Forza Motorsport 3

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Funny, XBOX SITE title says Ferrari exclusive to FM3.... then they write, FM3 is exclusive to Xbox and will include 29 ferrari cars..

They just try to confuse public so public thinks Ferrari will be only fro FM3... how lame.
 
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I think it is pretty clear when you read it they mean FM3 is exclusive to Xbox360, the title was obviously a PR mistake.
 
At no time did MS say that Ferrari was exclusive. Did anyone visit the link at Xbox.com where they link to?

Forza Motorsport 3 reveals the Ferrari Collection and stunning Amalfi Coast Track



Exclusive to Xbox 360! Forza Motorsport 3 will include 29 classic models from the legendary manufacturer, including iconic cars such as the Ferrari 250 GTO, Ferrari 512 TR, Ferrari F40, Ferrari Enzo, and Ferrari 430 Scuderia at the title’s release on the 23rd of October. These beauties also form just a small part of the full package of over 400 cars to choose from!

Forza Motorsport 3

To neatly tie up this beautiful Italian package, Forza Motorsport 3 takes you on a tour through one of the most beautiful destinations in the world – the luxurious Amalfi Coast of Italy. Inspired by the picturesque environments of the coastline, the Amalfi coast is 3 kilometers (over 19 kilometers in “Rally di Positano” configuration), of challenging narrow cobblestone roads, beautiful beachside vistas and tight tunnels. So a true test of any driver’s mettle and also a chance to show off your glorious videos and exhilarating screenshots captured in Forza Motorsport 3’s video export and photo modes .

There will be exclusive screenshots and information on each model as well as a few surprises on Forzamotorsport.net, so make sure you keep checking back daily. Stay on top of all things Forza Motorsport, feedback and ask questions by following Turn 10 on twitter (@turn10studios). For a deeper dive on the cars in today’s reveal and upcoming announcements in the coming days, you can also visit forza.xbox.com and the Turn 10 twitter.

The 23rd of October clearly can’t get here fast enough, but before you begin marking off the days in your calendar check out this sneak preview, enjoy!

They said that Forza 3 is exclusive to Xbox. They didn't say Ferrari was exclusive to FM3. And here is the title of the article:

"Forza Motorsport 3 reveals the Ferrari Collection and stunning Amalfi Coast Track"
 
VGC said that the press release they received was headed "Ferrari exclusive to Forza 3!"... Look:

A press release headed, “Ferrari exclusive to Forza 3!” just sailed through our newsreaders.

Given that the article to which it refers doesn't actually say that, whomever came up with the heading they sent was a little... over-the-top. That's all.
 
I don't now if i'm more excited about the Forza 3 demo, or GT5 announcement at Tokyo game show? The 24th of September is going to be an exciting day for car-game fans!
 
oh yes DEMO next week.. But I wont be here since I'll be away for Mexico for a while.. So I can only check out next week for TGS and GT5.
 
oh yes DEMO next week.. But I wont be here since I'll be away for Mexico for a while.. So I can only check out next week for TGS and GT5.

Keep contact with humans in Mexico to a minimum 💡.

It is morally unacceptable, not to take money from stupid people :-).

Come on people, don't trust everything you read. Every company, business, trade,craft is trying to make profit and to earn money, and yes they all advertise falsely to attract customers. Some keep false advertising to a minimum, and some don't. Unfortunately, that's modern business :-(
 
The only thing Escortish I can see is actually the Fiat 131 but that's slightly similar to a Mk2 escort and cosworth is nothing to do with MK2 escort.

It was orange, and had massive fender flares. Probably was a FIAT. I jumped to conclusions.
 
To be honest, I would hate to be in Polyphony's shoes right now. This game is going to be so good! Looks nearly impossible to top this. Doesn't matter to me though, because I will enjoy both!
 
Here' an article from IGN with a Q&A with John Wendl:

http://uk.xbox360.ign.com/articles/102/1026124p1.html

Cant wait for the demo next week:D looks good:drool:

Heres a few choice quotes from the interview >>>

IGN AU/IGN Readers: Speaking of getting the audio, one of our readers wanted to know how you go about recording and implementing engine noise? How and where do you mic the cars, what kind of mics do you use, and how do you recreate the full range of engine noise – i.e. from idle to rev limiter – within the game using those recordings?


John Wendl: I don't have the specific mic information, but I can tell you that we have something like 18 mics on the car when we put it on the dyno. We get the exhaust, we get the intake, transmission, key points around the car where unique noises are going to be emitted. If its got a turbo charger or super charger forced induction we'll actually bench dyno that separately and mic that and get the recording for that separately because it gets so mixed with the rest of the sound that you want those things to be clean. So to get all these source recordings we put it on a dyno and we run it just like a standard dyno – run through every gear from low end to red line in every gear, both positive and negative load, because a car will sound very different under negative load as well as under positive load. We get all that, and stock trim, with the race pipe on it, all that stuff.

We then go back and cut those loops – it's tied to the physics, so depending on what you're doing with your inputs, where the wheel speed is, what your input is with the throttle or the brake, or what traction levels are doing at that point, it will go back and pick the right points of those recordings and blend them together. It's a really sophisticated proprietary system that we developed to take these series' of recordings we've done and piece them together so that when the physics inputs are going to it, it knows how to play the audio back the right way. Cos you'll never hear, like, loop cuts or edits or anything like that – it sounds like the car should.

I cant wait to hear the Lamborghini LP640 in FM3, if they recorded the sound in the above fashion its going to sound amazing, the Ferrari's should be incredible for us fans of quality audio.

IGN AU/IGN Readers: How much of the processing power is dedicated to the 360 frames a second physics processing?

John Wendl: Well, you have two primary restraints on any system like this. One is the CPU and one's the GPU. The GPU is used primarily for graphics, the CPU is used primarily for some graphics set-up, but it's also used for audio and physics in particular; physics and gameplay. So a good portion of the CPU bandwidth actually goes towards running the physics simulation, as well as the AI. And then the GPU is almost completely consumed with displaying the game at 60 frames a second visually. But we're doing things with physics that no other games are coming close to, with things like tyre flex. We model chassis flex. It's beyond just a rigid body physics system. We're doing things that race teams aren't actually even doing…

We work with Michelin and McLaren, and groups like that. McLaren really helped us with our aero modelling, because they've taken aero modelling to places that – y'know, how the air moves over the car and the turbulence it creates and what it does, so we partnered with them on that, and with Michelin on our tyre physics, so we're actually doing visual tyre deformation now. We do tyre temperature on the outside, middle and the other outside of the tyre. We do gas temperatures inside the tyre, which modify pressure, tread compounds, slip angle, all that stuff. We measure all that – it's calculating a tonne of things, to get the car to feel just right.

So that [way] a big old heavy classic Mustang with a twisty chassis and tall tyres will feel that way. Even though it's got a lot of horsepower, on paper it might look like it's a fast car, but once you get out on a race track, because of the limitations in the tyres, in the chassis flex, and how the suspension's set up, it's actually not that fast around a race track, compared to a new modern car. A lot of games you won't feel that difference because – honestly – they're not that different, and you have to simulate all these things to get that feeling, and whether you even know about it and can articulate that or not, you just know it feels right.

That, combined with sampling the physics at 360 hertz is critical because these cars can reach 200 miles an hour, and at 200 miles an hour at 60 hertz, you've covered almost ten feet, and there's a lot that can happen in ten feet that you're missing basically. At 360 hertz you're covering only about eight inches at that speed, so you just get a lot more fidelity and the car feels a lot more responsive.

........Sweeeeet :bowdown:
 
Whoah there. I said I didn't like that aspect


And what did I ever do to you? :P

Want to be perceived as a sim? Better sort your menus out so you look like one.

Want to grow your market share by being accessible and easy to understand for racing novices? Provide them information in the most easily understood way possible. Want to also provide empirical statistics to more experienced simmers? Put it just one button away. It's hard to miss...

For me this argument belongs with its friends "rewind is arcadey" and "painting is for need for speed". It's an elitist and snobbish way to rubbish a game thats only mistake is offering you more choice.

Finally, it's been such a long time since I played it... but doesn't gt5p use sliders for tuning? With some pretty arbitrary numbers? This is the only image I could find.
 
And what did I ever do to you? :P

You're a different aspect.

Want to grow your market share by being accessible and easy to understand for racing novices? Provide them information in the most easily understood way possible. Want to also provide empirical statistics to more experienced simmers? Put it just one button away. It's hard to miss...

For me this argument belongs with its friends "rewind is arcadey" and "painting is for need for speed". It's an elitist and snobbish way to rubbish a game thats only mistake is offering you more choice.

Which is all fine. But this is promo material - where you're supposed to showcase what you can do. All along they've been banging on about how much of a "true sim" FM3 is and what do they choose to promote this? Kiddystats.

Finally, it's been such a long time since I played it... but doesn't gt5p use sliders for tuning? With some pretty arbitrary numbers? This is the only image I could find.

The sliders you actually use have percentages on them. The weird, crappy bars at the top are included alongside the proper information beneath - and yes, I hate them in GT5P too.

John Wendl
That, combined with sampling the physics at 360 hertz is critical because these cars can reach 200 miles an hour, and at 200 miles an hour at 60 hertz, you've covered almost ten feet, and there's a lot that can happen in ten feet that you're missing basically. At 360 hertz you're covering only about eight inches at that speed, so you just get a lot more fidelity and the car feels a lot more responsive.

Errr... Last time I divided 10 feet by 6, I got 1 foot 8 inches. But then his whole calculation is to pot.

200mph = 293ft/s
200mph @ 60Hz = 4'8"
200mph @ 360Hz = 10"
 
That article has a fair bit of bad news in it, especially for Aussies, though missing Bathurst and Blue mountain tracks would hit everyone :indiff:

I am quite sure the answer for the GTR question is Super GT Nissan GTR = Yes, Road Nissan GTR = No.
 
@ Famine

This isnt a personal swipe, but may i ask what exactly is your interest in this thread, its just that you seem to seek out trivial reasons to find fault with either the game or the developers. ?

So is there anything you do like about FM3 ?

Like i said i dont know you, so i ask this to give me a better understanding of where your coming from that is all.
 
This isnt a personal swipe, but may i ask what exactly is your interest in this thread

Famine
Along with every GT ever sold I also own every Forza ever sold.

its just that you seem to seek out trivial reasons to find fault with either the game or the developers. ?

I'm very hard to please.

If you're going to quote numbers, get them right. It doesn't take a genius to tap it into a calculator and show you up when you get it wrong (especially if you're talking technical - the tyre and aero talk seems less impressive when you can't tell the difference between 10 feet and 5 feet). Similarly, if you're going to push hard down the "we're the only true sim" line, it doesn't make much sense to promote the arcade aspects of your game instead.

You'll note that two posts of mine ago I didn't blame the developers for the dodgy title on the press release where others were mocking T10...


So is there anything you do like about FM3 ?

When I play it, I'll let you know.
 
Which is all fine. But this is promo material - where you're supposed to showcase what you can do. All along they've been banging on about how much of a "true sim" FM3 is and what do they choose to promote this? Kiddystats.
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Yeah, but the true simmers with an xbox are already sold. They have nowhere else to go. They're not after us anymore, they're after the kiddies. And if it means more sales so the franchise can continue, and as long as the simulation underneath remains one of the best in the business, then I'm all for it!

And yes, I'm disappointed Bathurst isn't in, but at least we got some representation in the cars. That's better than we usually get, and it's understandable that they would choose the touring cars over the standard models. Hopefully we will get standard models or Bathurst / Blue Mountains later.
 
@ Famine

I think its a good basis of how good a car is going to do.(the rating system) Cause they really dont mean a whole lot though what my friend and I found out was the ratings mean more then the P.I.

But I agree its a very vague number i think that's why they split acceleration and launch.
 
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Because of graphical glitches. For example, the wheels arn't modelled with any collision detection and they couldn't get the fingers to release the wheels and move to the shifter without the hand going through the wheel.
 
Because of graphical glitches. For example, the wheels arn't modelled with any collision detection and they couldn't get the fingers to release the wheels and move to the shifter without the hand going through the wheel.
Oh ok, Thank you for clearing that up. 👍
 
soon to be the scene of many a big crash I suspect.


Ferrari collection part 3 is up.
amalfi_day3.jpg

http://forzamotorsport.net/en-us/news/ferrari_collection_pt3.aspx
1989%20Ferrari%20F40%20Competizione_1_3.jpg
 
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