Forza Motorsport 2 Official !!

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That's debatable. Based on those screenshots, I'd say it's PD that's using more polys. The difference is that they're using them correctly.
He meant compared to GT3 and GT4, I think the chances are than GT HD does use more polys that FM2 on the cars. And I agree, they are used better.

Based on the screenshots, it looks like the Forza team is going for an overall high poly count, and that the polys are spread pretty evenly across the entire mesh.
I dissagree, I don't think the poly count in FM2 is as high as PGR3. I think they're looking more to include as many cars as they can within a reasonable time frame. Sure theres a lot of polys being shifted, but it's not like there's more than any other game, I'd say there's less.

While this functions, it's not very efficient. What PD is doing is concentrating the polys where they're needed. Large flat surfaces get very few polys (the hood of the car, for example), while the little grooves and rounded bits get more.
Possibly, but PD are also likely using more polygons overall.

It's not so much about how many polys are used so much as it is about how those polys are used. Comparing those two next-gen wireframes up above, I'd have to say from experience (and I have loads of experience in 3D) that the GT mesh is the better, cleaner mesh.
I agree, GT:HD's cars not only look cleaner they are also better textured imo.
 
Interesting read on the customization portion of the game direct from Turn 10:

Forzamotorsport.net
Forza Motorsport 2 Car Upgrades Explained

Q: One of the most obvious questions on the minds of those anticipating Forza Motorsport 2 is how car upgrades is going to work this time around. So from a top level design perspective, what’s changed about the upgrades system – if anything?

Dan Greenawalt: One of the changes in the upgrade system isn’t an upgrade at all. As we’ve discussed in previous reports, we’ve added more granularity to the car classification system. Each car and upgrade now gets a Performance Index number – based on a non-linear math model created by neural-network AI search. This Performance Index (PI) makes upgrading more of a game in-and-of itself. For example, let’s say you’ve got a Corvette Z06 that you want to optimize for Class A. Your Corvette starts at a PI 687 and Class A cuts off at 750. There are several upgrades that will get you up to 750. You could emphasize grip with ride height, tire compound, aero, weight; or you could go for power. Truthfully, you should go for a balance. Achieving that balance is where the PI system really helps. PI allows you to mirco-manage how many PI points each different upgrade gives you. By the way, these numbers are not finalJ. We’re still fine-tuning and balancing the final numbers.

Q: Sounds like the granularity gives players a finer game of resource management and allocation. What else have you guys added to the car upgrades system?

DG: We’ve also added several new upgrade types, especially in the engine area. For example, we’ve split out engine block upgrades and top half upgrades. Engine block upgrades increase the engine durability, decrease its inertia and provide mild power increases, while cam and valve upgrades raise the redline, radically change the audio and skew the engine curve toward high RPM horsepower.

Q: Tire physics plays an important role in the overall Forza Motorsport 2 simulation – what kind of upgrade improvements have been done to car tires?

DG: Like the engine upgrades, the tire upgrades have been completely over-hauled to give you more choices. For example, now you have the opportunity to choose from different tire manufacturers, not just different compounds. Each of the different manufacturers have different characteristics such as grip (coefficient of friction), responsiveness (peak slip angle) as well as heat and wear characteristics. In playing the game so far, I’ve found that all of these new choices in combination with the new PI system have really changed my upgrade strategy. For example, I rarely chose the tire with the most friction. I usually look for a combination of price and responsiveness while choosing a manufacturer compound that doesn’t bump my car class. Of course, I also take my favorite brand into account as well.

Q: Were there any upgrade improvements you guys could only do on Xbox 360 as opposed to Forza Motorsport on Xbox?

DG: With the added power of the Xbox 360, we’ve improved weight and inertia representation in the cars sub-systems. We track weight and inertia for clutch, tranny, crank, driveline, flywheel as well as wheel widths, rim model and rim size. Again, this weight and inertia factor plays heavily into my upgrade strategy. My upgrade strategy is to lose unsprung weight first, powertrain weight/inertia second and body weight reduction last. Just like in the real world, where you lose the weight has a big effect on your lap times. Sure, there is more weight to lose in the body, but if you’re optimizing the car for a class, this is the stealth way to do it.

Q: And of course we can still do engine swaps…

DG: Yes. In the original Forza Motorsport, players could engine swap within a given manufacturer. For example, you could drop a Skyline engine into the Silvia. For "Like" damage and customization, this was no small licensing feat. So what’s new here for Forza 2? Well, we’ve added roughly 100 more engine swaps for even more cars. That’s cool, but by far the coolest new upgrade is the powertrain swap. Yup, that’s right. Now, you can not only swap out the powerplant, you can even put in a new drivetrain. For example, ever want to put an AWD Lancer EVO drivetrain into a FWD Eclipse? Now you can – only in Forza Motorsport 2 of course!

Q: So wait, back to your AWD Eclipse for a moment – what would a powertrain swap like that do to the car’s PI number?

DG: It depends on the characteristics of the swap. For example, if you’ve already upgraded your Eclipse engine, the Lancer engine may actually have less power – plus, the AWD Lancer drive-type is heavier. As a result, the PI would drop. However, the AWD drive-type has different driving characteristics. Also, the Lancer engine has tons of upgrade potential.

Q: What about the upgrade parts manufacturers this time around? Can you talk about some of the new brands and how all of this fits into the single-player career?

DG: In Forza Motorsport 2, not only can you level your driver profile, you can also level your car. As your car levels, you unlock discounts on different aftermarket manufacturer brands. For example, leveling up a Porsche will unlock discounts on Pirelli tires in the upgrade area for all cars. Similarly, leveling Mazda cars unlocks discounts on Greddy Fuel Systems. Greddy fuels System upgrades can be used on various Mazda, Mitsubishi, Nissan, and Toyota models. Different car brands unlock different parts brands. It’s a giant, massive, patchwork and we've got a ton of new licensed brands in there this time. There quite a bit of strategy to leveling different cars in order to get the best discounts. It’s a pretty addictive system.

Q: Sounds like the upgrades system overall is getting a big shot in the arm. At the end of the day, what did you hope to accomplish as a game designer by revamping the car upgrades and Car Class/PI system?

DG: Car Classification missed the mark in the first version. It was better than anything I’ve seen in any other game with upgrade, but there were still a small group of cars that could dominate. Testing thus far indicates that we’ve significantly affected that issue with the non-linear PI system. We also have a backup plan built in – just in case something goes awry after ship. Regarding the upgrades area itself, I see upgrades area as a game within the game. It’s a place where some players can learn more about cars, technology and brands. It’s a great sandbox for experimentation. It will definitely stoke good community debate and fuel passion. More than anything, I’m excited about the new level of risk/reward and strategy that is now built into the upgrades game. These new features in the upgrades and the career take us one step closer to the game I see in my head, but there is always more to do.

Cool. I like the idea of complete powertrain swaps. That should make the tuning of my F-Bodies rather fun with Z06 parts underneath, and it does make me wonder if GTO parts will be able to be swapped into the Solstice as well...

...And for those of us looking for 1080p goodness in our 360 games...

Turn 10 Studios Blog
Forza Motorsport 2 Running on 1080p TVs

With the push for 1080p resolution gaming in the next generation arena, it's become ever more important to make sure that not only does your console support native 1080p (the Xbox 360 does), but also that your game looks good when push comes to shove. Which is why late last week, Big Boss Hartman rolled in a brand new 46" 1080p Samsung (S4695D) TV for the art team to tune graphics, in case folks do run the game upscaled to 1080p. Uh, you guys do know that Xbox 360 does 1080p now over your standard component cables, right?

Anyway, from personal experience, 1080p over component cables gives you richer colors, while 1080p over VGA and HDMI give you a sharper picture (less ghosting with text in menus, for instance) while colors overall look a little more washed out. As for Forza Motorsport 2 in 1080p... so far, it's looking very good. That's as much testament to the game's graphics as it is the Xbox 360's beastly resolution upscaler chip, dubbed Ana.

It's almost enough to make me run out and buy a 1080p plasma just so I can go back and play 360 games like Lost Planet and Gears of War in 1080p glory.

Huzzah. It does make you wonder what FM2 looks like in 1080p...
 
http://kotaku.com/gaming/forza-motorsport-2/forza-motorsport-2-track-list-unveiled-233146.php
Thats still 12 by my standards but only 3 are new.

Still I like racing games that add tracks I've never seen or raced on before.
There's different variations.

It was in an interview, I can't remember which exactley but it should be on the Forza2 sie. The guy leading the team said that when you stripped out a car and added a roll cage it would all be visible. You'd see the changes. I'll see if I can dig it up but it's an interview from last year.
Yeah, don't believe everything you read...from Turn10. After all, remember how Turn10 said we'd have just about every track from Forza? Yeah, that got shot down real fast. Remember the screenshots with 11 opponents? Yeah, they disappeared. I wouldn't be surprised if you modified a car, the inside still looked the same.
 
There's different variations.
Example: Suzuka Raceway. There's the main track, there's going to be a "west" variation and an "east" variation. Nonetheless, they're still 12 tracks. In comparison, GT4 had 37ish, excluding minor variations and the reverses of them.

Remember the screenshots with 11 opponents? Yeah, they disappeared.

There's no 12 car races anymore?! :indiff:
 
Duċk;2577945
There's no 12 car races anymore?! :indiff:

Nope, there's only 8 car races? Want to know why? Because Turn10 said if they had 12 car races, they couldn't achieve 60FPS.

Why does it matter anyways? Forza 2 doesn't look like that big of a jump of Forza 1 and it runs at what, 30FPS?
 
Duċk;2577945
Example: Suzuka Raceway. There's the main track, there's going to be a "west" variation and an "east" variation. Nonetheless, they're still 12 tracks. In comparison, GT4 had 37ish, excluding minor variations and the reverses of them.

...I'm sure that downloadable content will be in the pipe shortly after the game's debut. We'll see what happens...
 
Did anyone catch the Forza Showdown on Speed last night? I was gonna tape it but everyone was hogging up the satellite. :grumpy:
 
Forza Motorsport Showdown was last night. I saw it. I think it was a pretty interesting concept. I would have to imagine what a Gran Turismo-themed show would have been like. Despite the monopolistic ways of Microsoft, we still get to enjoy some great racing on Speed. The racing was interesting, but there was some exclusive content. Did you see the show? The cars move at Gran Turismo-like FPS rates. Everything looked smooth as satin. I heard there was this new car auction thing for Forza 2. In addition, points would be rewarded for stunning art designs. Can you imagine that? I think if you love Forza, watch Forza Motorsport Showdown for some exclusive content.

The events showcased last night included some drag racing and a road race. The drag race was the best of three passes down the strip. I'm not going to tell you who won, but there was some nervousness by some drivers in some of their passes. The road race had some great drama. It was a 10-lap race at Road America's full configuration. The end battle was a match between a Corvette and a Nissan 350Z. That's all I'll tell you about what happened.

I just hated that this was shown after Unique Whips. People talked about how bad "Pinks" was. Well, I'm not a "Unique Whips" guy. Never got intrigued. So people have to catch Forza Motorsport Showdown at 11 PM Eastern Time. But if you watch for anything, just watch for some exclusive content. You dig? So don't miss next week's show. Also, look for any possible reruns of this week's show.
 
A few lovely additions to the picture collection:

forzamotorsport22007022wx8.jpg


forzamotorsport22007022vj8.jpg


Not too bad, certainly not the worst-looking 360 game available. The GTI picture looks great, I must say, but the BMW photo is a bit "different". Dunno. I'd like to see the game running on a TV to get a good idea of what it looks like...
 
I'm looking forward to these cars in this list:

Aston Martin DB9 Coupe
Audi RS4
Jaguar XK Coupe
Lotus Exige Espionage
Lotus Carlton
Lotus Exige Cup 240
Peugeot 207 Super 2000
TVR Tuscan S
TVR Tuscan R
TVR Sagaris
TVR Cerbera Speed 12
Vauxhall Astra VXR
Vauxhall Monaro VXR
 
That Forza Auction house is an awesome idea!!! I just heard about it a couple minutes ago on the xbox site! Killer idea!! I also like how you can save your designs and put them on other cars. I cant wait to get this game. :dopey:
 
That Forza Auction house is an awesome idea!!! I just heard about it a couple minutes ago on the xbox site! Killer idea!! I also like how you can save your designs and put them on other cars. I cant wait to get this game. :dopey:
I take it you and Heather will be creating some nice designs together.
 
I take it you and Heather will be creating some nice designs together.
I will be creating some designs for sure like I used to. I dont know if Heather will. Shes not really into the design part like I am. I am hoping she will at least race with us.
 
Remember it is not the full list of European cars yet, because I bet you so want the Audi R8 Supercar to be put in Forza Motorsport 2. But there are lots of great cars in that list, including the Sagaris, which is the first time it is showing up in the Forza Motorsport series.
 
Apparently it's the complete list of European production cars, so only European racing cars are not on that list.

Thought they have included the SEAT Cupra GT for some reason. Anyway, that's the only racing car on it, and you can be sure that there will be other racing cars from European manufacturers appearing in the game. As for the list itself, it's pretty typical and predictable, there's nothing on there that makes me think "wow, I never thought they'd include that", it's not a bad list, it's just for the most part, full of cars we've all already driven countless times in countless other games. Oh well, at elast they're super customisable in FM2, and I am still looking forwards to it.
 
I concur. This list is pretty barebones and already has me looking forward to DLC. One thing I was hoping with these lists was that they would do a separate "vintage" list. Unfortunately, seeing that the E-Type, Elan, Gullwing, and Stratos are all on this list, as well as the Dino, 914/6, 2.8RS 911, P4, and 250GTO were all on the "exotic" list, it tells me I'm not going to get to toss around classics like I've always loved.
 
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