FM Vs GT - Discussion Thread (read the first post before you post)

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And again: The game replaces the player car with a higher LOD when in photomode. No matter if you access to it from gameplay or a replay, it replaces the LOD with a high detail one.

These pictures don't prove anything because they are from photomode, there's no such thing as "replay mode".

That just isn't true. Even WHILE RACING, you can still see the same reflections off of the cars...reflections of the track, the environment, and even cars that are passing it.

They are using the same models and same LOD. Dan has even stated that.
 
Where are those high res LOD texture on the disk?

You are making an assumption without any proof. The replay looks exactly the same as gameplay

No, he is talking about the car model LOD, forza uses about 4 different ones.There is a site which i'm not going to put here where the guys extract the different LOD car models from the Forza games to use in another games, that's why some guys know for sure that the new F4 models have more polygons to the same LOD.
 
And again: The game replaces the player car with a higher LOD when in photomode. No matter if you access to it from gameplay or a replay, it replaces the LOD with a high detail one.

These pictures don't prove anything because they are from photomode, there's no such thing as "replay mode".

Exactly.

When selecting to take a photo, the game loads in a high poly model.

You need to capture it ingame real time or perhaps choose an AI car to look at.
 
Exactly.

When selecting to take a photo, the game loads in a high poly model.

You need to capture it ingame real time or perhaps choose an AI car to look at.
Yes, it replaces different lod car models, it doesn't exchange geometry to textures like he implied.That's not a texture.That headlight is modelled.Yes i can see the polygons on the "circle" if i look close enough, but then again i can see them in photomode in GT5 and in F4 photomode.It just something i notice.Does it make a difference? no, it doesn't. I actually think is smart developing to change the lod of the cars to improve performance.
 
Yes, it replaces different lod car models, it doesn't exchange geometry to textures like he implied.That's not a texture.That headlight is modelled.Yes i can see the polygons on the "circle" if i look close enough, but then again i can see them in photomode in GT5 and in F4 photomode.It just something i notice.Does it make a difference? no, it doesn't. I actually think is smart developing to change the lod of the cars to improve performance.

I'm mainly pointing out to symtex who doesn't understand that the pics he's posting are high poly models specially for photomode, menu etc.

Yes, I don't see any texture being used for headlights in the Mustang shots.

Symtex
dw2h5l.jpg


gameplay model
72rg1w.jpg
 
I'm mainly pointing out to symtex who doesn't understand that the pics he's posting are high poly models specially for photomode, menu etc.

Yes, I don't see any texture being used for headlights in the Mustang shots.

Ah ok.I thought i was only referring to changing geometry for texture.Aren't those from F3 though?
 

Why, there are different LOD models, they didn't acknowledged that, instead they post photomode LOD models and claim that the photomode LOD was present at all times(which has just has been proven wrong).

I repeat this fact several times, and instead of acknowledging such fact they decided to cover it up with higher LOD and standards pictures.

People expect to have a fair comparison, they post standard cars as examples of these models in their poorest conditions, yet the same is done for FM models and is still wrong because "yes".

Such comparisons cant be done without taking the different LODs in consideration, I clearly state the different existed LODs, they called BS, then prof of it is shown and I'm the one who is wrong?
 
Just to throw a spanner in the AI works..



Seems GT5 AI can be even worse then FM4 AI..

Can't fault the honesty though!
 
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He seemed to go really wide in the undertaking test in GT5, but an interesting comparison nonetheless.
 
He seemed to go really wide in the undertaking test in GT5, but an interesting comparison nonetheless.

I've noticed this with the AI in FM4, if you have the overlap and are heading to teh Apex, they do give you room, sometimes not so much, sometimes plenty..

The main time they ram you is when you don't have enough overlap (e.g. <50%) and they will drive you off the road or hit you.. I've gone and driven around Tsukuba to see if the video is really staged, and it's pretty accurate, I've just done a few laps in each game.

And just noticed, the collision in FM4 at the end, that's an interesting difference between the two games, the car pivots up fairly realistically..

One thing T10 need to fix is the racing lines, if you switch that on, you can see the AI brake wherever teh line is saying you should, but it's so conservative, I go flatout through a lot of places where it's saying you should brake, and keep getting caught out by the AI suddenly throwing an anchor out behind them!
 
The problem with comparing both games with an static car is that FM uses player's data, while GT5's follows a scripted racelines(if an object is in the way, an alternative raceline is used by the GT5's AI). To make a fair comparison a competitive race against the AI is required(however I'm pretty sure that FM's AI is better in that sort of comparison, for reasons I explained in this post).
 
The problem with comparing both games with an static car is that FM uses player's data, while GT5's follows a scripted racelines(if an object is in the way, an alternative raceline is used by the GT5's AI). To make a fair comparison a competitive race against the AI is required(however I'm pretty sure that FM's AI is better in that sort of comparison, for reasons I explained in this post).
Nah it doesn't seem scripted man.They go over the grass etc. to avoid the car.There must be some sort of programming the AI in both games, where they have some sort of different behaviour coming out of the corner and follow the race line up until that point.What i find weird is that some cars avoid it and others don't.But like i said before, it's possible to exploit the game AI and make a particular one look bad.
 
Nah it doesn't seem scripted man.They go over the grass etc. to avoid the car.There must be some sort of programming the AI in both games, where they have some sort of different behaviour coming out of the corner and follow the race line up until that point.What i find weird is that some cars avoid it and others don't.But like i said before, it's possible to exploit the game AI and make a particular one look bad.

I was so pleased the FM4 AI crash was shown at the end, it shows how easy it is to push your own agenda.. sad that people went out their way to make a pretty misleading video the other day just to make one game look bad..
 
Nah it doesn't seem scripted man.They go over the grass etc. to avoid the car.There must be some sort of programming the AI in both games, where they have some sort of different behaviour coming out of the corner and follow the race line up until that point.

Parameters for entrance speeds for each corner of each track are done, AI don't know when to brake, the track scripter(or whoever writes the racelines) determine the braking points and raceline(the optimal one is displayed for the player). Take notice that AI is not autonomic in this situation as they only know alternative racelines or paths when a collision situation is possible, in this area is where is scripted, but the AI doesn't know which line to take because it doesn't know what to do.

For collisions avoidance the AI uses an algorithm that "sees" or calculates the distance of the object ahead, its speed and trajectory, and then it determinates if a collision is possible.(in this area is were the AI is written, so here is where the true AI programming is present).

What i find weird is that some cars avoid it and others don't.But like i said before, it's possible to exploit the game AI and make a particular one look bad.

Glitches, memory limitations(the memory runs out and some missing data makes the car useless) and memory assignation for data storage(when a sector of memory is rewritten, data that was there is replaced).

PD could have done this a hell of a lot better since they could create more complicated AI by using one of the SPE cores(maybe they do this, IDK), maybe their department on this area isn't as strong.
 
Parameters for entrance speeds for each corner of each track are done, AI don't know when to brake, the track scripter(or whoever writes the racelines) determine the braking points and raceline(the optimal one is displayed for the player). Take notice that AI is not autonomic in this situation as they only know alternative racelines or paths when a collision situation is possible, in this area is where is scripted, but the AI doesn't know which line to take because it doesn't know what to do.

For collisions avoidance the AI uses an algorithm that "sees" or calculates the distance of the object ahead, its speed and trajectory, and then it determinates if a collision is possible.(in this area is were the AI is written, so here is where the true AI programming is present).



Glitches, memory limitations(the memory runs out and some missing data makes the car useless) and memory assignation for data storage(when a sector of memory is rewritten, data that was there is replaced).

PD could have done this a hell of a lot better since they could create more complicated AI by using one of the SPE cores(maybe they do this, IDK), maybe their department on this area isn't as strong.

Ah, ok.Well that makes sense now.👍
 
I don't see how.

Akirra claimed the Headlight in the Forza 4 Mustang shot was just a texture, not a 3d model. He has been proven wrong multiple times that Forza doesn't use Textued headlights no matter the LoD used. Photo mode, single car on the track or multiple cars on track. It's always a 3d model hence, he is wrong.
 
Akirra claimed the Headlight in the Forza 4 Mustang shot was just a texture, not a 3d model. He has been proven wrong multiple times that Forza doesn't use Textued headlights no matter the LoD used. Photo mode, single car on the track or multiple cars on track. It's always a 3d model hence, he is wrong.

Does that headlight look volumetric?

311053_2511762438974_1400530592_32934639_850696236_n.jpg


That seems to be the lowest LOD setting, however I don't consider the people who says that there is only one perfect LOD setting for all modes being right actually.
 
Yes, they do but so do these

ta5u0x.jpg


Actually they look even flatter and more texture like in real life... Even the ones in the background look like textures.

Those types of headlights look like that from a distance.

Simple fact is they are proper 3D models. It doesn't matter what you say, it's simply what they are.

Just to throw a spanner in the AI works..



Seems GT5 AI can be even worse then FM4 AI..

Can't fault the honesty though!


The last comparison is the only one I really care about. (accident avoidance means nothing to me). and it shows that Forzas A.I actually know how to give racing room. The A.I in GT just turns strait into the players car and that echoes the experience I've had with the game.
 
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Yes, they do but so do these

ta5u0x.jpg


Actually they look even flatter and more texture like in real life... Even the ones in the background look like textures.

Those types of headlights look like that from a distance.

Simple fact is they are proper 3D models. It doesn't matter what you say, it's simply what they are.

Fair enough, but I personally will still consider them as flat because:

1969fordmustang6.jpg

Edit: (better comparison angle )
302015_2511762358972_1400530592_32934638_887802150_n.jpg


Deepness can be noticed from these headlamps, however such deepness cannot be noticed in FM's model, a side screenshoot form that LOD model showing an optimal angle could clear this up, but without using photomode is a complicated task.

And again, what people should notice is that lower poly models(compared to the photomode ones) do exist, as other people tented to claim as false(for the record more that 1 person stated this until the other LODs were shown).
 
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Fair enough, but I personally will still consider them as flat because:

1969fordmustang6.jpg


Deepness can be noticed from these headlamps, however such deepness cannot be noticed in FM's model, a side screenshoot form that LOD model showing an optimal angle could clear this up, but without using photomode is a complicated task.

And again, what people should notice is that lower poly models(compared to the photomode ones) do exist, as other people tented to claim as false.

You can't compare with angles as different as that.

And I think the only one to claim that they don't swap models for photo mode etc was bogie and we all know to ignore such posts from him.

The LoD does get lower but at no point do the headlights become textures.
 
Fair enough, but I personally will still consider them as flat because:

1969fordmustang6.jpg

Edit: (better comparison angle )
302015_2511762358972_1400530592_32934638_887802150_n.jpg


Deepness can be noticed from these headlamps, however such deepness cannot be noticed in FM's model, a side screenshoot form that LOD model showing an optimal angle could clear this up, but without using photomode is a complicated task.

And again, what people should notice is that lower poly models(compared to the photomode ones) do exist, as other people tented to claim as false(for the record more that 1 person stated this until the other LODs were shown).

The only thing you have show is a FM3 proof. I haven't seen it in FM4.

Regardless if its true or not, I don't see this as a con but a pro for Forza. Good for them if they can keep the frame at 60fps and we can take photos/video of the replay at any time we feel like it. The points remains the same, I still think the Forza Motorsport series has rise to the occasion when it needed where GT5 fails.

Don't get me wrong, I own GT5 but I haven't felt the need to go back since I got Forza. This might change down the road but right now, I don't think I will.
 
The only thing you have show is a FM3 proof. I haven't seen it in FM4.

Regardless if its true or not, I don't see this as a con but a pro for Forza. Good for them if they can keep the frame at 60fps and we can take photos/video of the replay at any time we feel like it. The points remains the same, I still think the Forza Motorsport series has rise to the occasion when it needed where GT5 fails.

Don't get me wrong, I own GT5 but I haven't felt the need to go back since I got Forza. This might change down the road but right now, I don't think I will.

i agree, in the 3d rendering world, lower poly models render faster, where high poly ones have more detail. its also why on some tracks like le manns in gt 5 the people are 2d, the frame rate would drop every time you passed a crowd if there where fully modeled 3d people
 
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