Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
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Comparison posts like this always make me curious so I felt like checking this out for myself. Not many people may know this but the RTGI is already present but disabled - it can be toggled through file edits, although the effect definitely isn't as strong as that official pic.

Same position on track but with a fancier looking time of day:
View attachment 1335649

I can't replicate the nicer blurred reflections but this could just be a setting that I'm not aware of so far:
View attachment 1335650


Was curious about the tire wall in the background though, in the official shot (and in my game, even without modding) the AO is much nicer where the tires meet the sand, making the wall look way more realistically placed in the scene. Is your shot from console? I wonder if the RTAO is weaker or missing there.
The RTAO and RT reflections are higher quality on pc, but the diffused reflections are missing like you said. But are you also saying that you can toggle RTGI in this build?
 
Why does the GT4RS sound so poor in FM23 when it sounds pretty darn good in FH5?




I don't think Forza Horizon 5 sounds "pretty darn good" in comparison.

Listening to the actual car, it sounds more like a mix of both Motorsport and Horizon than either being better. Horizon is missing a lot of the lower tones in the exhaust note compared to Motorsport.



Listening to both and the actual car, neither sound exactly like it and both sound kinda like it.
 
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The RTAO and RT reflections are higher quality on pc, but the diffused reflections are missing like you said. But are you also saying that you can toggle RTGI in this build?
The RTGI is/should be what you're seeing in the first pic. The sun is hitting off the bright red wing endplate and bouncing onto the rubber of the tire.
 
I don't think Forza Horizon 5 sounds "pretty darn good" in comparison.

Listening to the actual car, it sounds more like a mix of both Motorsport and Horizon than either being better. Horizon is missing a lot of the lower tones in the exhaust note compared to Motorsport.



Listening to both and the actual car, neither sound exactly like it and both sound kinda like it.

The sound in Forza Horizon 5 is more accurate.
 
The RTGI is/should be what you're seeing in the first pic. The sun is hitting off the bright red wing endplate and bouncing onto the rubber of the tire.
I know that its in the pic but im asking if i can enable it on my pc by editing the config file. Also do you have more examples of it like during gameplay and on vs off.
 
I noticed that something from FM7 has carried over to Motorsport, some cars either in front or in the mirrors will appear to be solid colored then all of the sudden the user created livery will pop onto it. It's slightly distracting because you're not expecting it but at least it's not going off and on like a strobe light.
Speaking of strobe lights, the game does that when I'm in the opening menu screen. It blinks rapidly for a second, then 2 seconds after it stops it does it again in a loop.
 
It is using a (718gts?) F4 sound file i think.
Yes, the Forza Motorsport sound file definitely sounds like a flat four cylinder engine and not a flat six cylinder, like it's supposed to be.

Here's a video with both versions of the Cayman, for comparison:


Onboard of Cayman 718:


Onboard of GT4 RS:


I wonder why T10 keeps making these mistakes. It has happened so many times in Forza Motorsport already. Besides the copy paste sound files of many of the V12 engines, many cars sound like the wrong engine type.
The KTM GT2 sounded like a four cylinder when it was added, but was later fixed to the correct 5 cylinder sound. The Sauber C9 is still wrong, I believe, and the are several other examples.

Is this due to lacking quality control or have they just run out of time and plan to patch it later?🤔
 
Yes, the Forza Motorsport sound file definitely sounds like a flat four cylinder engine and not a flat six cylinder, like it's supposed to be.

Here's a video with both versions of the Cayman, for comparison:


Onboard of Cayman 718:


Onboard of GT4 RS:


I wonder why T10 keeps making these mistakes. It has happened so many times in Forza Motorsport already. Besides the copy paste sound files of many of the V12 engines, many cars sound like the wrong engine type.
The KTM GT2 sounded like a four cylinder when it was added, but was later fixed to the correct 5 cylinder sound. The Sauber C9 is still wrong, I believe, and the are several other examples.

Is this due to lacking quality control or have they just run out of time and plan to patch it later?🤔

It would be nice if they just correct all the wrong car sounds in one fell swoop, like an update dedicated to fixing audio and graphics together instead of doing this piece by piece. Its nice they are fixing a couple cars here and there but if they just take a few months and gather up all the wrong audio files and do it all at once so they wont have to worry about it again. The list is quite long...
 
Found two more settings that make the RT a lot more like that promo shot, one that dictates how glossy a surface needs to be to receive reflections, and one that hides the windows in RT reflections so you can see inside, GT7-style.

Notice now how the red is very prominently reflected on the tire, and the Shell text is missing from the reflection just like the promo shot:
1710094227899.png



And a couple more shots that show the proper working through windows in reflections:
1710095164137.png

1710095182872.png



And a couple showing how much the lighting is improved by non-glossy surfaces being able to reflect softly:
1710095214044.png

1710095221725.png
 
Found two more settings that make the RT a lot more like that promo shot, one that dictates how glossy a surface needs to be to receive reflections, and one that hides the windows in RT reflections so you can see inside, GT7-style.

Notice now how the red is very prominently reflected on the tire, and the Shell text is missing from the reflection just like the promo shot:
View attachment 1335933


And a couple more shots that show the proper working through windows in reflections:
View attachment 1335946
View attachment 1335947


And a couple showing how much the lighting is improved by non-glossy surfaces being able to reflect softly:
View attachment 1335948
View attachment 1335949
How taxing are these to run?
 
Found two more settings that make the RT a lot more like that promo shot, one that dictates how glossy a surface needs to be to receive reflections, and one that hides the windows in RT reflections so you can see inside, GT7-style.

Notice now how the red is very prominently reflected on the tire, and the Shell text is missing from the reflection just like the promo shot:
View attachment 1335933


And a couple more shots that show the proper working through windows in reflections:
View attachment 1335946
View attachment 1335947


And a couple showing how much the lighting is improved by non-glossy surfaces being able to reflect softly:
View attachment 1335948
View attachment 1335949
Doesn't seem to make any difference to performance. Both have a couple of visual bugs that could explain why they're not already present, but nothing huge IMO.
This makes me even more angry that they are literally scaling and holding back settings in the pc version. The worst part is that the game doesn't even run that good with the scaled back settings and has some serious performance problems and visual bugs even after 5 months no matter what setup. They have the tools, they have the power, they have the budget and yet here we are after 5 months with downscaled graphics and bad performance. And we still didn't get any update about the RTGI update after launch, which is ironic because they couldn't stop talking about it before launch.

Also there is something you guys have missed from the promo shots. They have more trees and vegetation as always, just like i discoverd some time ago that the console version in visual mode has more trees and grass compared to maxed out pc version.


Look at the trees in the back of the wing, its missing compared to our shots. Im 100 sure that if you take the shot in visual mode on console the tree would be there.
 
This makes me even more angry that they are literally scaling and holding back settings in the pc version. The worst part is that the game doesn't even run that good with the scaled back settings and has some serious performance problems and visual bugs even after 5 months no matter what setup. They have the tools, they have the power, they have the budget and yet here we are after 5 months with downscaled graphics and bad performance. And we still didn't get any update about the RTGI update after launch, which is ironic because they couldn't stop talking about it before launch.
As I mentioned in my post, the enhanced settings have visual bugs, and while it's very easy to simply take pictures that don't highlight them, it's probably not something you want to let loose on the public, especially when they're so eager to lambast FM8 over the slightest things right now. I wouldn't be so critical of the fact that a buggy feature isn't available to everyone immediately, even if it looks tempting.

It would make total sense to me if the story was something like: RTGI planned for post-launch -> launch was rough -> backlash happened -> RTGI, being a less critical feature, was put on the backburner while devs focus on more pressing issues (including graphics devs working to optimise things further).
 
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As I mentioned in my post, the enhanced settings have visual bugs, and while it's very easy to simply take pictures that don't highlight them, it's probably not something you want to let loose on the public, especially when they're so eager to lambast FM8 over the slightest things right now. I wouldn't be so critical of the fact that a buggy feature isn't available to everyone immediately, even if it looks tempting.
So just like the rest of the graphical features that are currently in the game. Just like the broken RT reflections that are randomly missing on some modes, just like the RT reflections that are missing in the cockpit in some cars that are there in Forzavista, just like the broken shadows that are real time but are still jumping by tod, just like the AI car models that have super low lod even maxed out on pc, just like the missing trees and foliage in the pc version, just like the low quality textures on some tracks, just like the broken rain effects on the windshield and just like the broken shaders on some cars that doesn't show the proper material of the car, and i can go on and on.

It would make total sense to me if the story was something like: RTGI planned for post-launch -> launch was rough -> backlash happened -> RTGI, being a less critical feature, was put on the backburner while devs focus on more pressing issues (including graphics devs working to optimise things further).
This i agree with you but its been 5 months already and it was supposed to be there at launch. If you can't get your **** together in 5 months than you have a bigger problem.


Look when everything works and put together, its easily one of the best looking racing sim out there during gameplay. But the visual bugs and performance issues are really anoying and makes the experience less enjoyable. I say this as someone who really likes Forza and has played all of them since the first game.
 
I had hoped to see the return of some lost track variants on months where they couldn't bring us a whole new track. Particularly the Homestead road course that uses the banking for the final corner as that version is far better for overtaking/drafting, and Watkins Glen without the bus stop for some vintage GTO/GTP racing. Suzuka West as well, as East is just the boring half of the track.


The stock tune for the LMDh Caddy is pretty weird if I remember right, the toe numbers in particular and it would be interesting to see how they arrived at those numbers for the default setup.

It seems you can be way heavier handed with the changes to it than you can be with other LMP cars, but even doing the wacky Forza turn stuff like max front/min rear aero, 1/40 on swaybars, 100 accel in the diff it still understeers pretty bad.

Maybe it makes sense because it's quite a bit heavier than most LMP cars, but to me it feels like a fast GT car more than an LMP car... Which is actually kinda nice in a way as it feels less knife-edge-y which I find is more comfortable (and therefore less mentally tiring) for doing longer races.

This is really annoying for those of us that don't use the driving line. Headlights were pretty bad in FM7 too, but it's kind of a bigger issue now that every track has a full day/night cycle.

Lots of the tracks have enough ambient lighting at night that you don't notice too much, but there are a few spots where it is really obvious, like Blanchimont at Spa. Even though they added the big floodlights in may places, the Nordschleife has two of the worst spots at the final left hander in Kesselchen and the entry of Mutkurve. For both, you can't see the turn-in point until is too late in faster cars, unless you are using the line or maybe the track limits things, but you shouldn't have to use those to not die in a race car that has brightass lights for going high speeds at night.
Perhaps they deliberately have the track lights on so bright to mask the bad/canned headlight effects. it's just not a game right now to show off the Series X's capabilities. I miss the night driving from FM6. Looked very convincing, minus a few oddities with the headlights automatically dimming, like on Spa and Silverstone.

I also can't understand why they haven't included the option to toggle hi-beam by now. It's an unfinished mess. The headlights do not interact with the environment like they should in the game or would IRL.
 
The spotlight cars are a huge disappointment.

Here are the spotlight cars of the update:
Wk 1: 2014 Alfa 4C
Wk 2: 2002 Nissan Skyline R34
Wk 3: 1969 Dodge Charger
Wk 4: 2014 Huracan
Reward: Pagani Zonda Cinque R

Open Tour Reward: Ferrari 599XX

2 of which are already in the game.

but the Car Pass is much more insane than before with an unexpected additon, the Nissan Silvia Super Silhouette. The McMurtry will be out on April?
 
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Some patch notes

This update also introduces 8 new music tracks to the game, composed by Kaveh Cohen and Michael Nielsen, and Peter Holmstrom, and these will be played while you’re in the Homespace.

Below you will find a snapshot of the other fixes and improvements in Update 6. Head on over to Forza Support to find the full release notes.

  • Improved Drivatar AI behaviors at the beginning of races to reduce mid-field collisions and breakaway drivers at race start through Turn 1. [1728001, 1663637]
  • Rewind is now available to use at race start and after one or more Drivatar AI crosses the finish line before the player. [1577801, 1269413]
  • Fixed a crash when entering Private Multiplayer lobbies. [1711214, 1712940, 1692800]
  • Fixed a hard lock when transitioning from Race Results to Race Rewards after a race has been completed. [1709973]
  • On PC, VRAM usage estimates for many graphics settings have been updated to be more accurate. [1593495]
  • Fixed an issue where cars wrongly sampled Ray Traced Ambient Occlusion leading to flicker. [1689343]
 
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well, okay this is getting better, but any news on AI, penalties ?
I'm kind of disappointed
Only this:
- Improved Drivatar AI behaviors at the beginning of races to reduce mid-field collisions and breakaway drivers at race start through Turn 1.


Edit: Patch notes were just posted


Lighting change in the paint booth is mentioned:
- Added multiple Lighting Options to the Livery Editor menus to help players see how their designs look in different conditions. Desired lighting selection will be saved upon return.
 
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1710174579033.png

Forza Motorsport Update 6.0 Release Notes – March 11, 2024​

In the latest update, we have made significant changes to Car Progression to give you the freedom to equip the parts you want to install on your car regardless of Car Level.

Following the addition of Daytona to our track list in Update 4, we’ve heard your feedback and have changed the pit lane exit to address track-rejoin collisions and more closely reflect the track as it is used in real life events.

This update will also include additional lighting options for the livery editor, and numerous fixes and experience improvements to the overall stability of the game.

Below is a summary of new content and features, and items fixed or improved in Update 6.



New Content, Features and Events [All Platforms]

Car Progression Changes

  • We have removed the level restriction on performance parts, making them all available at Car Level 1. This allows players to install parts in any order they wish.
  • Players can use in-game Credits to acquire Car Points when exiting the upgrade screen at a ratio of 4,500 Credits for 500 Car Points. This change gives you a choice to immediately upgrade your car using Credits, or if you're saving your Credits, you can earn Car Points for upgrades through car leveling as before.
Homespace

  • 8 new music tracks have been added to the game, composed by Kaveh Cohen and Michael Nielsen, and Peter Holmstrom, and these can be heard in the Homespace environment.
New Career Events

  • Featured Tour: Combustion Tour (Available from March 13 4pm PT | March 14 12am UTC – April 24 4pm PT | April 25 12am UTC)
    • 4 Cylinder Furies (Starts March 13 4pm PT | March 14 12am UTC)
    • Super Sixes (Starts March 20 4pm PT | March 21 12am UTC)
    • V8 Heritage (Starts March 27 4pm PT | March 28 12am UTC)
    • V10 Titans (Starts April 3 4pm PT | April 4 12am UTC)
  • Open Class Tour – Engine Cylinders (Available from March 13 4pm PT | March 14 12am UTC – April 10 4pm PT | April 11 12am UTC)
    • C Class Series (6-Cylinder Opponents)
    • B Class Series (4-Cylinder Opponents)
    • A Class Series (8-Cylinder Opponents)
    • S Class Series (12-Cylinder Opponents)
Reward Cars

  • Combustion Tour: 2009 Pagani Zonda Cinque Roadster
  • Open Class Tour: 2010 Ferrari 599XX
Spotlight Cars

  • 2014 Alfa Romeo 4C (March 13 4pm PT | March 14 12am UTC – March 20 4pm PT | March 21 12am UTC)
  • 2002 Nissan Skyline GT-R V-Spec II (March 20 4pm PT | March 21 12am UTC – March 27 4pm PT | March 28 12am UTC)
  • 1969 Dodge Charger R|T (March 27 4pm PT | March 28 12am UTC – April 3 4pm PT | April 4 12am UTC)
  • 2014 Lamborghini Huracán LP 610-4 (April 3 4pm PT | April 4 12am UTC – April 10 4pm PT | April 11 12am UTC)
Car Pass Cars

  • 1983 Nissan #23 Nissan Motorsports Silvia Super Silhouette (March 13 4pm PT | March 14 12am UTC)
  • 2019 Toyota 86 TRD SE (March 20 4pm PT | March 21 12am UTC)
  • 2020 Lexus #14 VASSER SULLIVAN RC F GT3 (March 27 4pm PT | March 28 12am UTC)
  • 1986 Lotus #12 Team Lotus 98T (April 3 4pm PT | April 4 12am UTC)

New Multiplayer Events

Spec Series

  • BMW M3 Spec Series (March 13 4pm PT | March 14 12am UTC – March 20 4pm PT | March 21 12am UTC)
  • Forza P2 Series (March 20 4pm PT | March 21 12am UTC – March 27 4pm PT | March 28 12am UTC)
  • Vintage Le Mans Prototype Series (March 27 4pm PT | March 28 12am UTC – April 3 4pm PT | April 4 12am UTC)
  • Early LMP Series (April 3 4pm PT | April 4 12am UTC – April 10 4pm PT | April 11 12am UTC)
Open Series

  • 4 Cylinder Series (A Class) and D Class Series (March 13 4pm PT | March 14 12am UTC – March 20 4pm PT | March 21 12am UTC)
  • 6 Cylinder Series (S Class) and B Class Series (March 20 4pm PT | March 21 12am UTC – March 27 4pm PT | March 28 12am UTC)
  • 8 Cylinder Series (A Class) and C Class Series (March 27 4pm PT | March 28 12am UTC – April 3 4pm PT | April 4 12am UTC)
  • 12 Cylinder Series (S Class) and E Class Series (April 3 4pm PT | April 4 12am UTC – April 10 4pm PT | April 11 12am UTC)
Spotlight Series

  • 2014 Alfa Romeo 4C (March 13 4pm PT | March 14 12am UTC – March 20 4pm PT | March 21 12am UTC)
  • 2002 Nissan Skyline GT-R V-Spec II (March 20 4pm PT | March 21 12am UTC – March 27 4pm PT | March 28 12am UTC)
  • 1969 Dodge Charger R|T (March 27 4pm PT | March 28 12am UTC – April 3 4pm PT | April 4 12am UTC)
  • 2014 Lamborghini Huracán LP 610-4 (April 3 4pm PT | April 4 12am UTC – April 10 4pm PT | April 11 12am UTC)
New Rivals Events

  • Spec Division: Forza GT – Any Forza GT Division Car – Silverstone GP Circuit (March 13 4pm PT | March 14 12am UTC – April 10 4pm PT | April 11 12am UTC)
  • VIP: Daytona Drizzle – 2020 Chevrolet Corvette Stingray Coupe Forza Edition – Daytona Sports Car Circuit (March 13 4pm PT | March 14 12am UTC – April 10 4pm PT | April 11 12am UTC)
  • Spotlight – 2014 Alfa Romeo 4C – Yas Marina North Corkscrew (March 13 4pm PT | March 14 12am UTC – March 20 4pm PT | March 21 12am UTC)
  • Spotlight – 2002 Nissan Skyline GT-R V-Spec II – Suzuka East (March 20 4pm PT | March 21 12am UTC – March 27 4pm PT | March 28 12am UTC)
  • Spotlight – 1969 Dodge Charger R|T – Eaglerock Speedway Oval (March 27 4pm PT | March 28 12am UTC – April 3 4pm PT | April 4 12am UTC)
  • Spotlight – 2014 Lamborghini Huracán LP 610-4 – Catalunya National Circuit Alt (April 3 4pm PT | April 4 12am UTC – April 10 4pm PT | April 11 12am UTC

Bug Fixes and Improvements

The team is constantly hard at work on bugs, some of which are not immediately visible to players but are critical for game stability for all players.

Stability [All Platforms]

  • Fixed a crash when entering Private Multiplayer lobbies. [1711214, 1712940, 1692800]
  • Fixed a crash when selecting Practice during a Prototype Group Racing Series event. [1709839]
  • Fixed a hard lock when transitioning from Race Results to Race Rewards after a race has been completed. [1709973]
  • Fixed a crash when matchmaking into in Featured Multiplayer events. [1702988]
  • Fixed a crash when returning to Car Select in the Design & Paint menu after downloading a livery. [1667974]
  • Fixed a crash that occurs after idling for an extended period in a Featured Multiplayer event. [1685682]
PC

  • VRAM usage estimates for many settings were made to be more accurate. [1593495]
  • Fixed an issue where the Names Over Cars panels were not correctly aligned while using ultrawide resolutions. [1637743]
AI [All Platforms]

  • Improved Drivatar AI behaviors at the beginning of races to reduce mid-field collisions and breakaway drivers at race start through Turn 1. [1728001, 1663637]
  • Fixed numerous issues related to populating Drivatars in Free Play Multi-Class event setup. [1554823]
  • Fixed an issue where AI drove erratically and sometimes left the track after resuming from Rewind. [1711812]
  • Added notifications for relevant AI penalties. [1700663]
Forza Race Regulations [All Platforms]

  • Increased accuracy in assigning fault to sideswipes. [1692509]
Cars [All Platforms]

  • 2021 Audi RS 6 Avant: Fixed an issue where blinkers on mirrors are always turned on when daylight lights are turned on. [1639368]
  • 2021 BMW M4 Competition Coupé: Fixed an issue where the remove wing option does not remove the rear wing. [1642097]
  • 2021 BMW M4 Competition Coupé: Fixed an issue where the inner part of the trunk taillights does not turn on. [1651553]
  • 2015 BMW i8: Fixed an issue where the track is visible through the hood after applying an aftermarket Street hood . [1664878]
  • 1995 Chevrolet Corvette ZR-1: Fixed an issue where rain droplets are visible on the car's gauges. [1659320]
  • 1992 Honda NSX-R: Fixed an issue where the backfire appears in the middle of the bumper instead of the exhausts after applying the aftermarket Race rear bumper. [1640544]
  • 1988 Lamborghini Countach LP5000 QV: Fixed an issue where the rear lights do not turn on during night and rain races. [1646578]
  • 2010 Lexus LFA: Fixed an issue where visible gaps appear in the driver's door in cockpit camera. [1642169]
  • 1990 Mazda Savanna RX-7: Fixed an issue where the car driver and passenger seats did not have the same color as the real car. [1639648]
  • 1990 Mazda Savanna RX-7: Fixed an issue that caused the car to clip beneath the track when the rear ride height is set at the lowest setting. [1640548]
  • 2020 McLaren GT: Fixed an issue where the track can be seen through two speakers in both bottom corners of the windshield when using the driver or dashboard cockpit views. [1657776]
  • 2002 Nissan Skyline GT-R V-Spec II: Fixed an issue where the manufacturer logo changes color after installing aftermarket front bumpers. [1642095]
  • 1967 Nissan R380 II: Fixed an issue where the shifting animation is missing. [1640448]
  • 2007 Porsche 911 GT3: Fixed an issue where the hood is missing when in hood camera view. [1639472]
  • 2019 SUBARU STI S209 Forza Edition: Fixed an issue where side mirrors are missing when viewed in the dash camera view. [1646466]
  • 2016 Vauxhall Corsa VXR: Fixed an issue where the rear-view mirror is not centered in the middle of the windshield. [1654463]
Tracks [All Platforms]

  • Daytona International Speedway Pitlane Exit Update – Cars exiting the pitlane of the Sports Car Circuit will now follow the full length of the pitlane and enter the track between turn 2 and turn 3. A barrier has been added on the inside of turn 1 to prevent corner cutting through the pitlane. [1689370]
  • Known Issue: Currently players are prevented from regaining control of their car at the intended location, causing them to re-enter the track under AI control when Pitting Assist is toggled off. The team is investigating a solution to this issue.
Gameplay [All Platforms]

  • Fixed an issue preventing the creation of multi-class races in Private Multiplayer. [1716082]
  • Fixed time penalties sometimes not displaying correctly in Practice during Featured Multiplayer races. [1691900]
  • Fixed players incorrectly getting a popup saying, “Setup Change Required” in Private Multiplayer when Allow Tuning is set to “Stock”. [1671360]
  • Fixed a file size limit issue for event replays where players were prevented from saving replays which included a full grid of drivers over longer event sessions. [1655835]
  • Fixed an issue where car select would not present eligible cars correctly when going from one race to another in Featured Multiplayer. [1659827]
  • Removed pitting exploit on numerous track layouts that allowed players to cut seconds off their pitstop duration by timing their selections for when the car slows down. [1634997]
  • Fixed an issue where a disqualification notification would show up in a new FMP race after being disqualified in a previous race. [1657829]
  • Rewind Improvements: Rewind is now available to use at race start and after one or more Drivatar AI crosses the finish line before the player. [1577801, 1269413]
  • Fixed an issue where excessive fuel lap amounts were by default in various game modes. [1612352]
  • Fixed an issue in the Career mode pre-race menu where no menu item was initially selected after skipping practice from this menu. [1694721]
  • Changed the Mini Leaderboard to show the Best Lap of racers when the Compare Best Lap scoring rule is selected. [1589836]
  • Known Issue: Mini Leaderboard is not actively updating positions in race when weather is set to Variable. [1729125]
  • Known Issue: When a player starts a Private Multiplayer event and then quickly cancels the launch countdown, they are unable to restart the race and must create a new lobby. [1729178]
  • Known Issue: In Private Multiplayer, the player’s car is placed on track in pre-lobby menu after changing race type from Meet-Up to Circuit. [1729190]
Livery Editor [All Platforms]

  • Added multiple Lighting Options to the Livery Editor menus to help players see how their designs look in different conditions. Desired lighting selection will be saved upon return. [1688546]
  • Fixed a bug where the Personal Colors icon did not function when selected within the Design & Paint menu. [1715931]
  • Fixed an issue where liveries could not be saved if an earlier save failed because the player's garage was full. [1689394]
  • Fixed an issue where the Livery Editor’s “Color Fine Tune” incorrectly allowed normal colors to be edited as "Color 1” and “Color 2”. [1695649]
  • Removed "Uses" from shared Vinyl Groups information as only "Downloads" and "Likes" are counted for Vinyl Groups. [1588356]
  • Fixed an issue where layer masks weren't being displayed properly in Vinyl Group thumbnails. [1679234]
  • Updated the Find Designs UI in the Livery Editor to display the Layer statistic. [1536113]
Photo Mode & Customization [All Platforms]

  • Removed the term "Max Layers" from the Photo Gallery info panel when viewing other players’ media. [1454338]
  • Fixed tunes sometimes not loading when finding community tunes or scrolling too quickly. [1679233]
  • Fixed an issue where the windshield wipers would not work in replays. [1686876]
Accessibility [All Platforms]

  • Added additional accessibility screen narration to the Livery Editor and Paint Shop menus. [1716455]
  • The 'Livery Stats' & 'Painter's Log' info panels in My Vinyl Groups, My Designs & Find Designs menus in Design & Paint are now narrated. [1552349]
  • Livery Position Select in Livery Editor is now narrated. [1691876]
  • Create Vinyl Group scene is now narrated. [1448534]
Wheels [All Platforms]

  • Fixed an issue where some shift lights on Logitech steering wheels would illuminate when the game was launched. [1693348]
  • Fixed an issue where LEDs on Fanatec steering wheels were blinking with the incorrect colors and at the wrong rate. [1695357]
Rendering [All Platforms]

  • Fixed some issues with Global Illumination flickering in the game. [1689182]
  • Fixed an issue where cars wrongly sampled Ray Traced Ambient Occlusion leading to flicker. [1689343]
  • Fixed several graphics issues when switching quality modes in setting's menu on Xbox Series X|S consoles. [1701264, 1708278]
  • Fixed a graphical issue where the screen would flash white when in-game thumbnails updated. [1612375]
 
From the looks of this the AI should be improved a lot but I dont know if this is the big fix they mention or are they doing spreading it amongst a few updates. Will have to see and test. Side note, that silvia super silhouette is big surprise for the car pass...
 
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