Damn, man, it seems like you haven't even played Forza. The track lighting is already completely pre-baked, has been for 10 years, it doesn't cost any performance which is exactly why Forza is the only 1080p/60 racing game of this generation. And in fact during night racing track side lights cast dynamic shadows of the passing cars, and your car's headlights cast dynamic shadows of the opponents occluding them.
You can't pre-bake headlights no matter how hard you try. In regards to your car casting shadows, that is the only one. The one I was referring to in all my posts containing the pro's and con's. I have no idea how you got the impression I have never played a Forza, let alone didn't know it's lighting methods. I have worked with more game engines than I care to remember over the last 15 years. I kinda know a thing or two when it comes to this kind of stuff, what works best for certain situations and what does not.
At the end of the day Skazz asked a question, I gave the answer, a better answer than what is available now, something you are defending right now but don't like yourself.... I think you'll find your exact words were "
But as far as actual rendering tech goes it's about 10 years behind competition, dynamic shadows should be standard by now" But for some reason when I give the obvious solution to the problem, you don't like it. If you take an interest in these things like I do, done as many tests as I have in various different engines and have been following the trends, you'd know this is the only feasible way forward, it simply is.
You may be just defensive because you think I am taking a pop at Turn 10 or the game. I know
@ImaRobot did. I assure you that is not the case. I think the game is a great effort. For what it sets out for it achieves easily, both technically and practically. Flawless 1080p @ 60fps, 450+ of a nice broad selection of motors and enough tracks to keep anyone entertained enough to feel they got the moneys worth, easily. On top of that a good physics model and enough tools to keep you occupied for a long time off the track.
There is not much to complain about and I don't. If I were to give it a score from what I have played and seen it would be the highest Forza yet and I loved FM4, the most balanced and fun car game of the last generation of what I sunk a lot of hours in to. But forward+ is the elephant in the room, for me it's the standard cars debate all over again. Some people hate it, some people don't mind. If I feel they are bringing the game down I'm not going to let it slide over there without saying something so I'm not going to let it slide by over here either. Whether any one agrees or not.
This is a problem with straight up Forward rendering, but with Horizon 2 they've introduced Clustered Forward rendering which allows them to have any number of dynamic light sources. A good example is all the opponent AIs cast dynamic light that are identical to the one player's car uses and the draw distance for them is actually quite impressive compared to the majority of games in which they fade out a few meters from the camera or like GT6 that has player's car casting a light, one opponent car casting simplified light and the rest of the field not casting any light at all. This shot from me showcases this tech in action.
You have a knack of confusing yourself, you really do! Anyway I explained that above but one last thing I would add is that the clustered method was first used in FM5. I read a case study on the method and execution and what works and what did not a while back. The amount of times it mentioned or leaned towards ease of use and re-usable content confirmed it was a time choice. I don't blame them for it, but they will have to change it, I guarantee that.