02: OPTIONS AND SETTINGS
The Options menus enable you to set up Project CARS 2 to perform in exactly the way that you want to experience it, from the aesthetic to the control method.
The Gameplay settings are centred around the authenticity of your driving experience on the track. These include a comprehensive set of driving aids and comfort options, settings for realism, and on-screen guides.
• Steering Assistance
This setting will help you to both steer the car in corners and reduce lateral movement on straights. The assist will apply minimal steering corrections over and above your inputs to help you corner: for example, if you use a keyboard for driving, or your controller makes it hard to work with subtle adjustments in the approach to a turn, this setting may be helpful for you.
• Braking Assistance
Just as the Steering Assistance, this will assist you in braking before a corner. This is useful for learning new cars and tracks, as it will help you slow for turns and counter any initial exuberance.
• Driving Assists
This option toggles the activation of Anti-Lock Brake Systems (ABS), Stability Control (SC), and Traction Control (TC) of your vehicle. You have three settings here: Full, Authentic and Off.
This is how they function:
• Full turns on all available driver aids no matter the car, and enables you to independently switch them on and off dynamically, even while out on track.
• Authentic activates the assists depending on only the aids your selected car has available. Not all cars have these systems fitted (older cars don’t have ABS, for example): check the Features area below a selected car to see which aids can be selected for that particular car, if any.
• Off disables all assists and will prevent you from activating any of them until this setting is changed.
If you have enabled the Full setting for Driver Assists, then you can set the performance level for each of the three options.
Note: Custom Driver Assists can be over-ridden by certain game modes, such as Time-Trials or online events with specific parameters.
• Anti-Lock Brakes System. When activated, ABS will prevent the tyres from locking up under braking, giving you more cornering potential. ABS can be set to Off, Low, or High, allowing a greater or lesser amount of wheel lock-up before activating. Setting the ABS to High will allow a more aggressive use of the system.
• Stability Control
SC uses individual braking of the wheels in order to give the car you’re driving more stability, in particular when you’re in a corner. For example, this will lead to much more control over the car when the car is unsettled by bumps or kerbs. SC can be either Off or On. When in operation, both TC and ABS will also be dynamically activated, as SC relies on both those systems to operate effectively.
• Traction Control
TC monitors the rotational speed and traction of each wheel on the car, using electronic sensors. If a wheel is losing traction (i.e., spinning more than its counterparts), TC reduces the power going to that wheel in order to maintain grip. TC can be set to Off, Low, or High; the latter allows less wheel spin, and makes a car easier to control.
• Damage Type
This option will enable or disable damage that can occur when you crash. Important to note that this is separate to Mechanical Failures.
While the choices Off, and Visual Only, will keep the performance of your car intact—with Visual Only showing damage to your car only aesthetically—there are two other options which are much more realistic, and demonstrate the serious consequences of contact with anything solid in a high-performance car.
Performance Impacting will visually represent the damage on the car while also reducing performance (such as aerodynamics, or steering), but it will always allow your car to finish a race—eventually.
Full replicates the real-world consequences of a crash: even a small impact can seriously affect the performance of your car, and a serious hit could rip a wheel off, ending any chance of finishing a race.
• Mechanical Failures
Mechanical failures can be set to On, or Off. If Mechanical Failures is On, your driving style can have a direct impact on your car’s performance and reliability. Pushing an engine to its limits, over-revving on downshifts, and putting too much strain on the gearbox can cause temperatures to rise, which, if not brought down, can lead to a blown engine. Even running with insufficient engine cooling on a hot day means you run the risk of a failure, and consistently hitting kerbs can damage suspension.
• Tyre wear
Tyres in Project CARS 2 are complex animals. The development team had access to all sorts of real-world motorsport teams, as well as a technicsl partnership with Pirelli. As a result, the way you treat your tyres can have big implications on your performance.
The Tyre Wear option reflects how the degradation of your tyres is tracked: worn tyres, of course, will lead to reduced grip.
Tyre Wear can be set to Off, Authentic, or Accelerated. When you have Authentic tyre wear activated, your rubber will wear down at a realistic rate depending on your driving style, and the environmental conditions.
Accelerated tyre wear can be used where you’re running a shorter race distance but still want to experience the challenge of rubber degrading over a race distance.
• Fuel usage
This option works similar to the Tyre wear option, so if you wish to drive all day long without worrying about the fuel levels, just set this to Off. Slow means your car will consume fuel at half its realistic rate: Real will accurately reflect your car’s fuel consumption rate.
• Auto Start Engine
This option automatically restarts your car in case the engine cuts out—helpful when you’ve stalled your engine. If you have this deactivated, you will need to have the Ignition, and Start Engine buttons assigned in your control schema—otherwise you’re going to be sitting in your stalled car looking not very smart!
• Rules & Penalties
If you have this option set to On, then over-stepping track limits, ignoring flags, and pit-lane penalties are enabled by default.
Note: These can be individually modified in Event Settings.
• Manual Pit Stop
If this is set to No, then your car will be automatically controlled from pit entry, through the pit stop procedure, and on until you exit the pit.
If you feel as if your pit stops could use a bit more excitement, you can opt to control your ride through the pits by setting Manual Pit Stop to Yes.
This choice has many consequences: it means braking on your own at the entry to the pit lane, keeping to pit-lane speed limits (you can assign a pit-lane speed limiter button to automatically control this), hitting your pit-stop markers accurately, and then controlling your speed as you make your way down the pit lane to rejoin the track.
ONSCREEN GUIDES AND DISPLAY
• HUD level
HUD level will determine the “helper” interface style for the Head-Up Display. The HUD will be shown when you go on-track, and you have four choices when it comes to this useful feature.
Off turns off all helpers and guides, and shows just lap-time data.
Light shows basic lap data, tyre wear, speed, rev counter, and gear information.
Full presents a comprehensive set of information: lap data, a dash’ display with rev counter, tyre wear indicator, and engine management status.
Telemetry displays an extensive set of data, including detailed tyre temperature and suspension information.
The HUD components can be completely customised in the Edit HUD Layout menu, available from the Pause menu when out on track.
• Driving Line
When Driving Line is turned On, a virtual, colour-coded line is superimposed on the track. This represents the ideal racing line, and the dynamic colour of the line displays your speed compared to the optimum.
When it’s green you’re at (or even below) the suggested top speed; yellow means you’re slightly over; and when the line is red, you’re well above the speed that would allow you to safely take a particular corner.
• Turn indicator
This activates a small direction sign on the screen when you approach a corner, indicating its direction and severity.
• Track map
The track map is a good tool to give yourself an idea of your direct surroundings which can improve on the time it takes you to learn a new track. You will be shown a map that displays a limited portion of the track, with your car displayed in the centre, and all the other cars shown as separate objects. Turning this option On will display the map in a small frame at your screen’s edge.
• Show Lap Info
There are four options for displaying lap-time information. Lap-time information is based on your current and previous laps.
Off disables the Lap Info widget in all HUD modes.
Default will show Lap Info when using the Full HUD mode, in Time-Trial, Practice, and Qualifying sessions.
On will show lap information in all HUD modes except Telemetry.
Edited will automatically be shown if you have made alterations to the HUD in the Edit HUD Layout menu editor, and lap information will be shown the way you edited it for the each HUD mode.
• Starting Grid Lights
By default, starting grid lights are turned on and they display the starting lights in your HUD. This can be really useful if you’re starting at the back of the field, for instance, or you’re a good distance away from the actual lights on the grid.
• Cockpit Wheel/Driver
Switching this to Off will disable the steering wheel and driver animations normally visible in the cockpit views.
Note: If the steering wheel of your selected car contains a display, you will continue to see the wheel, but it will be centred, and will not rotate.
• Opponent Names
Here you can choose under which circumstances your opponent drivers’ names will be displayed (these “float” above their car).
Off turns these labels off completely.
On enables the labels for all game modes when competing against other drivers. You can also select Singleplayer Only, or Multiplayer Only, to show the labels when racing offline or online respectively.
• Race Engineer
This setting determines whether your garage communicate with you during a session, and to what level. They will provide both information about the race itself, as well as your car, and they’ll even give you some encouragement!
CSetting this to Authentic provides radio traffic only for appropriate motorsport types, such as Indycar, and you will not receive radio traffic at point-to-point locations or tracks without pit-lanes.
Always means that you will receive messages no matter the track type.
If you watch races on ovals, you will know the Spotter’s function. The Spotter feeds you information about the cars around you, their speed, as well as whether there’s any close traffic around you, and where that threat is (inside, outside, and so on).
You can choose between Off, Authentic, and Full, with the same logic as the Race Engineer setting.
• Proximity Indicator
Proximity Indicators can work in conjunction, or instead of, your Spotter. They will display small, colour-coded direction icons around the bottom and sides of your screen, indicating where nearby cars are positioned.
Green markers appear for cars that are distant and not a threat, turning through yellow to red as they get closer.
• Pit Stop Visual Clue
Switching this Off means you have to visually identify your correct pit-box when you enter a pit in Manual mode.
When this is turned On, your pit-box will be clearly demarcated.
• Display Units
Choose either Metric or Imperial units to be displayed in the HUD and the game menus.
Note: This will not influence the units shown in the cars’ dashboards.
In key sections of Project CARS 2, there are tutorial texts accompanied by speech, designed to explain key features, and enhanced functionality.
If this option is turned On (this is default), you will activate these snippets the first time you visit a new menu option.
Note: They will only appear once.
• Chat Box
If you have this turned On, you will be able to communicate via text with other drivers on-track, and will be able to read their messages, too.
Normally, the Chat Box will appear as soon as any person has entered a new message, and will then disappear some time later.
Disabling the Chat Box will hide the Chat Box in the HUD, meaning you cannot communicate with other drivers.
• Chat Profanity Filter
This removes any explicit text from the Chat Box if it is enabled.
This is the crucial part of the game where you can configure your control method for Project CARS 2, including key assignments, and force feedback settings.
This is where you select your controller type. The system should automatically recognise most controllers and steering wheels, and assign default settings when you create a new profile.
This is where you’re able to select the Type of controller (for example, a keyboard, gamepad, or wheel-and-pedal) you want to use, and then set the Make and Manufacturer to add a wide range of common products which will then allow the game to assign default settings.
Wheel and pedals ranges should be defined using the Calibrate Wheel and Calibrate Pedals options: follow the instructions on-screen carefully to advance through the process.
You can also set what kind of pedals you have, and whether you want an automatic clutch, or a manual clutch if you have a dedicated clutch pedal available.
There are then several generic control options that can be altered to your own specifications:
You will be able to determine whether you want to enjoy the traits of an automatic gearbox, or you can choose to go manual and row the gears yourself (or paddle, as the case may be!).
• Inverted Gearing
If you use two buttons or paddles for changing gears, this option reverses the directions of the selected assignments for changing gears.
This screen provides options and sliders to fine-tune the steering of your car in Project CARS 2. Most of those options are centred on your main driving controls: steering, throttle, brake, and clutch. All are influenced by the following two settings:
The deadzone creates a range in which there will be no reaction to inputs. This is helpful if you have either nervous hands, or the controller lacks precision at its zero position. While the steering gets the deadzone applied in the centred position, the pedals will receive that effect when you begin to push the corresponding button or pedal. The bigger the value, the bigger the deadzone will be.
Sensitivity is a factor defining the relationship between your physical inputs, and your car’s response to those inputs. Starting with a value of 50, you will begin to receive proportional response from your inputs.
Lowering the value will weaken the car’s reaction to your inputs in the first fractions of the button/wheel range, but that will increase at the top end of the range considerably, so that the controller and your car get to the same maximum input.
Having the sensitivity value above 50 will have the opposite effect, meaning increased car reactions at first, with the reaction slackening as you reach maximum input.
There are, additionally, a number of other related settings:
• Speed sensitivity
This is a setting that may help when you’re driving at high speeds, especially if you’re using a gamepad. Increasing the value for this option will make your steering less sensitive at high speeds. This results in a more detailed steering when you’re on a straight (and where you only need a limited amount of steering). This is especially recommended for gamepad drivers who are struggling with fine inputs on straights while wanting to retain the ability to get around the sharper corners.
Lower settings will make the car more twitchy and sensitive at high speed, as the wheels will turn at a faster rate.
• Damper Saturation
Damper Saturation artificially controls the weight of the steering wheel. Setting this to a higher value will make the wheel feel heavier: setting it to a lower value will make it feel lighter.
• Controller Damping
If you’re using a gamepad, you can use this setting to control how quickly you can steer from extreme-to-extreme (or lock-to-lock). A lower value gives you a faster steering response: a higher value will give you a slower response.
• Controller Vibration
Gamepad controllers that support vibration can be set to be more or less sensitive to inputs as you ride kerbs, go off track, or drive on rough surfaces. A lower value will give a softer response: higher value means more aggressive vibration.
• Minimum Shift Time
Setting this value higher helps prevent accidental gearshifts when using gamepads. The lowest value will mean you can change gears as quickly as your car.
• RPM/Gear Display
If you have a steering wheel or external module that supports RPM or gear-shift indicator lights, you can turn that display On or Off using this option.
On this tab you can modify the input commands used whilst driving. The commands are separated into five main categories:
This includes all the commands for making the car move and turn, including gear changes and brakes.
Here you will find all the commands for operating the car that are not directly linked to the driving. This includes aspects such as the ignition, turning your headlights or windscreen wipers on and off, pit-stop actions, and adjusting the brake bias.
When you have the Driving Assists option set to Full, these key assignments will make it possible to switch all assists On and Off on-the-fly while on track.
• Camera & View
Those assignments will help you manipulate the camera while driving. This is useful if you want to look around (did you notice the spectators change clothes in varying seasons?) or change the camera being used.
You can also adjust the position of your virtual driving seat to optimise your viewpoint.
Here you can determine how to change the information being shown on the screen, how to reset your car, and how to pause the game.
In order to change a key assignment, select the command you wish to change. This will then display a dialog window asking you to push the desired button. If you need to clear the assignment instead of putting a new command on it, you have that possibility as well. If you assign a key you already have in use to a new function, the older binding will disappear so that only the new binding will exist.
Note: Be aware that in the game menus, you may use the same buttons as those used for driving.
If you have a wheel that supports force feedback, causing it to rumble and actively pull, this screen will help you change both the strength and the details that you will feel through the wheel.
While you get a number of presets, you also will be able to personalise the underlying settings as follows:
There are three default presets, as well as the option to create your custom setting. The presets reflect different approaches to sim-racing.
Immersive tries to give you as much information as possible, including all the information you normally wouldn’t feel through the wheel. This setting gives you the strongest sensation of speed, and is designed to make you feel the rush of going at high speed (although some of the sensation might not be entirely authentic).
Raw is the option for drivers striving for the purest feel, an unfiltered signal that emulates what you would feel in a real car.
Custom allows you to manually edit the ffb_custom.txt file that is found in Documents/ProjectCARS2.
Gain determines how strongly you feel the force feedback effects, on a scale of 1-100. You can adjust this both to suit your driving style, and to prevent force feedback-effects clipping at extremes.
This is the general strength of the force feeback that you will feel. The higher the value connected to that setting, the heavier your wheel will feel, but details such as road surfaces and kerbs will be less pronounced. Decreasing this setting will make the wheel feel lighter, but details will feel more pronounced whilst not affecting their overall firmness.
Note: Volume presets are determined by the Flavour profile selected. How Volume affects the force feedback setting remains the same.
Tone represents the feedback of surface detail and tyre slip. This setting allows you to find a balance between feeling the details of the road and any tyre slip: a low setting makes the road surface more pronounced by reducing the effect of tyre slip: a high value means a stronger feel of tyre slip, but less surface detail.
Note: Tone is also dependent on the Flavour profile you have selected.
Again interacting with the Flavour profile, FX affects the strength of road surface details. A higher setting makes effects such as bumps in the road or kerbs more pronounced, but can potentially lead to clipping with larger force feedback spikes.
A lower setting will make the effects weaker, preventing clipping and providing a smoother feeling. Experiment with all the force feedback settings to find your optimum signal.
Visual FX allows you to set up your racing environment. Keep in mind that enabling every option increases the strain on your system, so that the game might look more beautiful, but may also begin to feel more sluggish at the same time.
Project CARS 2 is designed with the potential to make use of all the computing power available on high-end hardware, so don’t hesitate to max-out the options if you’ve got the hardware to power it.
• Post-Processing Filters
This option enables and disables filters that, in general, make the whole visual appearance of the game “punchier” and contrast higher.
• Exterior Sun Flare
This option enables sun flares in exterior camera views or replays. You can turn the effect off, or step through Chroma, Subtle, and Minimal on the way to Full effects.
• Interior Sun Flare
This has the same options as the Exterior Sun Flare option, but just acts on interior camera views.
Bloom can be set to On or Off: it accentuates glows and flares around bright objects, lights, and also car reflections.
• Heat Haze
This is the shimmering effect a car causes by heating up the air around it, in particular with its exhaust fumes, which can be turned On or Off.
• Exposure Compensation
This option influences light and shadow casting intensities, making a scene brighter or darker. Starting at the darkest setting of 0.10, the brightest option is 2.0.
• Rain Drops
This will toggle visibility of rain drops on camera views.
Turning on the Vignette darkens the edges of the display, drawing more focus to the centre area of the image.
• Crepuscular Rays
Here you can toggle the visibility of light rays radiating from set points in the sky where the sun is located.
• Screen Dirt
If you have this option enabled, you will notice dirt on the screen when looking towards the sun.
• Cockpit Mirrors
This option enables or disables the mirrors of a car, which are best viewed from the cockpit-driving cameras.
• Video Calibration
This places a test image on the screen that you can use for calibrating the colours of the TV or monitor that you’re playing on.
All of the options below will have a fundamental impact on the performance of Project CARS 2, so you will need to choose settings that give you the optimal balance between aesthetics and performance for your particular system set-up.
Selecting the resolution for the game is one of the most important influencers on how Project CARS 2 will perform. Although you will typically want to set the native resolution of your screen (this will also be set automatically by the game when you first start it), you have to balance this against the potential power of your system.
The higher the resolution, the more strain there will be on your system, so if you experience a lot of lag with the game, then you may need to lower your resolution.
When enabled, Project CARS 2 will be displayed in a window instead of being shown on the full screen.
• Texture resolution
The higher this setting, the more detailed the resolution, and therefore textures will be more detailed in-game.
• Texture Filtering
Textures can be filtered to enable them to look smoother and therefore more realistic. You can alter this method here, with Trilinear being the lowest setting, through variously more complex Anisotropic options which decrease blur while preserving details (although this comes with the potential for a major performance impact).
This stands for Vertical Synchronization. When enabled, the graphics card will provide the images sent to the display at the same pace as they will be displayed. This can help prevent screen tearing and provide a more stable frame rate, but can also lead to increased lag.
Multisample anti-aliasing minimises jagged edges on objects, smoothing out edges so that the sharp edges are smoother and the whole appearance will become more organic. While MSAA is very efficient, it is extremely resource demanding.
Set to Low, you can also edit the Super Sampling option to optimise performance.
• Post AA
This setting can be used with less powerful video cards to achieve less jagged objects presentation.
• Super Sampling
This is a spatial anti-aliasing method, i.e., a method used to remove aliasing by rendering the final output at a higher resolution than being displayed. The result is a down-sampled image which has smoother transitions along the edge of objects. The higher the value, the larger the resolution scale used.
This will determine the quality of wet surface reflections. The higher the setting, the more detailed the reflections will appear and the higher the impact on your game’s performance.
• Environment Map
This also is connected to reflections, determining the quality of in-game reflections on the car bodywork and windows. The higher the setting, the more detailed the reflections will be, and the higher the impact on the game’s performance.
• Car Detail
This sets the detail level of both your car and those of your opponents in the game. The higher the setting, the more detailed and smoother the cars will look.
• Track Detail
Here you can choose the level of detail for trackside objects. The higher the detail level, the more trackside objects will be rendered and the more detailed they will be.
• Pit Crew Detail
This determines the number of mechanics who will be visible when a car is in the pit-lane. When set to None, only the player’s lollipop man will be shown.
With Player Only selected, the player’s full crew will be shown when in the pit-lane, while all other cars will only have the lollipop man.
If All is selected, every car will have a full pit-crew.
• Shadow Detail
By pushing this to higher settings, the shadows cast by cars and trackside objects will be fuller and more accurately displayed.
• Enhanced Mirror
If set to Yes, this improves the fidelity of the scene displayed in the cockpit mirrors of the car, at the potential cost of reducing overall performance.
• Motion Blur
Motion Blur accentuates the feeling of speed by blurring objects as you pass them or if they move quickly in the camera’s view.
• Render Frames Ahead
This setting is there to create some marginal amount of buffering to the displayed images. You can fight stutter with that, at the cost of some lag, and with a severe performance overhead.
• Detailed Grass
There are four options available, from Off, through Low, to Mid, and High. The higher the setting, the more accurate grass will look, but again this setting has a the potential to have a large impact on the performance of the game.
• Particle Level
Here you can set how many particles such as dust or water spray are rendered. The higher the setting, the further away you’ll be able to see particles and the more detailed they will appear.
• Particle Density
This correlates with the Particle Level setting, but influences how dense the displayed particle clouds will be, from Low through Medium, High to Ultra.
This panel of options allows you to set up your gameplay cameras and driving views.
FIELD OF VIEW
You can set the horizontal viewing angle for the various cameras in the game here, from a narrow angle of 35 degrees to a wide view of 120 degrees. A wider angle allows you to see more, and the sensation of speed can be greater, but it can feel less realistic. You can also create key bindings in the Controls options to dynamically increase or decrease FOV settings from inside the cockpit, making it easier to set up your optimal values.
• Field Of View Speed Sensitivity
Turning this On enables automatic, speed-dependent FOV adjustments. The FOV will be dynamically adjusted to be narrower or wider to accentuate the sense of motion and speed.
• Minimum Speed Sensitivity
This defines the minimum Field Of View angle at lower speeds when you’re accelerating or braking, giving a greater sense of motion.
• Maximum Speed Sensitivity
This defines the maximum Field Of View angle at higher speeds when you’re accelerating or braking, giving a greater sense of speed.
• Minimum Speed Sensitive Speed
This defines the minimum speed at which the Field Of View angle will start to adjust when accelerating or braking.
• Maximum Speed Sensitive Speed
This defines the maximum speed at which the Field Of View angle will start to adjust when accelerating or braking.
The Movement settings allow you to adjust how much natural movement there is in the game, resulting from interaction with the road surface, the speed you’re driving, and the driving view you’re using.
Note: It is recommend that dynamic camera effects are turned Off for those using VR headsets.
• High Speed Shake
Higher speeds will be communicated by increased shaking applied to the camera. Also, actual road bumps will be emphasised.
• World movement
The higher the value, the more your sight will be affected by the road surface below you as the camera moves around. The lower the value, the more static your sight-line.
• G-Force Effects
When accelerating, braking or cornering, you can have the camera move according to what the effect on your head would be in the real world. So if you brake, you will notice that the camera will move forward; corner and the view will tilt; accelerate and the sight-line will tip back. The higher this value is set, the more pronounced the effect will be.
• Show Helmet
This switches on a visible helmet edge when you are driving in the Helmet Camera view. It also dampens the audio to provide a more realistic auditory experience.
• Helmet Depth of Field
When accelerating, this option will cause the periphery of the screen to blur while driving. It replicates the sensation of focussing more on the track than on the instrument panel of your car.
• Helmet Look to Apex
When using the Helmet Camera view and approaching a corner, this option will cause the camera to rotate towards the next corner’s apex, then through, and out to the exit. The higher that value, the more noticeable the rotation.
• Helmet Leaning
Replicating real-world driver head movement, this option leans the Helmet Camera towards the direction of a corner before returning to a more upright position on a straight, with a higher value accentuating the lean.
• Camera Leaning
This option tilts the camera when you’re in a corner. The helmet itself will not move on your screen.
You can customise the full range of audio option within Project CARS 2, from the noise of your car to the track surface below you, from a lowest value of 0 to a maximum of 100.
• Master Volume
This is the main control for the loudness in the game. While all other options control individual game features, this one sets the overall volume.
• Menu Volume
This controls the interaction noise made when selecting options in the menus.
• Menu Music Volume
Here you are able to set the volume of the score that will accompany you in the game’s menus.
• Player Engine Volume
This will define how loud your own car will be in the game.
• Opponent Engine Volume
This sets the volume of your opponents’ engines.
• General Car Volume
Here you can set the volume of transmission, suspension and damaged component sounds.
• Tyre Volume
This sets the volume of tyre sounds when sliding, locking or spinning up.
• Collision Volume
When you hit another car or something solid off the track, you can define the volume of the impact here.
• Track Surface Volume
This slider controls the volume of the car’s interaction with track surfaces, grass and gravel.
• Environment Volume
The noise of the crowds and tannoy announcements is set here.
• Sound Effects Volume
This covers exhaust sounds and other general sound effects in the game.
• Pit To Car Radio Volume
If you have activated the Race Engineer or Spotter that will feed you with information while you’re on track, this value will determine how loud they’ll be.
• Enable Headphone Mix
This mode works if your audio output device is configured to stereo, switching to On will give a headphone optimised audio mix.
• Audio Device
Project CARS 2 will automatically select the default system audio output device, but you can select a different output in this option.
These settings control interaction with external applications. Typically these can be left at their default values.
• Shared Memory
This allows you to switch memory modes when connecting to external applications, which could be third-party telemetry software or controllers for motion rigs.
• UDP Frequency
This controls the frequency that data is sent to external applications you are interacting with. A higher setting sends data quicker but creates more network traffic.
• UDP Protocol Version
The UDP Protocol Version allows you to toggle compatibility for external applications, depending on whether they were designed for Project CARS, or Project CARS 2.
These settings allow you to make changes to your VR environment.
Gaze Control allows you to control an in-game pointer using your head direction in menus. Set to Off to disable Gaze Control, and instead use just your controller to navigate the UI.
Auto Select allows you to use Gaze Control to highlight items, and to select them if you hover over that item for a few seconds.
Manual Select allows just gaze-powered navigation, requiring a click of your configured Accept or Select button.
Improves image quality in VR, but at the cost of performance. Scalable in 0.1 increments from 1.0 to 2.0. At 1.0, Super Sampling is Off.
Recentre View On Boot
When set to On, the game will recentre your VR headset automatically each time you start the game.
Recenter View A Race Start
When set to its default value—Off—the game won’t recentre your VR headset at the start of a race.
When set to Once, it will recentre your headset at the start of the race, but not if the race is restarted.
When set to Always, the game recentres your VR headset at the start of every race.
Camera Near Clip Plane
The Near Clip Plane sets the distance at which objects close to you stop being rendered. Increments in steps of 0.01 between the lowest value (0.01) and the highest (0.10). The lower the number, the closer to the camera objects are rendered.
If you have a triple-screen set-up, you can configure it here. Tick the Triple Screen Spanning box to enable that mode, then set the parameters for each screen in the Left, Centre and Right screen panels. Setting up these values to match your screens will give you a much better visual experience, as objects will move smoothly across the screens and not appear to be bent around the joins, so long as your eye is in approximately the correct location.
Screen sizes need to be set in order to ensure that setups with different size screens will work properly, and also to ensure the bezel adjustment is correct in proportion to the screen.
Bezel sizes need to be set in order for objects to move smoothly between screens. Screen angles need to be set to get the perspective right on angled screens. Vertical offsets for the side screens need to be set to ensure that there is not a jarring mismatch between objects on one screen and the next. Eye distance needs to be set to allow the game to compute the correct view for vary fields of view. All distances should be set in centimetres.
Note: After enabling Triple Screen for the first time you must exit the game and restart it for the changes to take effect.