Forza Motorsport 5 |OT| Where dreams are Realised

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Dirt build up seems to be way overdone, and the backfire is also a bit OTT in my opinion, makes it look arcadey. It is an early build but those 2 things need minor improvements to make it a bit more realistic.

What do you guys think of the track layout?
 
I'm hoping the rubber/dirt build-up is being overdone for demonstration purposes only.

The layout looks OK. I like tighter turns found in typical road courses, but there are some elements I like here.
 
I'm hoping the rubber/dirt build-up is being overdone for demonstration purposes only.

Very true.

The layout looks OK. I like tighter turns found in typical road courses, but there are some elements I like here.

I do want to see more tight turns in T10's fantasy track creations, they seem to build more for the online race criteria, fast and open.
 
Has anyone demoing the game mentioned what the 4 tires next to the tach are indicators of? Could it be that they're modeling flat-spots or some sort of tire damage? The colors aren't changing in a way that indicates temperature.
 
Many many graphics stuff and colors to improve in Forza for having a more realistic rendering ...

1st : dynamic shadows .
Dynamaic car shadows are not enought dark for create a constraste and a 3D volume and it look like cars dont have enough his own shadows ...

up : original print screen
down : it's my edit pic ( my point of view )
what do you think ?
Forza5shadows.jpg
 
I've never been fond of the FM color pallet. It has no balls. FM4 was definitely an improvement, and this one massively so, but I wish we had deeper blacks and richer colors.
 
I've never been fond of the FM color pallet. It has no balls. FM4 was definitely an improvement, and this one massively so, but I wish we had deeper blacks and richer colors.

I would hope so, considering if a game, let alone any of it's features, had balls that could be construed as sexual harassment.
 
It has more to do with your TV than anything. I bought my Samsung Plasma because it reproduces colors with incredibly accuracy and the black levels are damn impressive.

If you're using an LCD TV, you're already off to a bad start.
 
It has more to do with your TV than anything. I bought my Samsung Plasma because it reproduces colors with incredibly accuracy and the black levels are damn impressive.

If you're using an LCD TV, you're already off to a bad start.

I have a Panasonic Plasma. It's not the TV. When I turn it to 'vivid' it does help some, but then there is too much contrast and everything looks a bit strange. The 'other game' has a perfect color pallet, in my opinion.
 
I would hope so, considering if a game, let alone any of it's features, had balls that could be construed as sexual harassment.

Actually, we'll probably be seeing plenty of balls in online races, now with a carbon fiber texture! :lol:



While the sounds aren't totally clear, it does seem like they improved the tunnel sounds. It no longer muffles the engine the way it seemed to in FM4.
 
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Top Gear has an interview with T10 Leonidas-in-residence, Dan Greenawalt.

He talks up the Aston Martin CC100, carbon, chrome and matte vinyl wraps and gives old man Yamauchi a good ribbing at the end.
 
This is shamelessly stolen from NeoGaf and OXM UK

The world itself is realistically modelled using laser scans accurate to six millimetres of detail. The score is dynamically generated, and the audio effects are astonishing. But the bit where it really feels like science fiction is the AI. There isn't any.
Quote:
The world itself is rendered in the same level of detail. The setting for the opening race, Prague, was chosen to show off Xbox One's graphical chops, and in a first for the series is based on 1:1 laser scanning of the road itself. The resulting wireframe data is accurate to within six millimetres, and paired with high-definition 360-degree video capture of the track - similar to Google Maps' Street View, only far higher resolution - enables Turn 10 to create a course so detailed you can see moss between paving stones, fog coming off the river, or the paint finish on nearby buildings.
Quote:
The idea is that we're in the 23rd hour of the 24-hour Le Mans," says content art director Matt Collins. "Every track really feels like its really been raced on: it's telling a story as you go round it. If you've seen the end of those races, there's rubber, there's marbles, it just feels like it's been through a war."


Quote:
It also has to feel like a race that people are attending and caring about. Still more of Xbox One's graphical horsepower is thrown at creating denser crowds, and still more at a remarkable new audio system that makes it sound like a real crowd, thanks to physics-powered sound mixing that juggles thousands of sounds and music samples simultaneously. The detail lavished on the audio rivals that of the visuals, and - possibly because it's more unexpected - to arguably superior effect. Every significant part of every vehicle has been recorded and mapped against a dizzying range of variables - everything from RPM to distance from you to proximity to the wall - and for every car on the track, rather than just yours as before.
Quote:
Then there's the soundtrack. Or rather, there isn't. Where previous games used up all the hardware for car sounds and had to use licensed tracks for music, Forza 5 has a dynamically generated score. Orchestral strings, pounding drums and choral chants have been separately recorded and are mixed together on the fly. It sounds more like Halo than a racing game, and it builds from the serenity of inspecting your garage to the pending drama of the imminent battle, then - following the purposefully tense quiet of the 3,2,1 build-up - to a stirring cinematic score.

"We're inspired by the Hollywood car chase," says audio director Nick Wiswell. "And we can control elements of the mix based on what's happening in the race. If you're towards the back, we can dim it out; if you're towards the front, we can push it up. We even have an element where, as you hunt down the guy in front, you have a tension layer we can bring in and build. And it releases and starts again as you get to the next guy."


Quote:
Better yet, the audio team have borrowed from Hollywood to crank up the emotional impact. Tyre screeches have been mixed with human screams; a throaty supercar throttle has been infused with a lion's roar. The result tingles the nervous system in the way a simple engine note never could, and in-game it delivers a knockout blow.

As three cars thunder wheel-to-wheel under an arch and into a square, an awesome combination of duelling engine notes bounces off surrounding buildings, the roar of the crowd and the thumping rotors of a camera helicopter. It's here, with the city stretching off into the seemingly limitless draw distance and the sunlight glaring off the windows, that feels like the next generation is here.

Even now, before we get behind the wheel, it's clear Xbox One is powering a game that's several orders of magnitude more ambitious than any other racing game. It will, quite literally, put you closer to the vehicles and the track than any other game, too. The only thing missing is smell. So far.
 
Better yet, the audio team have borrowed from Hollywood to crank up the emotional impact. Tyre screeches have been mixed with human screams; a throaty supercar throttle has been infused with a lion's roar. The result tingles the nervous system in the way a simple engine note never could, and in-game it delivers a knockout blow.
Do not want. Everything else sounded amazing and then they throw this into it.
 
Do not want. Everything else sounded amazing and then they throw this into it.

I'm really not sure why they feel so inclined to cater to the arcade-racer market when they already have Horizon kinda doing that.

Also, I feel bad for this, but I couldn't help but chuckle at a few of those NeoGAF fellows who were all for the inclusion of more unrealistic and exaggerated sounds. :lol:
 
I'm sure T10 doesn't mean that you'll be able to clearly distinguish a human screaming or a lion roaring within the mixing of the audio when you're driving. You guys really don't give them very much credit, do you?

It just sounds like one of those Jurassic Park things where you find out after the fact that the t-rex is just a slowed-down sample of a hippo yawning or something.
 
It sounds more like Halo than a racing game
"We're inspired by the Hollywood car chase,"
Tyre screeches have been mixed with human screams; a throaty supercar throttle has been infused with a lion's roar.

This has to be a joke.:eek:
 
I'm sure T10 doesn't mean that you'll be able to clearly distinguish a human screaming or a lion roaring within the mixing of the audio when you're driving. You guys really don't give them very much credit, do you?

It just sounds like one of those Jurassic Park things where you find out after the fact that the t-rex is just a slowed-down sample of a hippo yawning or something.

That's not what we're cringing about.

Forza's engine sounds are already at 11 on the volume meter and it sounds like they want to move it up to 12. Not a good thing IMO.

I don't think any of us are actually concerned about human screams or lions roaring. But I'm definitely concerned about overly-exaggerated sound effects.
 
I would be inclined to side with you, Kake Bake, if not for this line -- "The result tingles the nervous system in the way a simple engine note never could." A "simple" engine note. Like the one the real car actually makes?

Regardless of whether we should take the paragraph literally, the other meaning isn't promising either, as has been said. I found the engine sounds in FM4 uninspiring and rather grating, because the intensity and character of sound were flat (ie. maxed out) the whole way through. I rarely ran the game at high volume, because it was genuinely annoying. FM5 needs to step things back, not add more more more.
 
Quote:
Better yet, the audio team have borrowed from Hollywood to crank up the emotional impact. Tyre screeches have been mixed with human screams; a throaty supercar throttle has been infused with a lion's roar. The result tingles the nervous system in the way a simple engine note never could, and in-game it delivers a knockout blow.

As three cars thunder wheel-to-wheel under an arch and into a square, an awesome combination of duelling engine notes bounces off surrounding buildings, the roar of the crowd and the thumping rotors of a camera helicopter. It's here, with the city stretching off into the seemingly limitless draw distance and the sunlight glaring off the windows, that feels like the next generation is here.

Even now, before we get behind the wheel, it's clear Xbox One is powering a game that's several orders of magnitude more ambitious than any other racing game. It will, quite literally, put you closer to the vehicles and the track than any other game, too. The only thing missing is smell. So far.

This #awesome !:)
 
I'm sure T10 doesn't mean that you'll be able to clearly distinguish a human screaming or a lion roaring within the mixing of the audio when you're driving. You guys really don't give them very much credit, do you?
I'm not concerned because I would be able to distinguish the sample of a person screaming. I'm concerned because it's a fabricated sound that discounts the realism of an otherwise authentic car.
 
To be fair, they kind of have to add something to give the sensation you get from hearing the car in person. A flat, perfectly recreated engine note is ever going to deliver the same feeling through even the best of speakers. So a little enhancement done right could enhance the feel without totally destroying the realism.
 
Yes, your point has some validity. But I would argue that FM4 was already too far over the top. Most of the cars sound like straight-piped race cars bone stock, which isn't exactly real, and definitely not enjoyable to at least some people. FM2 seemed to get it right with the sound effects, I wish they would go back and evolve those.
 
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