Forza Motorsport General Discussion Thread

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I guess we're at this point in the anticipatory hype cycle, huh



I want the game to be good, I expect it to be good, I will be disappointed at the inevitable presence of things that are not as good as I'd hope, and in the end I will probably be happy enough on some point somewhere between "better than FM7" and "I can stop daydreaming about Assetto Corsa 2."
 

This is a great technological deep dive from DF like usual

Some interesting points:

  • There is no full ray traced global illumination but some of it is used in the ray traced ambient occlusion
  • Track surfaces were remodelled because the new physics simulation exposed bumps and errors in the original mesh
  • They prioritized 3D foliage and 3D spectators

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He's referring to the non gameplay stuff that you don't play like replays, homespace, cinematics and pitstop animations. Just another reason to bash the game.

View attachment 1286753

I think if replays were forced to 60fps then professional gripers'd compare them to Gran Turismo's 30fps replays and complain about how much worse they looked. It doesn't look like they'll provide an option to switch worse-looking 60fps replays on but I think this mode would also be used for dishonest photo comparisons by the few people that'd use it.

I haven't heard of Surfel GI before. A quick google search gives me this SIGGRAPH 2021 presentation from EA


 
That is some serious nerd information there. I have no idea what DLSS, TSS, TAA T&A, RGB, LMNOP, RBG and ABC means, but I am pretty moist right now after watching that. I also feel like I need to get a second college degree.

DLSS: Magic graphics wizards upscale a smaller image into a bigger one
MSAA, TXAA, TAA: Magic graphics wizards make the image sharper and cleaner
RGB: Spinny colorful things that magic graphics wizards like
T&A: Things magic graphics wizards really want but don't have access to

(/joking obviously :P)
 
I thought the sound on the official YT video was awful.

That's likely in no small part down to YT, but the cars all sounded like they were at the bottom of a pint glass, and every car-to-car contact sounded like someone with a power fist punching a cardboard box full of cans of oxtail soup.
Going back and watching the official video, it sounds "bass boosted" or has had the gain boosted a lot or something to me. The youtuber's videos don't sound like that from what I can find, though I can't find a clear clip of them hitting another car to be sure. Weird choice but they've been making a lot of weird decisions throughout the reveal of this game. Like the showcase in January that felt very "how do you do fellow kids".
 
You can directly see all I said in every single video from yesterday, not to mention dropped frames. I'm happy to buy FM day one but not like this.
No, I can see you purposely focused on 3 tiny things and then used those to define the game as being plain old Forza. Cause you know, they definitely didn’t make major improvements anywhere else that debunks that claim.

:rolleyes:
 
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This is a great technological deep dive from DF like usual

Some interesting points:

  • There is no full ray traced global illumination but some of it is used in the ray traced ambient occlusion
  • Track surfaces were remodelled because the new physics simulation exposed bumps and errors in the original mesh
  • They prioritized 3D foliage and 3D spectators

View attachment 1286787

View attachment 1286788



I haven't heard of Surfel GI before. A quick google search gives me this SIGGRAPH 2021 presentation from EA


They did mention that the Horizon team is working hard on RTGI (Ray Traced Global Illumination) and that they fully intend to bring this technology to FM when possible, since it's already working in their prototyping.

I wonder if RTGI will be FH6 only or is already working somewhat in those new RT functions added to FH5 on the PC?
 
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RTGI will be a huge leap, no doubt.

Not mentioning "dynamic weather" or anything about drying lines in a huge tech breakdown, confirms to me it wont be there.
All they said was dynamic time-of-day, with weather.
 
What Microsoft does really well with their 1st party games is cross-platform saved games. I really love that I can take my Forza save and move effortlessly between the Xbox and PC, depending on which one is handy.
One oversight I've noticed with FH5 though is that if you change some UI settings on PC those settings will transfer to console. I have an ultrawide and I changed my UI constraint setting, which makes the edges of the UI be forced more into the center, and when I play on xbox my speedometer and minimap are right in the middle of the screen. It's funny looking but I wish they wouldn't do that. Hopefully that's been addressed in FM.
 
This is odd as they already confirmed RTGI on PC versions of Forza Motorsport.

Do they mean that they are attempting to bring RTGI to XSX in the future?

EDIT- So apparently RTGI was removed from the Q&A on Forza Motorsport.net.

I guess they were not able to get it ready for launch on time.
 
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This is odd as they already confirmed RTGI on PC versions of Forza Motorsport.

Do they mean that they are attempting to bring RTGI to XSX in the future?
I doubt XSX has the power to do RTGI, but a possible Pro console or next gen for sure.
 
This is odd as they already confirmed RTGI on PC versions of Forza Motorsport.

Do they mean that they are attempting to bring RTGI to XSX in the future?

EDIT- So apparently RTGI was removed from the Q&A on Forza Motorsport.net.

I guess they were not able to get it ready for launch on time.
In the DF video they explained that RTAO has some elements of RTGI, and that they are starting with RTAO plus RT reflections but working towards RTGI, based on the capabilities that the Horizon team has developed there.
 
Looks like eNASCAR redesigned their website. Why am I bringing this up in the Forza Motorsport thread? Well, that fifth game down sure links to an interesting webpage...

Must be placeholder as it links to Motorsport but shows a Horizon logo, I don’t think there’s any NASCAR vehicles in Forza Horizon 5, unless they’re referring to https://www.kudosprime.com/fh5/car_sheet.php?id=528

Pretty cool they list decades of games though.
 
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At first I wasn't sold on the idea of having to level up my car to build it. But now that I have seen more previews, and some people are leveling really fast, that has alleviated my concern. Especially when you get manufacturer discounts.
 
Chris even said the preview builds that the media received are months old.

I'm hoping this means the handling as SuperGT alluded to is fluid and subject to change between the preview build compared to release then, apart from a few gripes, as long as the handling and physics is engaging I can see myself putting many hours into this game.
 
I'm hoping this means the handling as SuperGT alluded to is fluid and subject to change between the preview build compared to release then, apart from a few gripes, as long as the handling and physics is engaging I can see myself putting many hours into this game.
While FM7 was no ACC, iRacing, RacePro, I wasn't dissatisfied with the physics in FM7. FM7 is still a simcade in the end (which I love about FM and GT), so I suspect that while we have some improvements in physics and handling (obviously), I don't think this is going to be the next RaceRoom killer.
 
I mean the game drops in about 2 weeks, why go through all the trouble of a technical breakdown on an old build, I don't see the issue with that dude's post. 🤷‍♂️

Regardless, I think the visuals look great, somewhat concerned after watching Hosi's first video about the ffb though.
 
Some of the taillights/headlights in the promo images look way better than they normally do, they've maybe finally made some improvements in that aspect.
Maybe, but promo images are usually taken with all the settings turned up to maximum (sometimes beyond what you can do in retail) and are likely downsampled from 8K or 12K for extra sharpness.
 
I mean the game drops in about 2 weeks, why go through all the trouble of a technical breakdown on an old build, I don't see the issue with that dude's post. 🤷‍♂️

Regardless, I think the visuals look great, somewhat concerned after watching Hosi's first video about the ffb though.

HokiHoshi's video? He's using a TX, which he said was really heavy and had clipping on default settings, sounds about right, my T300 has the same problem on GT7 with default settings, so wonder if they just hadn't tweaked default setup for the TX on the build yet. He did also mention once tweaked it felt great, so I wouldn't be too worried, a few other creators did say the wheel felt great, so there is that too.
 
Maybe, but promo images are usually taken with all the settings turned up to maximum (sometimes beyond what you can do in retail) and are likely downsampled from 8K or 12K for extra sharpness.
Some of the taillights/headlights in the promo images look way better than they normally do, they've maybe finally made some improvements in that aspect.
Even in Youtube captures running on Series X you can notice the improvements made to the headlights and taillights.
compzrz.jpg
 
I haven’t been catching up with the streams, do we know anything about wheel support, specifically for the PC? My buddy has a really invested build for iRacing and he’d definitely pick up FM for the PC if he can use it effortlessly with FM.

Apologies if I’ve missed any info in advance. Worse case, I’ll just tell him he might have to wait til launch for us to know everything.
 
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