Project CARS PS4 Car Detail Is Equivalent To High On PC, Using EQAA, More Details On PC Version


Slightly Mad Studios have revealed some new information on the PlayStation 4 version of Project CARS and how it compares to the PC version of the game. Just like the Xbox One version, the PlayStation 4 version uses EQAA for its anti-aliasing solution. The shadow detail is between medium to high equivalent PC setting.

Project CARS 2
PC medium shadow settings use 1024×4096 with 16 bit precision and PS4 is at the same resolution but with 32 bit shadow precision instead. The track and car detail in the PS4 version is equivalent to high on the PC but in the case of latter, the level of detail for shadows scales between high and medium.

Slightly Mad revealed that the game uses light pre-pass renderer.

“There are actually two EQAA resolves, one before Motion-Blur (which is executed in HDR) and one before tone-mapping / bloom composition. On PC with motion-blur turned off, each sample of the MSAA target is tone-mapped individually – however since console always has MB enabled per sample tone-mapping is switched off.”

The developer also released the following numbers regarding shadow details in the PC version.

PC Low – 512×2048, 16bit, 2 spot shadows
PC Medium – 1024×4096, 16bit, 2 spot shadows
Console -1024×4096, 32bit, 4 spot shadows
PC High – 1408×5632, 32bit, 4 spot shadows
PC Ultra – 2048×8192, 32bit , 4 spot shadows + enables shadows in Environment Maps

The PS4 and Xbox One versions are on medium settings compared to the PC version with some parameters varying between medium and high.

Project CARS Features:

  • The largest track roster of any recent racing game with 110+ unique locations
  • A wide variety of motorsports including GT, Touring, Le Mans Prototypes, Karts, and modern Open Wheel and 80+ cars available at launch
  • Dynamic weather, pit stops, and pit strategy creation
  • Dynamic time of day and endurance races including the Le Mans 24H
  • World-class graphics running at 60 fps with up to 45 drivers onscreen
  • Next-gen physics running at 600 fps and deep telemetry & tuning features
  • Competitive multiplayer for up to 16 players and the ability to create public, private and friend-based lobbies with ‘Join In Progress’
  • Asynchronous Time Trial with downloadable ghosts
  • Regularly-scheduled community events
  • Social connectivity with photo and replay modes powered by The Driver Network
  • Support for 30+ wheels, community apps, and virtual reality via Oculus Rift and Project Morpheus
  • Continual updates and further content after launch

We will bring you any new information on Project CARS as soon as it becomes available. Be sure to check out our previous coverage on the game for more information.