Project Cars

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Re: Project Cars

Post by dbdynsty25 »

Hey guys, they just announced today that Project Cars 2 is in the works!

:wink:

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Re: Project Cars

Post by Aristo »

vinny-b wrote:Project Cars 2, in the works :)


http://kotaku.com/project-cars-2-alread ... 1713109086
Where can I donate!

What assholes...
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Re: Project Cars

Post by Jimmydeicide »

Dont you see , by the time they get this one where it needs to be then poof rebox it as 2 voila.

Dont Ban me Jared.

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Re: Project Cars

Post by XXXIV »

Somewhere I see ramjagoff contemplating her next move.

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Re: Project Cars

Post by Naples39 »

This is what it's like reading through this thread.

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Re: Project Cars

Post by XXXIV »

:lol: :lol:

I am so glad you all scared me off. Probably the first time in a decade I did not buy a high profile racing game..

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Re: Project Cars

Post by FifaInspected »

Terry - would you still give the PS4 version a thumbs up?
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Re: Project Cars

Post by Gangrel »

I am still enjoying the Xbox version, despite the extra step of trying to cold boot my console before playing. Now, I haven't gotten into any sereies yet with more than 16 opponents, so maybe that would change.......

Ignoring the d*****bag CEO (if you give 10,000 pounds to the next game, you get a hotel in london and a fancy dinner with the CEO as a perk!) I am happy to keep playing it. We'll see how the next patches do, and if they keep coming.....
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Re: Project Cars

Post by pk500 »

Framerate problem returned tonight on my Xbox One despite using all of the SMS-prescribed workarounds.

I've had it with this game. It will be traded in this Sunday, when I get back from working at Watkins Glen, if the 30 percent Best Buy trade-in offer still stands.

Games are supposed to be relaxing fun. Project Cars on the Xbox raises my blood pressure and irritates the sh*t out of me.

Bring on Forza 6!
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Re: Project Cars

Post by GB_Simo »

FifaInspected wrote:Terry - would you still give the PS4 version a thumbs up?
Fifa, I'm not Terry and can't comment on the PS4 version specifically, but several of the main issues - AI at race starts, AI starting dry races on wet tyres because they already know it'll rain later, rolling starts where the game drives you off the road before you're given control of the car, AI not pitting in mandatory pit stop races - are present on all formats. In single races with my favourite cars, where I can set the game up to avoid the main bugs, I have some of the best races I've ever had on any racing game, but whether I could actually recommend it to someone...I don't know.

Provided patch 2.0 delivers what's promised, though, many of those issues may be about to disappear.
Hi all,

Below are the current list of issues that are addressed in patch 2.0. 

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

We want to get this posted up so that you all are aware of the fixes being addressed in this patch. We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.


Project CARS – Patch 2.0 – Release Notes 

Performance Improvements
* PC – up to 5% frame rate improvement when using Ultra settings
* XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events
* Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
* Xbox One - fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
* Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
* PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One
* Built in protection to prevent unsupported controller devices from crashing the game.
* Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
* Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration. 
* Madcatz wheel - fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.

Tracks
* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane. 
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs. 
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float. 
* Bathurst - fixed a render issue with shimmering edges in parts of the track.

Career
* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career. 
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.

Vehicles
* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI. 
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

General
* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* PC, Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.
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Re: Project Cars

Post by FifaInspected »

GB - Thanks for the reply. I really appreciate the details!
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Re: Project Cars

Post by F308GTB »

FifaInspected wrote:GB - Thanks for the reply. I really appreciate the details!
Not sure if it's a thanks. Paul will read the list, get his hopes up and hold off dumping it once again, get pissed when it doesn't deliver, and continue feeling like he's on the roller coaster at the state fair.

All I want is good AI, but then again I want the same out of Assetto Corsa. Meanwhile R3E is quickly moving towards the front of the pack with its updates and packs. I have to stick to the PC as still no next Gen console for me.

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Re: Project Cars

Post by TCrouch »

I wouldn't recommend any version of it to anybody anymore.

Racing with friends, it's awesome. With the T300RS wheel and the FF effects dialed in, in single races, it's incredible. With the controller settings I use on the gamepad, it's fun. But all of the s*** with wet weather, strange AI behavior...one of which was absolutely crazy. I was in career mode, forced pit stop. I came in to pit, came out of the pits and my tires went from green to red. Both rear tires blew as soon as I left pit lane.

OK, weird bug. Restarted. Same thing. I cannot get past the career race because I cannot go into the pits without my rear tires being blown up upon exit.

And their Project Cars 2 announcement, when so many things still don't work in 1? I am close to writing off the developer that I was sure was doing right by their fanbase up until this week. I still have it, I still play it on PS4, but I couldn't in good conscience tell somebody that it's something that needs to be owned, as it's highly likely that they'd have some pretty massive issues with it, somewhere.

I enjoy it a lot for what it is, and it's usually when I have 10 or 15 minutes to kill and I need a short racing fix. Throw a few laps on the counter, dial up 25 or 26 AI with a random grid position at a track of my choosing, and it's awesome. I've had races that I worked my way from 6th to 1st in the final corner at Spa, in 7 laps. That's a lot of racing to pick up 6 positions. Others I've blown by 20 AI cars off the grid. Others I've dueled with one car back and forth for 3 or 4 laps and never get past them. Some races it's door to door through sweepers, chicanes, and hairpins without issue. The very next I go into a sweeper door to door and they check me off the road.

Expecting anything more than a fun single-race diversion from time to time is dangerous.

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Re: Project Cars

Post by pk500 »

The massive size of patch 2.0, combined with patches 1.1, 1.2, 1.3. and 1.4, is a pointed piece of evidence proving SMS released a game -- especially for the Xbox One -- that was a glorified beta.

Terry's analysis is spot-on. This is a good game for little 15- to 20-minute bouts of single-player fun on PC or PS4. I wouldn't recommend the Xbox One version to even Pol Pot or Genghis Khan.
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Re: Project Cars

Post by Dave »

It seems pretty clear that SMS just had to get Project Cars out the door when they did. The budget was exhausted and the publisher probably lost patience.

The Project Cars 2 announcement is one of the more tone-deaf announcements I can think of, what the hell does SMS expect it to accomplish?

I'm in the same boat - enjoying the game when I have a little time to kill. But there are so many issues it is hard to do more than a random race here or there. Such a shame because when everything works, it can be amazing. I've never had so much fun being a mid-pack racer.
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Re: Project Cars

Post by Inuyasha »

When is a price drop expected? I would like to try it but I know now it's going to be a challenge.

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Re: Project Cars

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Dave wrote:It seems pretty clear that SMS just had to get Project Cars out the door when they did. The budget was exhausted and the publisher probably lost patience.

The Project Cars 2 announcement is one of the more tone-deaf announcements I can think of, what the hell does SMS expect it to accomplish?
Raising funds. Period.

SMS was forced to capitalize on whatever buzz first-month sales and use of Project Cars generated to promote more donations from its merry band of Kool-Aid-drinking acolytes for its next game.

Unlike nearly every other console title, Project Cars is funded through crowd-sourcing. Yes, Ian Bell and the rest of the SMS gang are tone-deaf motherf*ckers on the best of days. But they needed to ring the bell to raise more dough for the development of the sequel.
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Re: Project Cars

Post by pk500 »

OK, I'm working the IMSA race this weekend at Watkins Glen, seeing all of these fantastic sports cars hauling ass around one of the best tracks in the world. So, of course, I started to think, "Maybe I should hang on to Project Cars until patch 2.0 ... "

F308GTB is right: I'm a f*cking idiot. :)
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Re: Project Cars

Post by dbdynsty25 »

pk500 wrote:OK, I'm working the IMSA race this weekend at Watkins Glen, seeing all of these fantastic sports cars hauling ass around one of the best tracks in the world. So, of course, I started to think, "Maybe I should hang on to Project Cars until patch 2.0 ... "

F308GTB is right: I'm a f*cking idiot. :)
You're better off just keeping it then. Cuz worst case, you sell it and then end up buying it again later, even at a discount, putting more money in their grubby little pockets.

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Re: Project Cars

Post by pk500 »

dbdynsty25 wrote:
pk500 wrote:OK, I'm working the IMSA race this weekend at Watkins Glen, seeing all of these fantastic sports cars hauling ass around one of the best tracks in the world. So, of course, I started to think, "Maybe I should hang on to Project Cars until patch 2.0 ... "

F308GTB is right: I'm a f*cking idiot. :)
You're better off just keeping it then. Cuz worst case, you sell it and then end up buying it again later, even at a discount, putting more money in their grubby little pockets.
Damn good point. Plus there's nothing I want to buy now. Thanks.
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Re: Project Cars

Post by FifaInspected »

Well. I made the jump to next gen and picked up a PS4 last week along with Project Cars. As someone who has casually enjoyed a good racing game over the years I must admit i'm impressed. All i've done is play solo races so far (and a race or two online) and it's been a blast. I'm sure all the issues that have been mentioned above will eventually show themselves but in the time i've played it's a thrill a minute. Hopefully SMS will get the kinks ironed out so everyone can enjoy it.
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Re: Project Cars

Post by TCrouch »

Most of the issues are on XBox One, so the PS4 was a good choice.

Career mode is where you'll start to see warts everywhere, but the way you're playing it (quick solo races), it's thoroughly enjoyable.

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Re: Project Cars

Post by FifaInspected »

Terry.

Is there a way to adjust the AI difficulty in less than 10% increments? I'm thinking I must be missing something. D-pad left and right adjusts... But only by 10.
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Re: Project Cars

Post by Gangrel »

No, i'm pretty sure it's only 10%.
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Re: Project Cars

Post by TCrouch »

Only on PC. When I use the mouse, I can move it in 1% increments. But using the D-pad, even on PC, bumps it by 10. Consoles, same.

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