Forza Motorsport General Discussion Thread

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AMS2: Very few laser scans. Some tracks use LIDAR data, but not many.
This isn't right. Most AMS2 tracks use Laser Scan and Lidar. From Reiza forums:
"
All the Premium tracks are developed with the aid of point cloud data (from either laser/lidar scan). Most of the MSV tracks follow the same method, but I haven't found any statement from Reiza regarding Cadwell Park. Azure (Monaco) was originally pretty much the same as in Project Cars 2 but later got an updated track mesh based on laser scan data. Jerez was mentioned in the Oct 2019 dev update as being based on lidar scan data. So the list of confirmed tracks is at least the following:
  • Azure
  • Brands Hatch
  • Buenos Aires
  • Córdoba
  • Donington Park
  • Hockenheimring
  • Jerez
  • Monza
  • Nürburgring
  • Oulton Park
  • Silverstone
  • Snetterton
  • Spa-Francorchamps
For the Argentinian tracks, it's unclear whether Renatos statement below is referring to all Argentinian tracks being modeled after laser scan data, or if it's only the 2 tracks where they scrapped the AMS1 mesh and started over"
Renato: "Termas is a brand-new track for AMS2, while Buenos Aires and Córdoba had already been present in AMS1 - originally our plan was to just upgrade these models for AMS2, but with our track team recently running into fresh LIDAR data and being unable to settle for doing things halfway, they have once again gone beyond the call of duty by fully reforming both tracks"

You can also add the Brazilian tracks as they have the data from those too. AMS2 has a lot of historical track layouts. I'm sure Imola 72 or Interlagos 76 or Spa 93 or Silverstone 91 aren't going to be scanned but their track makers are artists and there is no denying that they are wonderful versions. The new historic Nordschleife is a thing of beauty and arguably the best version out there.

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I just hope the AI difficulty doesn't vary too much across the 20 tracks.
I have a former coworker that was in the top 20 GT Academy pre 2015. In Forza he would race the cars in unbeatable AI. I was like theres no fricken way I'd beat that. Guy is a beast in sim racing, and apparently IRL too.
 
I have a former coworker that was in the top 20 GT Academy pre 2015. In Forza he would race the cars in unbeatable AI. I was like theres no fricken way I'd beat that. Guy is a beast in sim racing, and apparently IRL too.
The AI on Pro is actually pretty good AI. It's something that GT7 can't even get close to. Alot of these problems that I read others post about in here about the AI somewhat disappear when you turn them up all the way. If I'm going to go for a long money making session, I've used Unbeatable before on a couple different car classes that are a bit easier than the rest. If you're going to do longer races in the 20+ lap margin, the AI will come back to you ever so slowly if you race consistently towards the latter half of the race.
I do notice that running too much in Forza ruins my Sim driving a bit though. The brake markers for sure are ridiculous in Forza and I have to brake a lot of times twice as far back in sims.
 
Even you have to admit that going from 32(guessing) to 20 locations is a bit shocking.
Not if we had the drop of 26 (FM4) to 14 (FM5), a drop of almost 50% in recent past
I hope Red Bull Ring and Interlagos are added eventually because I love driving on these in multiple games.
I have a feel that the last debuting track will be interlagos and it will feature their older layouts (that are still exists as various access roads), like Laguna Seca did....

If not at launch it will be one of the first since is the most voted track by far
 
I get the EV push an all, but its crazy they prioritized putting the eray on the cover over a C8Z.

We know which one is the actual track car. I'm curious how much slower the heavier hybrid version of the vette is on track tho.
 
I get the EV push an all, but its crazy they prioritized putting the eray on the cover over a C8Z.

We know which one is the actual track car. I'm curious how much slower the heavier hybrid version of the vette is on track tho.
It's probably more to do with the fact that the E - Ray hasn't yet appeared in a video game. The z06 has already appeared in ams 2.
 
We don't know what assists the player has on, if they're on auto gears for example or not using clutch.

You dont need to turn on clutch in assists for automatic cars its just dosen’t make much of difference other story with manual gearbox through, but its still needs to be said this is not good its completly off, fm7 also suffered from this problem, and it was fine in fm6,
 
You dont need to turn on clutch in assists for automatic cars its just dosen’t make much of difference other story with manual gearbox through, but its still needs to be said this is not good its completly off, fm7 also suffered from this problem, and it was fine in fm6,
It's more to do with the fact that the player in the video is using seemingly auto gearbox + abs + extremely spiky throttle in what is supposed to be a slow and sharp corner. They also seem to be braking too soon before the corner, applying a big stab of throttle and then understeering wide, because of which they have to lift off the throttle. This is very clearly on a controller with no smooth inputs.
 
It's more to do with the fact that the player in the video is using seemingly auto gearbox + abs + extremely spiky throttle in what is supposed to be a slow and sharp corner. They also seem to be braking too soon before the corner, applying a big stab of throttle and then understeering wide, because of which they have to lift off the throttle. This is very clearly on a controller with no smooth inputs.
My guess: Keyboard gameplay
 
It's more to do with the fact that the player in the video is using seemingly auto gearbox + abs + extremely spiky throttle in what is supposed to be a slow and sharp corner. They also seem to be braking too soon before the corner, applying a big stab of throttle and then understeering wide, because of which they have to lift off the throttle. This is very clearly on a controller with no smooth inputs.
Using auto still dosent explain why shifts are so slow its a flaw by the game no doubt, this has nothing to do with how he driving or using the throttle this has to do about the slow shifting witch should not be the case becouse its a dct transmission
 
Stock road car gearboxes in Forza tend to be a lot slower than upgraded ones. Try driving the Z stock in FH5 as a comparison.

Also the spikiness can easily be poor controller user, doesn't have to be keyboard. Slamming the triggers and thumb stick is a perfectly good Horizon driving method (just a little slow) but causes all kinds of bad weight transfer in motorsport, which in my opinion is what you see in that builder's cup video.
 
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It looks as if Forza Motorsport won't be playable on the Gamescom showroom floor after all, but rather a part of an "exclusive theater presentation". A bit disappointing if you ask me. I had hoped that we would get the first impressions of the new physics from someone independent. Maybe even on a wheel setup. Still, I hope the presentation gives us som new interesting details.

Another thought I had is that Turn 10 might do the Forza Monthly episode later this month, perhaps one or two days after the Gamescom presentation, just like they did in connection to the June showcase this year.

 
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Starting with a low 20 tracks, but plans for a heavy DLC system and long running game life. How many tracks a year do you think is adequate? I am hoping for 4 tracks a year but knowing how long track development takes it may not be possible.
 
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