I wonder sometimes if you see the same things others do Akira.
Both taken in replay mode.
I wonder how can you get that angle on replay, I also wonder why the number of vectors that composes the circle around the headlamp magically increased(compared to the first screenshoot taken by Symtex).
GTForzafan
"It's been known as a graphical glitch by other sections of the forums."
The standards awful look, is a graphical glitch ? FANTASTIC
I'm referring to the line blockiness, which has been know as a glitch, which is not the same as claiming
"The standards awful look, is a graphical glitch", standards do look worst than most of the FM models, and in their own right they also look worst than most of the stuff from this generation.
Showing evidence of the low LOD used in Forza to save memory however is something that should be acknowledged.
Imari
How exactly does one distinguish between a high resolution 2d texture and a 3d object when you're looking at them in a 2d image? Ultimately they both end up as 2d images on your screen, so I fail to see how you can state categorically that one resulted from a 3d model and the other didn't.
Actually, that's not quite true, there are certain things you can look for that point to something being a texture. None of them appear in these images though. Of note to me, is that you can see where the bulbs rest in the headlamps. Were the headlamps textures, you'd expect the bulbs to be perfectly centred on the front face. They're not, they're slightly offset as one would expect from the parallax different of them lying slightly behind the plane of the glass of the headlamp. And they're offset to different sides depending on which side of the car you're viewing from.
You could do be clever and do that with textures, but it seems like it would probably be more difficult than just modelling the headlamp.
Actually you are right, but just like GT5's Golf GTI there is no roundness on the headlamp(if we consider X,Y,Z axis there is nothing on the Z axis), the mustang headlamp has a roundness area which should be noticeable in the picture(again this roundness corresponds to the Z axis), however such extension in that volumetric object is absent as it cant be noticed(and it can be noticed on a IRL picture).
Its been know that GT5's standards are ports from GT4's photomode models, but something that people dismiss is that FM models are tweaked models from previous Forzas(most of them, not all of them), the existence of different LODs for different parts of each game have also been noticed, yet is really hard to acknowledged such thing for FM's in game graphics.
I'm sorry but FM also uses similar tricks to save system memory and production time, just like GT this stuff can be noticed during gameplay(and in FM this stuff do exist).