Forza Motorsport 5 |OT| Where dreams are Realised

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That, or Arcade Mode is getting a focus like FM2, and everything other than 120 need to be unlocked.

If T10 went back to that, I'm getting FM5. :D I like to work to unlock stuff, that's what I adore about GT, I want to work to get what I want. :)
 
24 PLAYERS ONLINE!!!!

And dedicated servers!

http://www.gamechup.com/forza-5-supports-24-players-online-has-120-new-cars-and-dedicated-servers/

I don't care if they only add 12 new cars, this one fact is a gamechanger, at first there was a 60% chance of me getting FM5, now it's 100.
The Xbox One will have dedicated servers for EVERY multiplayer game. That's been known for a long time. That is nothing new but still awesome for those that don't already know.

24 players online is quite surprising. I was happy with 16. That would explain a little more about the lack of weather and night racing. I would prefer 16 players with night / weather racing. Rather than 24 players. Just my opinion. I am guessing it will only be 24 players for certain tracks. Will be surprised if that is for all tracks.
 
I count ~183 total cars that were new to the series beginning with FM4 and its DLC. 183 plus 120 new for FM5 is 303 total not counting the older remodeled cars or whether Horizon DLC will make the cut.

List found on Forza.net forums, credit to TheSagaris458, bolded entries are my amendments.
ATTN: While fairly comprehensive, this list is incomplete.

All of the car that are new to the Forza Franchise (not including racing cars):

. 1980 Abarth 131 Abarth (Different Manufacturer)
. 2010 Abarth 500 esseesse (Different Manufacturer)
. 1968 Alfa Romeo Spider Quadrifoglio Verde
. 1970 Alfa Romeo Montreal
. 1992 Alfa Romeo 155 Q4
. 1986 Alfa Romeo GTV-6
. 1977 AMC Pacer X
. 1973 AMC Gremlin X

. 1977 Aston Martin V8 Vantage
. 1958 Aston Martin DBR1
. 2012 Aston Martin Virage
. 2011 Aston Martin V12 Zagato (Villa D'Este)
. 2003 Aston Martin DB7 Zagato
. 2011 Aston Martin #009 Aston Martin Racing AMR One
. 2011 Aston Martin Cygnet
. 1998 Aston Martin V8 Vantage V600

. 1995 Audi RS2 Avant
. 2011 Audi RS5
. 2011 Audi #2 Audi Sport Team Joest R18 TDI
. 1986 Audi #2 Sport Quattro S1
. 2011 Audi RS3 Sportback
. 2011 Audi #2 Audi Sport Team Joest R15++ TDI
. 2011 Bentley Platinum Motorsports Continental GT

. 1988 BMW M5
. 1986 BMW M635CSi
. 2000 BMW Z8
. 2002 BMW Z3 M Coupe
. 2003 BMW M5
. 2011 BMW X5 M
. 2012 BMW M5 (DLC)
. 1995 BMW 850CSi
. 1995 BMW M5
. 1959 BMW 507

. 2011 Bugatti Veyron Super Sport (DLC)
. 1970 Buick GSX (DLC)
. 1959 Cadillac Eldorado Biarritz Convertible
. 2011 Chevrolet Spark
. 2011 Chevrolet Volt
. 1964 Chevrolet Impala SS 409
. 1970 Chevrolet Camaro Z28
. 2010 Chevrolet Cobalt SS Turbocharged
. 1966 Chevrolet Nova SS (DLC)
. 1996 Chevrolet Impala SS
. 1967 Chevrolet Chevelle
. 1957 Chevrolet Bel-Air
. 1969 Chevrolet Corvair Monza
. 1969 Chevrolet Nova SS 396
. 2012 Chevrolet Camaro ZL1
. 2011 Chevrolet #4 Corvette Racing ZR1
. 2012 Chrysler 300 SRT8

. 2011 Citroen C1
. 2011 Citroen DS3
. 2005 Dodge SRT4 ACR
. 1970 Dodge Cornet Super Bee (DLC)
. 1967 Dodge Cornet W023 (DLC)
. 1968 Dodge Dart HEMI Super Stock (DLC)
. 1986 Dodge Shelby Omni GLHS
. 2010 Dodge Quinton "Rampage" Jackson Challenger SRT8
. 2012 Dodge Charger SRT8

. 1998 Eagle Talon TSi Turbo (Different Manufacturer)
. 1968 Ferrari 365 GTB/4
. 2011 Ferrari FF
. 2011 Ferrari 599 GTO
. 2011 Ferrari 458 Challenge (DLC)
. 2011 Ferrari #62 Risi Competizione F458 Italia
. 1971 Ferrari #2 Ferrari Automobili 312 P
. 2000 Fiat Coupe 2.0 20V Turbo

. 2011 Ford Ka
. 1978 Ford Mustang King Cobra
. 1957 Ford Thunderbird
. 1973 Ford XB Falcon GT
. 1971 Ford Mustang Mach 1
. 1992 Ford Escort RS Cosworth
. 1965 Ford Mustang GT Coupe (DLC)
. 1964 Ford Fairlane Thunderbolt (DLC)
. 1973 Ford Pinto
. 1977 Ford Escort RS
. 2011 Ford SVT Raptor
. 1995 Ford Mustang Cobra R
. 2013 Ford Focus ST
. 1966 Ford Country Squire
. 2013 Ford Mustang Boss 302
. 2011 Ford Transit SSV
. 1940 Ford Deluxe Coupe

. 1991 GMC Truck Syclone
. 1992 GMC Typhoon
. 1983 GMC Vandura G-1500
. 2011 Holden HSV GTS

. 1997 Honda Civic Type-R
. 2011 Honda 33 Lola
. 2012 Honda Civic Si[/B]
. 2006 HUMMER H1 Alpha
. 2011 Hyundai ix20
. 2013 Hyundai Veloster Turbo
. 2011 Hyundai #67 Rhys Millen Racing Veloster
. 2013 Hyundai Genesis Coupe 3.8 Track
. 2012 Jaguar XKR-S
. 1954 Jaguar XK120 SE
. 1956 Jaguar D-Type

. 2009 Jeep Grand Cherokee SRT-8 (Different Manufacturer)
. 2012 Jeep Wrangler Rubicon
. 1957 Maserati 300 S
. 2010 Maserati GranTurismo MC
. 2011 Maserati Quattroporte Sport GT S
. 1997 Maserati Ghibli Cup
. 2011 Mazda RX-8 R3
. 1991 Mazda #55 Team Mazdaspeed 787b
. 1985 Mazda RX-7 GSL-SE
. 2011 McLaren #59 McLaren GT MP4-12C GT3
. 1972 Mercedes-Benz 300 SEL 6.3
. 1989 Mercedes-Benz #63 Sauber Mercedes C9
. 2011 Mercedes-Benz #35 Black Falcon SLS AMG GT3
. 2012 Mercedes-Benz C63 AMG Black Series
. 2012 Mercedes-Benz SLK55 AMG
. 1992 Mitsubishi Galant VR-4
. 2012 Pagani Huayra
. 2011 Panoz #050 Panoz Racing Abruzzi
. 1984 Peugeot 205 T16
. 2010 Renault Clio RS
. 1987 RUF CTR Yellowbird
. 1995 RUF CTR2
. 2012 Scion FR-S
. 2012 Scion tC
. 2012 Spyker Aileron
. 1990 Subaru Legacy RS
. 2011 Suzuki Monster Sport SX4 Hill Climb Special
. 1992 Celica GT-Four RC ST185
. 2013 SRT Viper
. 1981 Volkswagen Scirocco S
. 2011 Volkswagen Scirocco R
. 2011 Volkswagen Polo GTI
. 1963 Volkswagen Beetle
. 2011 Weismann GT MF5

. 2011 Kia cee'd
. 2011 Koenigsegg Agera (DLC)
. 2011 Lamborghini Sesto Elemento
. 2011 Lamborghini Gallardo LP570-4 Superleggera (DLC)
. 2011 Lamborghini 08 Gallardo
. 2012 Lamborghini Aventado LP700-4

. 2011 Lexus CT200h
. 1997 Lexus SC300 (DLC)
. 2013 Lexus GS350 F Sport
. 1971 Lotus Elan Sprint
. 1980 Lotus Esprit Turbo
. 1990 Lotus Carlton
. 1999 Lotus Elise Sport
. 1966 Lotus Cortina
. 1956 Lotus Eleven

. 2010 Maserati GranTurismo S
. 1993 McLaren F1
. 1970 Mercury Cougar Eliminator
. 1988 Mitsubishi Starion ESI-R
. 2011 Nissan Micra
. 2011 Nissan Leaf
. 1994 Nissan 240SX SE
. 2010 Noble M600 (DLC)
. 1969 Oldsmobile Hurst/Olds 442
. 2009 Pagani Cinque Roadster
. 2011 Peugeot 107
. 2011 Peugeot 308 GTI
. 1969 Plymouth Barracuda Formula-S (Different Manufacturer)
. 1971 Plymouth GTX 426 Hemi (DLC)
. 1977 Pontiac Firebird Trans Am
. 1969 Pontiac Firebird Trans Am
. 1969 Pontiac GTO Judge
. 2009 Pontiac Solstice GXP
. 2006 Pontiac GTO
. 1965 Pontiac GTO (DLC)
. 1968 Pontiac Firebird (DLC)
. 2011 RUF Rt 12 S
. 2011 RUF Rt 12 R (DLC)
. 2011 RUF RGT-8 (DLC)
. 1969 Shelby GT500 428CJ (DLC)
. 2002 Suzuki Liana GLX
. 2011 Suzuki SX4 Sportback
. 2011 Tesla Roadster Sport
. 2011 Toyota Aygo
. 2011 Toyota Prius
. 1989 Toyota MR2 SC
. 2011 Vauxhall Agila
. 2011 Volkswagen Fox
. 1998 Volkswagen GTI VR6 Mk3
. 2011 Volvo S60 R-Design
 
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DLC to FM4 arent exactly new to the Forza Motorsport series though, not after FM4 anyways.

Thats how I'm seeing it atleast.
 
DLC to FM4 arent exactly new to the Forza Motorsport series though, not after FM4 anyways.

Thats how I'm seeing it atleast.

Edit: I re-read your post.

I only singled out the cars that were new in FM4 and its DLC because that's the game that T10 began Autovista-ing cars for. It would make sense if they already had a game plan for FM5 (which it's safe to assume they did), they would've probably already gotten (other people) to work modeling the inside-y bits of those new cars.

Also, here's a shot of the 1985 Lancia Delta S4 from Horizon mod-ed into Grand Theft Auto: San Andreas. Note the relatively well-detailed doorsills, engine, suspension components.
ku-bigpic.png
 
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The Xbox One will have dedicated servers for EVERY multiplayer game. That's been known for a long time. That is nothing new but still awesome for those that don't already know.

24 players online is quite surprising. I was happy with 16. That would explain a little more about the lack of weather and night racing. I would prefer 16 players with night / weather racing. Rather than 24 players. Just my opinion. I am guessing it will only be 24 players for certain tracks. Will be surprised if that is for all tracks.

I'm well versed in the Xbone's features. I was just adding to the fact that we learned FM5's gonna have 24 players, not remarking it as something just discovered. Because 24 players on a peer system might've been screwy, and I wouldn't have been as excited, but on Azure it should be no problem. That's why I affixed "and dedicated servers!" to it.

It would be really weird if only certain tracks supported 24 players, I can't see it happening at all, has to be all or nothing.

I'm really over the whole "next-gen racing titles need dynamic weather and lighting," because I know most people really only want to try it out a couple times and will be done with it. From a developer perspective, why would it be worth struggling to implement such features when the payoff's not going to be very worthy (people aren't going to use it much)?

Anyway, we'll have Project Cars that'll have that next year, so you don't have to wait till FM6 to get your fix with that. Every track there will have both day/night cycles and weather as it's currently planned.
 
Anyway, we'll have Project Cars that'll have that next year, so you don't have to wait till FM6 to get your fix with that. Every track there will have both day/night cycles and weather as it's currently planned.

Not trying to single you out here, just that I keep seeing pcars this pcars that thrown around all over the place. There are a few caveats to pcars that no one seems to acknowledge.
1. it's launching on 360/ps3 with no "next-gen" plans (yet)
this means...
2. nothing that works in the pc version is going to work on the console version.

i'm guessing the console version has 16 (or less) cars on track, no weather, max 30fps. All the content (cars/tracks) will be there but they're going to be vastly stripped down.
 
Not trying to single you out here, just that I keep seeing pcars this pcars that thrown around all over the place. There are a few caveats to pcars that no one seems to acknowledge.
1. it's launching on 360/ps3 with no "next-gen" plans (yet)
this means...
2. nothing that works in the pc version is going to work on the console version.

i'm guessing the console version has 16 (or less) cars on track, no weather, max 30fps. All the content (cars/tracks) will be there but they're going to be vastly stripped down.

Wondering where you got that information, do you have a manager toolpack?

Afaik, next generation consoles are off the table, current gen's already funded but they're looking at opening funding back up to gear up for next-gen. All depends on how the core guys decide to go forth. So it is planned yes, but only in a weird sort of contingency.

Also, they're aiming to make the console version 100% in line feature-wise with the PC. The only differences will be a lower fidelity tire model and graphics and a few other little token caveats. From what I've read, rain and sun cycle is included. I've seen it in the PS3 build from some screenshots shared by a dev. So yeah, even on the Xbox 360, people could enjoy things like more dynamic tracks in pCars if they really feel like they're missing out on that in FM5.

But I've already stated how I feel on those features anyway.

Don't want to turn this into a pCars thread since we have one already, just straightening that out.

I wonder if FM5 will have an unlicensed faux F1 car kind of like how FM4 had those stock cars, V8SC, and DTM ones. 24 cars is a full F1 field :D
 
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There's no comparison between FPS's and racing games though. It's a single person character versus a highly detailed car with a lot of calculations involved in its tracking and movement. The only way they can fit more cars in FM4, for example, is by reducing the graphics quality, from what I know at least. It's all about that balance.

And I hope it's at least bumped up to 20 if 24 ends up being a stretch. That would be great, but any increase at all is more than welcome.
 
Wardez
There's no comparison between FPS's and racing games though. It's a single person character versus a highly detailed car with a lot of calculations involved in its tracking and movement. The only way they can fit more cars in FM4, for example, is by reducing the graphics quality, from what I know at least. It's all about that balance.

And I hope it's at least bumped up to 20 if 24 ends up being a stretch. That would be great, but any increase at all is more than welcome.

Battlefield 4 has massive huge maps, vehicles, and destructible environments everywhere and 64 players in one game. That takes a ton of memory and processing power. I don't know where you got the "its a single person character" thing from. If you think 24 cars on track is a stretch for next gen I dunno what to tell you, that's only 8 more cars than current consoles.
 
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I said, "if it ends up being a stretch," 'cause really, I have no idea man, do you? Are you a developer? Right. It seems simple enough to us for them to add x number of cars, but we don't know what goes into making it work.

I don't know how you could possibly compare a game like Battlefield to Forza in terms of player count, it's totally different. Battlefield can run more than a hundred players per game if they wanted to but they chose 64 as their sweet spot for gameplay to work best within their map design. And while there's 32 players max per team, there's only around a dozen vehicles per side at max (besides Armored Fury maps), and the physics of those vehicles isn't nearly as complex as any sim. If they tried to approach that level of dynamics they'd put a much bigger load on the CPU, slowing the game down, which would force them to limit the amount of vehicles.

The dynamics of cars in Forza, per vehicle, is way more expansive and detailed, in the 3D mesh/model itself as well. That's why there can only be so many cars, it's a limit weighed against how pretty they want the game to look. More pretty = less cars, less pretty = more.

PC sims can run more because computers can handle them more easily. If you have trouble running a sim with more than 20 cars on track you turn down the graphics settings, which you can't on consoles obviously.
 
I just read that the 24 players online was a mistake and corrected by MS. I'll find a link. Although I still expect atleast that many for an Xbone game. Battlefield 4 with 64players proves high player count is achievable.

http://www.examiner.com/article/mic...urate?cid=PROG-Article-GamesHub-TopTen-Forza5
24 player as an error wouldn't surprise me. As for large amount of players, Frontlines Fuel Of War proved the console could easily host 50 player battles and that game is from 2008.

However if F5 is 16 players and still no night weather then that makes it look even worse. I could almost understand no night weather if it had 24 players but if it only has 16 and still no night weather. Then that's even more ouch. Lack of night weather is something I will never be able to defend for F5 on the next gen console. I barely found it acceptable on the 360 but not having it on the X1 is just insulting IMO. Just bitter about night weather. Just kills me that almost all the other racing games have weather/ night racing, yet Forza doesn't. Very happy about Bathurst. Nice to see my top favorite track finally in Forza.
 
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24 player as an error wouldn't surprise me. As for large amount of players, Frontlines Fuel Of War proved the console could easily host 50 player battles and that game is from 2008.

However if F5 is 16 players and still no night weather then that makes it look even worse. I could almost understand no night weather if it had 24 players but if it only has 16 and still no night weather. Then that's even more ouch. Lack of night weather is something I will never be able to defend for F5 on the next gen console. I barely found it acceptable on the 360 but not having it on the X1 is just insulting IMO. Just bitter about night weather. Just kills me that almost all the other racing games have weather/ night racing, yet Forza doesn't. Very happy about Bathurst. Nice to see my top favorite track finally in Forza.
It's still a launch title, though. They're working with new hardware, so it makes sense that they would want to get the base game working perfectly(Or at least as close as possible) and start adding in the extremely complex stuff like weather and night racing in later versions.

Night racing seems odd to be left out, but as far as I'm aware Forza's lighting system isn't anything like any of the other racing games featuring night racing, so there might be complications to work around that we don't know of.

I'm not saying the lack of those features shouldn't be counted against them, just that there's likely a good reason for it. I have a feeling they want that little bullet point on the back of the cover as much as anyone, since such a feature would be a huge boost to sales.
 
Phil Spencer @XboxP3 20h
Was down at Turn10 Studios, great progress on Forza 5. Lots of shiny Forza cars on track at 60fps at launch of new generation.

:D
 
It's still a launch title, though. They're working with new hardware, so it makes sense that they would want to get the base game working perfectly(Or at least as close as possible) and start adding in the extremely complex stuff like weather and night racing in later versions.

Night racing seems odd to be left out, but as far as I'm aware Forza's lighting system isn't anything like any of the other racing games featuring night racing, so there might be complications to work around that we don't know of.

I'm not saying the lack of those features shouldn't be counted against them, just that there's likely a good reason for it. I have a feeling they want that little bullet point on the back of the cover as much as anyone, since such a feature would be a huge boost to sales.

I can let no dynamic time/weather slide for Forza 5 because of time limits and moving to a new console. But come Forza 6, if at least one of them isn't there, no excuse.

Not to turn it into a GT vs Forza thread, but if PD can do it with GT5 on the PS3 (granted on limited tracks), then T10 can do it with Forza on a vastly more powerful console.
 
^ No need for GT vs Forza specifically, night racing and weather were relatively common options in even '90s racing games (sometimes for all tracks, unlike GT5). Of course, they were cheaper effects then; what really seems to be stopping Turn 10 is that they don't want to incorporate it unless they can make it look as stunning as the rest of the game. Perhaps a bit less perfectionism in that respect wouldn't hurt. Horizon's nighttime lighting wasn't as great as modern NFS games but it was fine and it meant we actually got the feature.
 
My personal feeling as to why T10 didn't add dynamic time of day to FM5 was because they didn't have enough time to add it to every track. I believe they would rather leave that feature out unless its properly applied to the entire game.
 
^ No need for GT vs Forza specifically, night racing and weather were relatively common options in even '90s racing games (sometimes for all tracks, unlike GT5). Of course, they were cheaper effects then; what really seems to be stopping Turn 10 is that they don't want to incorporate it unless they can make it look as stunning as the rest of the game. Perhaps a bit less perfectionism in that respect wouldn't hurt. Horizon's nighttime lighting wasn't as great as modern NFS games but it was fine and it meant we actually got the feature.
I believe you are right to an extent. However it worked incredible in PGR4. And I know T10 has members from PGR that have been working on Forza since Forza 3. So some of it is wanting to do it "right" and some of it has already been listed in this thread. If the weather effects were anywhere near as good as PGR4 I would be way beyond happy. Its even pretty decent in TDU2. Really good in Dirt and the F1 series. PGR4 had some of the best weather effects I have seen. F1 2012 is right there with PGR4 IMO. GT weather effects are not so good but at least they are trying. Looks good inside the car. Its outside when its rough. Still, something is better than nothing IMO. Right now Forza has nothing in terms of night or weather. And its on the next gen console.
 
Turn10 needs to get the physics right, too. Because cars behave different in rain.

Than what about night? That doesn't need to be right for physics... Even if there lighting engine isn't right, it wonldn't hurt to just add it.
 
Than what about night? That doesn't need to be right for physics... Even if there lighting engine isn't right, it wonldn't hurt to just add it.

my guess is if it isn't 100% right then they aren't going to introduce it on a new console.
 
Than what about night? That doesn't need to be right for physics... Even if there lighting engine isn't right, it wonldn't hurt to just add it.

Just cobbling on features without making the game a consistent quality is exactly what they're trying to avoid. It would hurt to "just add it". Because if they add it just as a small side feature just to add it as a bullet point, people will complain that they did that. If they throw a half baked feature into the core game and make it something that can't be avoided people will complain about that as well. If they can't do it to a high standard, they're better off not doing it until they can.

If Forza's lighting engine is really as complex as it's hyped up to be, then having upwards of 32 points of constantly moving light, along with a single massive one, could be a lot more complex than you'd think. Especially since Forza's got pretty heavily detailed reflections of cars on other cars, meaning they would also need to find a way to get the headlight reflection to look good. They'd also have to worry about illuminating the interior if they wanted to make it look right, so there's more to be considered than just tacking some headlights onto them and killing the sun.

As far as I've seen the only game that ever got close to really nailing the way headlights interact with other cars on the track are the Dirt and Grid series, which both have the same lighting engine. And neither have the physics complexity or car detail of Forza.
 
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my guess is if it isn't 100% right then they aren't going to introduce it on a new console.

It would seem so. :(

Just cobbling on features without making the game a consistent quality is exactly what they're trying to avoid. It would hurt to "just add it". Because if they add it just as a small side feature just to add it as a bullet point, people will complain that they did that. If they throw a half baked feature into the core game and make it something that can't be avoided people will complain about that as well. If they can't do it to a high standard, they're better off not doing it until they can.

If Forza's lighting engine is really as complex as it's hyped up to be, then having upwards of 32 points of constantly moving light, along with a single massive one, could be a lot more complex than you'd think. Especially since Forza's got pretty heavily detailed reflections of cars on other cars, meaning they would also need to find a way to get the headlight reflection to look good. They'd also have to worry about illuminating the interior if they wanted to make it look right, so there's more to be considered than just tacking some headlights onto them and killing the sun.

As far as I've seen the only game that ever got close to really nailing the way headlights interact with other cars on the track are the Dirt and Grid series, which both have the same lighting engine. And neither have the physics complexity or car detail of Forza.

I know and you make great points, but gamers nowadays complain about almost anything just for the sake of it. It would be nice but ah well. :indiff:
 
As far as the night driving bit - I think they're doing it on purpose so players and fans have something to look forward to when the next Forza arrives, and eagerly get in line to continue purchasing their products.

Take the wheel animation for instance: they still haven't gotten that right in FM5. It's probably done on purpose, to keep gamers yearning for more, hoping they'll get everything right in the next installment.

Marketing 101! The way I see it T10 has absolutely no excuse not to include night driving, or bring back tracks from previous Forzas. Or fix something as petty as the wheel animation; from the cockpit view it does rob away the realism and immersion.

Anyhoo, all this hoopla aside, if the Xbox One gets a little affordable by next year, just might pick it up for FM5. Wouldn't want to miss out on all the wonderful improvements!
 
Speedster911
As far as the night driving bit - I think they're doing it on purpose so players and fans have something to look forward to when the next Forza arrives, and eagerly get in line to continue purchasing their products.
I don't think so, because it doesn't make sense.

Marketing 101! The way I see it T10 has absolutely no excuse not to include night driving, or bring back tracks from previous Forzas. Or fix something as petty as the wheel animation; from the cockpit view it does rob away the realism and immersion
Or they don't have enough time to recreate every old track and make night racing. Turn10 will not make standard and premium tracks as far as i know.
 
As far as the night driving bit - I think they're doing it on purpose so players and fans have something to look forward to when the next Forza arrives, and eagerly get in line to continue purchasing their products.

I doubt this. There's a list as long as you want to make it of features that could be included in such a racing game. There's hardly any need to ration them like they're running out.
 
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