You guys need to take into account that they make models based on collected references.
If their references reflect those issues than even a rebuilt model will have these issues; that doesn't mean it's the same model as the previous game. Instead of saying "They are using a Xbox 360 model", it is more accurate to say they are using the same poor references as the Xbox 360 model.
Also, you need to remember that exotic handmade cars can have slight differences from car to car.
Additionally, some cars change slightly depending on year model or region they are released in.
Lastly, some of these models are outsourced to other studios that also fall prey to reusing the same references. I know people are going to criticize outsourcing but it's an extremely common thing in game development; building a single car as a LOT of work.
Some of forza models is bad, take look at Ferrari f50 its much better detailed in gts and gt7, very noticeable even during gameplay
A model being less detailed than another model does not make it bad.
A model being so different from the source material that it is jarring makes it bad. That is if you're even properly comparing the correct source material.
T10 made some baffling MP decisions. The Homologation systems needs to be redone.
I understand the issues with the homologation system but I actually like it.
I'm honestly tired of class races where a person builds a car with almost nothing but horsepower/torque modifications; they then use assists to get around the cars instability due to it being nothing but a power build.
Like if you were in a Ferrari 458 in S class and get destroyed by a 1100 hp Civic with nothing but engine modifications.
Homologation helps prevent this kind of car build; I do think the system should be a bit more loose in requirements.
Yes it was at one of the tech awards where they showed the Dubai track. They talked about how photogrammetry made it easier for them to build the tracks faster because they got all the 3d data and just had to texture layer them instead of building all of it one by one. Thats also what they said in this video, thats how they recreated all those tiny details at this level.
Edit. Found it, at 15:20
This is kind of a trap though, just because you can make certain parts of developing a track easier and faster doesn't mean that they are done faster. It could just mean that it allows them to spend even more time adding details or working on other parts of the track with the more time they've gained.
In the latest video they mentioned photogrammetry specifically with regards to maple valley. I thought that was interesting considering Maple Valley isn't a real place...Did they use it to capture individual trees I wonder?
That is the fun part of this technology, it can practically be used for any texture in the game. Rocks, bark, leaves, asphalt, rubber, paint, steel, dirt, and more. They can catalog these textures created and put them in a database to be used manually or by procedural generation systems.
If I were to guess, the trees for the most part are randomized using procedural generation where the system pulls for database to build the trees. The trees that are closer to the track likely have more manual touches by the developers.
Procedural generation is pretty common in game development nowadays; who wants to waste thousands of hours manually building different trees? Algorithms create a more natural look.