The goal for Project CARS 2 is Visibility and Physics Headroom. Dynamic weather introduces two performance killers: Rain Spray (particle density) and Headlight Reflections (dynamic light count). This configuration focuses on disabling “Screen Dirt” and lowering “Particle Density” so that the CPU can focus on the complex physics of tires hitting standing water.
Hardware Compatibility & Expectations
- VRAM and Headlights: At night or in the rain, every AI car turns on its headlights, creating dozens of dynamic light sources. If your GPU has less than 8GB VRAM, you must lower “Shadow Detail” to avoid stuttering during starts.
- CPU Multithreading: KSP 2 scales well up to 6 threads. However, rain physics are a “worst-case” scenario. If your CPU frame times (visible in the performance HUD) are high, reduce the number of visible AI cars.
- The “Shared” Engine: PC2 uses the Madness Engine. If you’ve optimized Automobilista 2, many of these logic tweaks will feel familiar.
File Location
The configuration file is located in your Documents folder: %USERPROFILE%\Documents\Project CARS 2\graphicsconfig.xml
Best graphicsconfig.xml for Dynamic Weather
Open the file with Notepad and look for these specific <prop> tags. Adjusting these values manually allows for finer control than the in-game menus:
<?xml version="1.0"?>
<GRAPHICS_CONFIG>
<prop name="Version" version="1" />
<prop name="TextureResolution" textureresolution="2" /> <prop name="TextureFiltering" texturefiltering="2" /> <prop name="MSAA" msaa="2" /> <prop name="ShadowDetail" shadowdetail="1" /> <prop name="ReflectionDetail" reflectiondetail="1" /> <prop name="ParticleLevel" particlelevel="1" /> <prop name="ParticleDensity" particledensity="1" /> <prop name="DetailedGrass" detailedgrass="0" /> <prop name="SharpeningStrength" sharpeningstrength="1.200000" />
<prop name="SharpeningClamp" sharpeningclamp="0.080000" />
</GRAPHICS_CONFIG>
Strategy for Weather Transitions
To maintain a stable 60+ FPS (or 90 FPS in VR) as the weather changes:
- The “Reflection” Trade-off: Set
ReflectionDetailto Low. On a wet track, the engine tries to reflect every headlight and tree in every puddle. Lowering this setting simplifies the “Environment Map,” providing a massive FPS boost without ruining the look of the water. - Particle Management:
ParticleLevelcontrols the quality of the rain spray, whileParticleDensitycontrols how much is rendered. In a 30-car grid, “High” density creates a “fog” of particles that will tank your FPS to the 30s. - Post-Processing Filters: In the in-game Visual FX menu, set Post-Processing Filters to Low or Off. This removes the “Heat Haze” and “Bloom” which can make rain look blurry and over-saturated.
Key Performance Parameters
| Parameter | Recommended Value | Impact |
| ShadowDetail | Medium / 1 | Reduces the load of 20+ cars casting dynamic headlight shadows. |
| DetailedGrass | Off / 0 | Saves CPU cycles for physics. |
| MirrorDetail | Low | Reduces the resolution of the rearview, which is doubled during rain. |
| Visual FX | Low | Disables non-essential filters that interfere with visibility. |
Troubleshooting & Common Fixes
- Stuttering at the Race Start: This is usually VRAM overflow from too many high-res car textures. Lower Texture Resolution to Medium if you have 4GB or less.
- The “Flickering” Shadows: If shadows are flickering in rain, set Shadow Detail to High but lower Reflection Detail to compensate. The High shadow setting uses a more stable filtering method.
- Blurry Distance in VR: Edit the
SharpeningStrengthin the.xmlto 1.3 or higher. This “over-sharpens” the image, which helps counteract the blur caused by heavy rain and MSAA.
Frequently Asked Questions (FAQ)
Does “Rain Drops” on the windshield affect performance?
Surprisingly, no. The windscreen effect is a post-process shader and has a very low impact compared to the external “Rain Spray” particles.
Should I use MSAA or Post-AA?
For sim racing, MSAA (Medium) is better. Post-AA (like FXAA) blurs the distance, making it harder to see your braking markers in low-visibility weather.
Why does my FPS drop mid-race when it starts snowing?
Snow in PC2 uses a different particle system that is even heavier than rain. If you plan on racing in snow, you must have ParticleDensity set to Low.
Conclusion and Expected Results
By manually adjusting the graphicsconfig.xml to prioritize “Physics over Particles,” you are ensuring that the Livetrack 3.0 system doesn’t compromise your control of the car. You can expect a 20-30% FPS increase during heavy rain, clearer visibility through the “spray” of lead cars, and the thermal stability needed for 24-hour endurance simulations.