Forza Motorsport 7: Demo Discussion

  • Thread starter PJTierney
  • 426 comments
  • 36,973 views
People having problems playing with a controller, are you turning off the dead zones in the advanced controller options? When I first tried the controller I didn't even look at the settings and thought it was pretty horrible. Went and changed the dead zone settings and it felt similar to FM6.
 
Disable MSI Afterburne or any type of overlay when starting the game. you can enable them after.

I found a fix , when the turn 10 logo comes , press alt+enter to go into fullscreen , after that you can safely press enter and it dont crash.
Btw that works WITH rivatuner on.
 
d2sdKTn.jpg


Time for some demo leaderboards? Who's gonna beat this?

For the people having trouble with the Porsche, try turning off stability control. It makes a world of difference. The car handles like it should.


Here is my time :)

LY82grZtMiLtY_0VEzQulNUK5Yg2qFfW_YN0kAeyd2q2GEXk2h-10k10LrrMxVZiC_lYhbOEyyJZkWpM2iXuX0uEejQGyr_EZ647Kd9-SWydpvsnmoqmH0QoYewCWgzQ6I426kQhJUfS8HDydbs35pU7Y9ae4f3ujywVCpUND8L3T6zEQgXsk4K1veqG-XBy4gGISdGmuSDEv-v5wJjMcgEVXhGyVhPhgEsSupprbkgy4ku-75T-v8h_x8xWOHarZdJH3J4GHTNVd_d4NGDtl-aU99_NQoGuosgcnTjYywG-0mLPsbyCY2o4LuMvFbMa2vwfLKXvTxqM85ABqQQgbcu_KD3LO2l05FbbZTmwiwGEzVcKeT0MyjsLjKvfK6JFGE-oAcLT8RzPeJwY2zRMlW8bxIcJOPaD9P_u3aLP4XB3kKNkL5ucRNcXRpt5G8Zjq_YVgtumtDb0GfLcNBkecT7JyaPVvbzk_D_aYzpHOS18u5WSGdy9JFl4UeDtbWE6ouvMWqgXkA9orLxvlF9pOQclE7J5u6aAnSZxRyLaFtGV73BnNmFawMBYlKkf_LvHIJRI-iarPYlo_tbsXwqoSqzQ0sZNfyq-7GfnMErrcRA=w1600-h900-no
 
On pc there are options to completely remove hud on the game in version one there is the same option? if it is yes, do you post an image that shows how to disable this on one? a friend of mine who likes taking pictures in the games wants to know if there is this function on them too.
 
I think the demo just put me off buying the game. Numerous graphical glitches, shaky performance even on an i7/1080, and my first impression of the physics were that they felt basically like FH3. That can't be right, so I'll have to get on FH3 tonight and back to back it (and Apex too probably), but the demo has not impressed. At no time did I feel "Wow, this is an amazing driving experience".

I R disappoint.

Turn off Stability control and all will be fixed. Trust me.

I'm pretty sure I had everything off and it was still a nightmare to drive. I'll have another go after work, but even an assist shouldn't turn what should be a sweet driving car into such a pig. MR and RR cars are some of my favourites to drive in sims simply because the reward for getting it right is so high, but the Porsche just seems to lack all nuance whatsoever and is just left with only the most irritating aspects of those drivetrains.

This is with a wheel too; Fanatec CSR. I understand that some cars can be twitchy and overly difficult with a controller, particularly in games with less than perfect controller optimisation, but I should be able to jump in and drive at 7/10ths with a wheel without any problems at all. When small throttle lifts at ~60mph result in big slides and spins, there's something wrong.
 
I think the demo just put me off buying the game. Numerous graphical glitches, shaky performance even on an i7/1080, and my first impression of the physics were that they felt basically like FH3. That can't be right, so I'll have to get on FH3 tonight and back to back it (and Apex too probably), but the demo has not impressed. At no time did I feel "Wow, this is an amazing driving experience".

I R disappoint.



I'm pretty sure I had everything off and it was still a nightmare to drive. I'll have another go after work, but even an assist shouldn't turn what should be a sweet driving car into such a pig. MR and RR cars are some of my favourites to drive in sims simply because the reward for getting it right is so high, but the Porsche just seems to lack all nuance whatsoever and is just left with only the most irritating aspects of those drivetrains.

This is with a wheel too; Fanatec CSR. I understand that some cars can be twitchy and overly difficult with a controller, particularly in games with less than perfect controller optimisation, but I should be able to jump in and drive at 7/10ths with a wheel without any problems at all. When small throttle lifts at ~60mph result in big slides and spins, there's something wrong.
Check the vid I just posted in the wheel impressions thread for some settings.

And you are getting shaky performance? I'm running i7/1080Ti at 4K and the thing looks flawless. Hands down the best looking racing game I have ever played. What are the glitches you have experienced?
 
Check the vid I just posted in the wheel impressions thread for some settings.

And you are getting shaky performance? I'm running i7/1080Ti at 4K and the thing looks flawless. Hands down the best looking racing game I have ever played. What are the glitches you have experienced?

my I5 -4670K gets the first core peg at 100% while the other cores are at 25%. It stutters at time. That's with an 1080ti at 1440p. Many people like me have experience the same bottleneck.
 
Check the vid I just posted in the wheel impressions thread for some settings.

And you are getting shaky performance? I'm running i7/1080Ti at 4K and the thing looks flawless. Hands down the best looking racing game I have ever played. What are the glitches you have experienced?
I agree, best looking racer I've ever seen, pretty spectacular! It does look better to me on PC, the X1 S must scale things down more than my PC (i7, GTX 1070). I'm actually surprised by the performance, running very smoothly for the most part, other than a couple of glitches, running at 3440x1440 and 5870x1080. After I got my wheel working correctly it's not bad (TM TX), gamepad was pretty good also even for someone that rarely using a gamepad. I'm mostly a PC racing sim player but something like Forza is a nice diversion.
 
I think the demo just put me off buying the game. Numerous graphical glitches, shaky performance even on an i7/1080, and my first impression of the physics were that they felt basically like FH3. That can't be right, so I'll have to get on FH3 tonight and back to back it (and Apex too probably), but the demo has not impressed. At no time did I feel "Wow, this is an amazing driving experience".

I R disappoint.



I'm pretty sure I had everything off and it was still a nightmare to drive. I'll have another go after work, but even an assist shouldn't turn what should be a sweet driving car into such a pig. MR and RR cars are some of my favourites to drive in sims simply because the reward for getting it right is so high, but the Porsche just seems to lack all nuance whatsoever and is just left with only the most irritating aspects of those drivetrains.

This is with a wheel too; Fanatec CSR. I understand that some cars can be twitchy and overly difficult with a controller, particularly in games with less than perfect controller optimisation, but I should be able to jump in and drive at 7/10ths with a wheel without any problems at all. When small throttle lifts at ~60mph result in big slides and spins, there's something wrong.
I have an i7 and GTX1080, I'm only running at 1080p on my laptop but it does run very smoothly for me. The demo probably isn't as well optomised as the final game will be but check you don't have anything running in the background that's bottlenecking your performance.

On another note, for pad and even keyboard users, setting the steering to normal makes the biggest single difference to the handling and the Porsche drives much much better than on Simulation steering which is I believe ideal for wheel users. Even with a keyboard I can drift and counter slides in the Porsche, with the pad it feels great. Still can kick you, but not the twitchy untamable mess it is with the simulation steering selected.
 
I have an i7 and GTX1080, I'm only running at 1080p on my laptop but it does run very smoothly for me. The demo probably isn't as well optomised as the final game will be but check you don't have anything running in the background that's bottlenecking your performance.

On another note, for pad and even keyboard users, setting the steering to normal makes the biggest single difference to the handling and the Porsche drives much much better than on Simulation steering which is I believe ideal for wheel users. Even with a keyboard I can drift and counter slides in the Porsche, with the pad it feels great. Still can kick you, but not the twitchy untamable mess it is with the simulation steering selected.
Even for wheel users I would suggest running normal as that seems to increase the strength of the self aligning torque which is not fantastic in this game.
 
Do you guys know why the Porsche is easy to drive in real life while being a high powered RR vehicle? It has these things called assist systems that help manage the traction and stability of the vehicle, you know... those things most of you are turning off before driving it.

Also don't compare it to a racecar, it's a super car, not a racecar.

What happens when you put a lot of weight behind the rear axle and give the cars lots of power to the rear wheels... Oversteer.
 
Love the demo. Runs smooth on my HP OMEN. Have the resolution at 1280x768, the same as I have for Horizon.
 
Do you guys know why the Porsche is easy to drive in real life while being a high powered RR vehicle?

I assure you that most people would not call driving any RR 911 at the limit easy :)
Most people don't drive IRL the way they drive in racing games.

Also don't compare it to a racecar, it's a super car, not a racecar.

I'd actually argue against that. The GT3 RS, for example, is very much a race car.
Make some minor adjustments to the setup of the car, including ensuring that it meets the safety and performance regulations of the series you intend to compete in and you'd have a really hard time telling the difference between what a race car is and what you'd call a road car. Both the GT3 RS and the GT2 RS are as much road cars as the 1966 MKI GT40 and 1957 Ferrari TR's of their time. Don't be fooled by its number plate! :D

The mere differences are in what the car will be spending the majority of its time doing. The GT3 RS and the GT2 RS will be spending most of its time on a track, much like a race car, but unlike a race car these cars won't be going through components, like gearboxes and engines the way a race car would. The cars are intended to go all out on a track, then be driven home, maybe stop for some coffee and then parked before it does it all over again next weekend. This is an insanely impressive feat to accomplish on its own and I'm proud to say that I had a small part in making it all happen.

But you don't experience any of these things within a simulation. To say it's not a race car purely based on its performance is really cutting the car short of what it's really capable of. Don't look at a 911RSR and compare it to that and say, "Well, if it's not like that, then it's not a race car." Instead, analyze the car itself and ask yourself if every component drives the vehicle towards the same purpose. If that purpose is to be best performing thing on wheels at a track without sacrificing reliability then you'd have a really hard time arguing that it's not in fact a race car :)
 
When I said not to compare it to a race car I didn't mean that the car wasn't close to one I meant that it has technology such as traction control and other systems that likely wouldn't even be allowed in certain race programs.

Race cars are also tuned to race at the cars limit more comfortably than a street car. It's much easier to drive a vehicle that wasn't designed with traction control without it than One that was designed with it in mind.

Forza is taking the raw stats of these cars and throwing then at their physics engine, that means a car that was designed with assists in real life is likely to be pretty wild to control without them in the game.

It's not a hard concept to grasp.

He'll the Ford GT uses a completely different suspension in street mode.

How many people in this thread have driven this nee Porsche with all assist systems off in real life at the cars absolute limits?
 
Last edited:
When I said not to compare it to a race car I didn't mean that the car wasn't close to one I meant that it has technology such as traction control and other systems that likely wouldn't even be allowed in certain race programs.

Oh ok! Didn't catch your point the first time.

It's much easier to drive a vehicle that wasn't designed with traction control without it than One that was designed with it in mind.

So you're saying driving a 997 911 GT3 RSR at its limit is much easier than driving a 997 911 GT3 with its traction control off? Just want to make sure I understand you correctly.

Forza is taking the raw stats of these cars and throwing then at their physics engine, that means a car that was designed with assists in real life is likely to be pretty wild to control without them in the game.

I understand what you're saying about not implementing the advanced electronic systems cars have into the game, but stating that Turn 10 throws "raw stats at their physics engine" could not be further from the truth. It's the fact that their assist system is standardized via inputs rather than complex variables like real cars do. So traction control in FM is literally the game limiting throttle input. Even the most basic TCS system in modern high performance cars involve regulating engine spark, fuel delivery, boost (if the car uses FI), and work hand in hand with both the vehicle's ABS and suspension system. Forza doesn't do this, but instead takes already existing variables, such as how far you hold down the trigger on a controller or how far you push a pedal with a wheel setup, and just regulates that one entity. That's how you get that really odd car behavior in Forza whenever assists such as TCS or STM are used.

But I assure you that Turn 10 does not throw "raw stats" at their physics engine. I understand what you're trying to say, but that statement is just plain inaccurate.

How many people in this thread have driven this nee Porsche with all assist systems off in real life at the cars absolute limits?

I don't think anyone here has, unless I'm mistaken! Don't really see the relevancy of that fact in the argument, though. I've extensively driven Porsche's entire line-up of road cars and yet here I am discussing them just like every other user here. In the end, we are all gamers - I have been for a very long time and probably always will be - and we all want to enjoy the products we are passionate about. After all is said and done, it's about having fun! If people aren't having fun playing the game, regardless of how realistic or unrealistic the game is, then it has lost its most valuable asset.

Personally, I have my own gripes with how Forza handles cars. I made a post about it earlier if you're interested. I'm just really excited to see what people think of the demo and how the new game performs :)
 
So you're saying driving a 997 911 GT3 RSR at its limit is much easier than driving a 997 911 GT3 with its traction control off? Just want to make sure I understand you correctly.

What I'm saying is that if you were to drive a 2005 Ford GT(has no TC in real life) without traction control it would be much more controllable than a modern hyper or super car that was designed with traction systems in mind.(Same concept of how driving a mid-engine rear wheel(or all wheel drive) car is without assists is likely to be more controllable without assists than a FR or RR vehicle.)

When the Ford GT was designed it was built with the fact that it had no TC in mind; car balance, power, torque, tire width, frame stiffness and so on.

But I assure you that Turn 10 does not throw "raw stats" at their physics engine. I understand what you're trying to say, but that statement is just plain inaccurate.

It's simplistic explanation but I've heard Turn 10 express these notions, they say that they take their own data they collect and put in into their engine and the behavior is determined with how the engine handles the data; that doesn't mean they don't fiddle with it afterwards.
 
It's simplistic explanation but I've heard Turn 10 express these notions, they say that they take their own data they collect and put in into their engine and the behavior is determined with how the engine handles the data; that doesn't mean they don't fiddle with it afterwards.

Data is not merely "raw stats", tho - and a good physics engine will be able to provide a satisfying simulation with a sufficiently accurate dataset without any amount of "fiddling" needed.
 
I'm going to try and be as unbiased as possible. Well I just downloaded and played the Porsche and Super GT GT-R. I was not impressed. It looked like a polished up version of FM6 to me. As for how the cars handled with a controller, it wasn't bad by any means but it wasn't a game changing experience. It still felt like FM6 in the physics department to me. The little details they added in were nice(Driving suits, an "alive" interior). I felt it also lacked the immersion factor that a lot of racing games/sims have these days. I might pick it up during black friday but, its not a day one buy for me personally. As for the problems some seem to be having with the GT2, it seemed fine to me. Just like a Porsche in FM6....I am interested in the car list though. Not gonna lie.
 
As soon as I saw there wasn't a "steering linearity" option, my heart sank.
This option really made FH3 setup nearly perfect for me, to see an option like that from FH3, NOT be included in new FM games is very disheartening.

I have found I like all Forza games more with steering on normal instead of "simulation".
The physics don't change, but the wild oversteer and countersteer effects go away.

Basically, it's a better simulation at normal, than "simulation".

I haven't tried the wheel yet, but given all the similarity to FM6, I expect it to be the same.

It's a shame, because it's a poor steering interface coupled with really good physics. As a result it's back and forth between happy and sad for me.

Game looks gorgeous even on a cheap 1080p TV. :)

Preorder status: Still undetermined.


I think the demo just put me off buying the game. Numerous graphical glitches, shaky performance even on an i7/1080, and my first impression of the physics were that they felt basically like FH3. That can't be right, so I'll have to get on FH3 tonight and back to back it (and Apex too probably), but the demo has not impressed. At no time did I feel "Wow, this is an amazing driving experience".

I R disappoint.



I'm pretty sure I had everything off and it was still a nightmare to drive. I'll have another go after work, but even an assist shouldn't turn what should be a sweet driving car into such a pig. MR and RR cars are some of my favourites to drive in sims simply because the reward for getting it right is so high, but the Porsche just seems to lack all nuance whatsoever and is just left with only the most irritating aspects of those drivetrains.

This is with a wheel too; Fanatec CSR. I understand that some cars can be twitchy and overly difficult with a controller, particularly in games with less than perfect controller optimisation, but I should be able to jump in and drive at 7/10ths with a wheel without any problems at all. When small throttle lifts at ~60mph result in big slides and spins, there's something wrong.
It's definitely nothing like FH3, I played both back to back, both with a 911 GT2 RS.
I love the car in FH3, but not so much in FM7. :/

No noticeable glitches on the Xbox either.
 
I dont really post to often but i really want to share my opinion of this demo. I bought a xbox 1 strickly for Forza 6 last year, and i will be honest i was very disappointed.

For one, the physics just feel so boring and unimmersive, everything looks and feels so dull. When taking a corner, sometimes the steering becomes super sensitive and goes to full-lock mid corner...killing the sense of immersiveness and gameplay.

One of my biggest issues with the Forza series and still present in Forza 7 is how HORRIBLE they do braking. Why are the brakes SOO sensitive? The brakes dont even use 1/4th of the trigger before it hits 100% brake pressure. This makes it only impossible to even have a clean smooth lap. I dont know what Turn10 was thinking but this is down right horrible.

The driving just feels so dull and put together generically. There is no wind effects...and nothing to symbolize any sense of excitement. Even the skidding and tire squeal sounds so weak and generic to me.

The drivertars make the game into a big destruction derby its almost laughable...where are their driving lines??? This feels borderline arcade as the drivatars do not follow proper racing lines and constantly hit you and other cars, even with limit aggression turned on.

Also, the replays are in my opinion, the worst looking out of everything in the racing sim market. The cars do not look very natural in the replay, while taking corners the cars dont appear to weight transfer correctly, they look like they are floating around the corner. Assetto Corsa, GT6 and PC absolutely demolish Forza in even the replay category.

I dont mean to rant, but i dont know what all the fuss about is with Forza...this game has TONS of issues..Gran Turismo 6, AC and PC are worlds better. And ive just about had it with Turn10 nickel and diming us with this time change and weather...where is PROPER time change like GT6 and PC did??? And why are there STILL only a handful of tracks with this feature???

Needless to say, im not happy with Forza and i dont know what i will do with my xbox. Most likely sell it.

Apologize if this sounds like a rant. I just feel strongly about this. Thanks!
 
Last edited:
I assure you that most people would not call driving any RR 911 at the limit easy :)
Most people don't drive IRL the way they drive in racing games.

This. I blame these devs who keep touting this notion that driving cars is easy. Yes, it's easy driving cars at 90% of their ability. I imagine quite a lot of us do that from time to time when we drive briskly in our own cars. It's finding the limit and keeping the car there that is the hard bit.
 
Last edited:
I was looking forward to purchase the game on release, but the demo pretty much just put me off doing so. The race with the Porsche must have been one of the most unpleasant experiences I've had in a long time in a racing game. The race in the GTR redeemed it somewhat but still, the absolute lack of sense of speed was just baffling.

Going to give it another go this weekend and try some different controller settings suggested here but my initial impressions of FM7 were rather underwhelming.
 
I thought the demo was alright. The Porsche handled pretty badly, to the point where I had to put the difficulty down to Highly Skilled to get a Top 5 finish, but the GT-R handled similarly to the GT cars in FM6 (Was kinda hoping the GT cars handled like they did in FM5). The race truck though, that was amazing. Only race I was able to win on Pro difficulty, with the truck having a great sense of speed and actually handling better than both of the cars.

All races are run with no assists and manual transmission. Dubai race is against Highly Skilled AI, while the other 2 are on Pro.





Note: Demo was played on the original XBOX ONE.
 
Last edited:
Are standing starts a thing of the past now?
I'm assuming it's still an option like it was in FM6, but that the demo (and probably some career races) have it preset.

EDIT: Haven't got a link handy on mobile but there's a Gamersyde video of a career race in the old Lotus F1 and it's a standing start.
 
Back