensate?

Project CARS 2 - Livetrack 3.0 - Temperature Debug Rendering

00:00 - Back to Brands Hatch Indy, the sun is setting and the track temperature is 23.4c, the race has just started and the 20 cars drive off - we are sitting on the first corner waiting for the racing pack to drive through. The track is a bluish green reflecting the cooler track surface.
00:11 - The first cars are taking the corner and already we are seeing some yellow streaks
00:16 - The pack has passed the first corner and there's plenty of activity and temperature rises on the track from the heavily braking and skidding cars taking a difficult corner
00:20 - Notice that the corner is already starting to cool and the temperatures spread further from where the cars drove as the temperature dissipates
00:47 - The corner continues to cool and there's no longer any yellow areas, only green, but its still possible to see where the cars drove
00:48 - Lap 2 for the cars and the track starts to warm up even more from the cars
00:52 - Red is now beginning to be seem on the surface as areas of the track get even hotter
00:58 - The corner is at its hottest, it'll start cooling now over time as the cars drive the rest of the lap, watch the heat dissipate
01:22 - Lap 3 and the track hasn't cooled below yellow this time as the leader of the pack takes the first corner
01:26 - I've never seen this before or since; a car slides losing control and the rest of the AI pile into him - watch as the red streaks of temperature litter the track as the AI desperately try to avoid the cars in their way
01:33 - The AI start to leave the scene of the crash but they've left a lot of evidence of an incident in the form of heat on the track surface
01:39 - That extra heat is already dissipating across the rest of the track
01:53 - I move the picker slowly across the track surface. It starts at 23.4c but as we get closer to the hotter parts, the track is warmer even though no cars drove over it
02:04 - As we hover over the hotter parts of the track, we can see its temperature reducing over time
02:21 - I pick a point very close to the hot parts of the track, its currently 31.3c and drops to 31.2c within a few seconds but at 02:34 it starts to rise in temperature as its neighbours dissipate heat to it before starting to cool again at 02:47
03:12 - A flyby of the entire tracks surface
04:19 - The braking zone for the first corner, this is where we are seeing the most heat generated
04:27 - Notice that the picker is several metres off of the main driving track but its still showing 23.5c
04:52 - I freecam to an area of the track where there's no braking or skidding areas and move laterally across the track to show there's a very small rise of temperature peaking at 25.2c so the tyres are radiating a small amount of heat even when not skidding or braking
05:13 - Drone view over the tracks surface for 1 lap

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Project CARS 2 - Livetrack 3.0 - Night to Day to Night Temperature Debug Rendering

00:00 - We are at a Tri-Oval which gives us very sharp angles and banking and shows off the differences in temperatures. We start at night, the air and track temperature is cool and purple but as the sun starts to rise, so does the track temperature.
00:11 - The flat part of the track is starting to warm turning green whereas the banking is cooler as the corner points away from the sun.
00:18 - The flat part is getting even warmer (green/yellow) and the banking is quite cool (cyan).
00:26 - You can see the track warm further along the corner towards the higher banked area.
00:36 - The sun is being to go down in the sky and the track starts to cool.
00:42 - The track is cooling quickly.
00:52 - The sun sets and the track cools.
01:00 - A new scene and a different corner of the Tri-Oval track.
01:13 - The sun is up and the part of the corner nearest the camera is already warming up quicker than the flat surface further away.
01:25 - The hottest part of the day and the whole corner and flat are quite even temperatures.
01:38 - The sun has now passed over the corner and its actually cooling quicker than the flat track so is turning green/blue.
02:00 - A new scene and this time we get to see the whole of the Tri-Oval track in 2D. The white line in the middle is the direction and strength of the sun. As it passes itself in the middle is when the sun rises above the horizon.
02:12 - Very quickly you can see how the direction of the sun is warming parts of the track it points at whilst others are cooler. Early in the morning the lower half of the track is warmest.
02:24 - The sun starts to swing away from the right side and you'll notice parts of the track on the right are cooler than those on the left.
02:34 - The sun is fully pointing away from the right and its the coolest side of the track. Left upper areas which didn't warm in the morning are now hotter.
02:43 - The sun is starting to set and all parts of the track cool back to the average track temperature.
02:49 - The sun sets.
03:00 - Our last scene is at the bottom of the Paddock Hill bend at Brands Hatch Indy. Again its night and the track is cool as the race starts.
03:02 - The first lap and the track warms up where the cars drove around the corner but soon starts to normalise with the tracks average temperature.
03:14 - A few laps in and the top of the corner is warmest because it faces the sun. The flat on the left is cooler blue.
03:20 - The track is really warming up at the top of the corner, now turning yellow.
03:33 - The sun is beginning to drop and the track is starting to cool.
03:47 - The sun sets and the track cools down to purple during the night but the cars continue to drive and create some slightly warming areas on the track.

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Project CARS 2 - Livetrack 3.0 - Weathering In - Debug Rendering

00:00 - Firstly lets take a look at rain being applied to the track - we'd need this if the track is dry but it rained before the event started or if its already raining, we'd want to show that it didn't start raining that second, in fact its been raining a while. We adjust the level from 0 and start adding water to the track surface.
00:10 - You can see that very quickly water and puddling appears on the edges of the track and some crosses the track itself. At 00:16 we've applied the maximum amount of weathered in rain available.
00:28 - All of the water has been removed again. We now add back 48% rain level ready to show stochastic bumps.
00:35 - Here I'm changing the random seed used by the setup, you can quickly see that the same 48% level with different random seeds can create vastly different looking water on the track surface.
00:50 - After a few random seed changes, we remove the water levels again.
00:58 - We move onto the wetness levels - this affects both the driven area of the track and the offline areas but the offline areas get wetter more quickly. As we apply a small amount of wetness the offline areas quickly darken up but leave the driven areas almost dry.
01:11 - As we increase the wetness levels even the driven line is starting to darken more. This is to simulate that the track is wet but has had some activity from vehicles to help dry the surface.
01:13 - We continue to increase wetness levels to maximum and even the driving line eventually turns fully dark simulating that it's rained recently but has yet to start drying offline or on the driven line.
01:22 - We can very quickly spin around and change the level of wetness and see its affect instantly. I then do a fly over of the track in its semi-wet state.
01:48 - At another location on the track I remove some more wetness.
02:02 - Now we are showing combining wetness with water/rain levels so not only has it rained, but its began to puddle at some points of the track.
02:21 - I've added 34% rain, 10% driven line wetness and then do a fly over on the track. At this point the simulation is running again and where the areas of water are, the track darkens much more even though they are on the driven line.
02:50 - We remove some of the rain levels and just fly about with 2% rain. Wetness is then increased.
03:28 - Changing the random seed again so that the location of the water changes.
03:38 - Now we look at rubbering in - this is a generic layer laid down and which we are able to lay just a small or large layer onto the track. We quickly add the most rubber available from the weathering in and fly around. This level of rubber will still be added to if cars brake anywhere on the track. It's specifically for the start state. At 100% there is rubber on almost all of the driven line (as if there's been a 24 hour event with no rain so its continued to build and build) but in the braking and turning zones there is significantly more laid down.
04:26 - We reduce the rubbering in levels to 24% - akin to a qualifying event having been held before the main race, we have some rubber laid down and we only really see it in the braking/turning zones now.
05:07 - Onto the dirt and loose material level which spreads dirt and dust as well as gravel, mud and sand onto the track offline. Dirt will be found all over the track whereas gravel, mud and sand are only found either side of a track if there's loose material nearby simulating that it's been dragged onto the track from previous incidents.
05:22 - At 100% dirt it looks quite extreme but it actually only layers on about 25% dirt which can very easily get cleaned when a car drives off the main line. Of course that will dirty up the vehicles tyres.
05:43 - Reducing the dirt level down and up again to show the ever changing layer of dirt off the main driven line.
06:10 - Finally snow because we all know Winter is Coming.
06:15 - We add just 2% snow/ice and you can see its only seen on the very outer edges of the track near the barriers. As we increase the level of snow, it starts to encroach on the track itself and gets deeper and deeper on the outer edges until at 100% snow and ice is seen over the whole surface but we still have the driven line with slightly reduced levels. We then do a fly by to see the snow across the track. you'll notice we get some deeper levels near the track as it collects on rougher areas like the rumble strips. You'll also notice we map the line to all lines so we even get snow coming into and out of the pits.
07:03 - We reduce the amount of snow back to 86% so we can see the driven line clearing and then finally back to 0%.

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