Forza Motorsport General Discussion Thread

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I would guess that most (not all) people here have never driven these cars in these racing games, let alone raced on a track. I am confused by those that say certain cars don't handle properly.
 
I always fail to see the point in comparing GT/FM with games actually attempting to simulate racing. They are clearly aimed at a completely different market.

First of all, GT/FM absolutely must be playable and enjoyable with the controller, whereas PC sims are most definitely aimed at wheel owners and have extremely rudimentary controller tuning options.
Second of all, GT/FM have vast (road) car lists and simply can't devote as much time to specific car physics aspects. Plus they have huge and complex upgrade systems, which greatly impact car behaviour.

Putting this all together, anyone who thinks FM8 will be aimed at competing with PC sims is doomed to be disappointed. Instead we will get a beautiful racing game with excellent controller support, amazing graphics (especially in HDR) and however much the physics are improved underneath the game will still handle in a way familiar to long time Forza players.

Personally I hope for the following:
  1. Remove the Forza Glue nonsense which was so annoying in FM7 (touch another car and you stick to it for some reason). This behaviour doesn't happen in FH5 so I have hope.
  2. Change the grip loss system. FM7 is still very old school where if you lose grip it seems to trigger some kind of canned effect which plays out a slide before you can regain grip. It really would be good if this could be more organic and respond to your actual inputs instead of playing out as "ooops, you overdid it, penalty slide is now in effect".
Anything more than that is not likely.
 
I always fail to see the point in comparing GT/FM with games actually attempting to simulate racing. They are clearly aimed at a completely different market.

First of all, GT/FM absolutely must be playable and enjoyable with the controller, whereas PC sims are most definitely aimed at wheel owners and have extremely rudimentary controller tuning options.
Second of all, GT/FM have vast (road) car lists and simply can't devote as much time to specific car physics aspects. Plus they have huge and complex upgrade systems, which greatly impact car behaviour.

Putting this all together, anyone who thinks FM8 will be aimed at competing with PC sims is doomed to be disappointed. Instead we will get a beautiful racing game with excellent controller support, amazing graphics (especially in HDR) and however much the physics are improved underneath the game will still handle in a way familiar to long time Forza players.

Personally I hope for the following:
  1. Remove the Forza Glue nonsense which was so annoying in FM7 (touch another car and you stick to it for some reason). This behaviour doesn't happen in FH5 so I have hope.
  2. Change the grip loss system. FM7 is still very old school where if you lose grip it seems to trigger some kind of canned effect which plays out a slide before you can regain grip. It really would be good if this could be more organic and respond to your actual inputs instead of playing out as "ooops, you overdid it, penalty slide is now in effect".
Anything more than that is not likely.
So I've played FM dating back to FM2. I agree about the physics to a certain extent. Late last year I moved to the wheel which a lot of people think is crap in FM7. I've got my settings to where I like them now and enjoy the wheel.

Here is the difference between the wheel and controller IMO. On the controller, I could never correct for those "Penalty Slides" you are referring to. I find that on the wheel it is MUCH easier to recover especially with the right tune. BUT lap times are still faster with the controller because it is more responsive a lot easier to point and shoot through turns.

I enjoy using the wheel more especially online. It's just easier to control with rammers and aggressive players. I may not have podium finishes as much, but at least I'm not spinning out as much finding my way in the back. Hotlapping for me is pretty close with the wheel and I run about second slower with the wheel.

I am curious to see how FM8 will adjust for the wheel. It might be minor, but I'm sure it will at least change. The multi-point tire physics are bound to change handling anyway. Devs just need to get some feedback from someone on a DD wheel for FFB.

So I've always enjoyed the foundation of FM. Street Cars with parts, tuning and customized liveries. That's what made me switch to FM years ago. Both the OG Auction House and Storefront were good too. Imrovements I am hoping for is a much more in depth Career Mode, closer RWD vs AWD equality and some type of "hard to get" vehicle format without micro transactions. Bring back Fuji. Change Race Car PI indexes to a "Race PI Only" and have a seperate PI system for street cars. Easier for leagues and online play this way.
 
New FM pics. Seem to be from different stages of development as can be seen from the varying UI.
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Do note the chat button in the 3rd pic and the Medium tire compound logo on the bottom right in the 1st and 4th.

One more big thing is that the 3rd pic has "press y to restart lap", which means in rivals you should be able to hit was and start in the last corner or start finish straight instead of having to drive an entire lap. Very helpful for longer lap times, whether that is in slower cars or longer tracks.
Also in the 3rd pic, you can see that a dirty lap has been inherited, whatever that means. It also seems to be some sort of qualifying because you can see a featured race countdown on the top right.
I do like the motorcycle style speedo in the 1st and 4th pics.

From here:



Article: https://www.theverge.com/2023/4/27/...lind-driving-assists-audio-cues-accessibility


The system then adds in audio cues and voiceovers. You might approach a turn and hear “left three,” which means it’s a left turn and medium sharpness. The callouts will be familiar to anyone who has played rally games like Colin McRae or its modern DiRT equivalent.
Three countdown sounds will help blind players prepare for these turns, and the panning of the car engine will head in a direction so you move the car on a controller to re-center the car engine in your stereo field. “It helps you find the racing line again and get back on it,” says Cole. Track limit sounds will beep to let you know how close you are to the edge of the track, and these will increase in pitch as you get closer to the track limits.

All told, Forza Motorsport will have a range of accessibility features: screen narration, one-touch driving, dynamic audio descriptions, and text-to-speech and speech-to-text features. There are also colorblind modes, filters, subtitles, text scaling, and controller remapping to make the game as flexible as possible.
 
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It have more info on https://news.xbox.com/en-us/2023/04/27/forza-motorsport-accessibility-features-blind-driving/

It says that will have a mode with custom inputs

One Touch Driving

Another innovation in Forza Motorsport is the ability to race with whatever amount and combination of inputs you need. To develop this feature, the team worked with Xbox User Research at different stages during development to bring in players with various mobility and stamina disabilities. These features are built for players who may have trouble pressing multiple buttons simultaneously, gripping a controller, or maintaining button pressure, and they allow deeper levels of car control customization than ever. From the basics like automatic shifting, through enhanced steering and braking assists, to the all-new throttle and pit entry assists, you can create the experience that’s right for you, and play your own way.


Also there is this print showing a track on construtction, i wonder what track it is
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You guys noticed how in the Ford Focus screenshots that the lighting looks natural based on the time of day? I remember people saying it looked like a Hollywood film due to the supposed "yellow filter" it had from its E3 gameplay trailer. Lol! You have to laugh at those people because they like to judge too freakin' early without giving Forza a chance. :lol:

The current lighting has to be best Forza's ever had! Still can't believe we're getting so close to it, especially based on the posts I'm seeing right now. Keep it up you guys! :D

Edit: Also really cool video. It made me feel emotional knowing that even blind people will be able to play this new Forza Motorsport title. God bless the Forza team and MS. 😊
 
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Those newer development images are very pleasant to look at; a nice balance of colors! That which fm7 lacked. It's also very nice to see them making the game more accessible just like playground did with fh5.
 
We know Suzuka is in the game since January lol

by the way, does this focus is a BTCC one or is a custom schemed one? i had saw numbers on the car window

Screenshot_20230427_144437_Samsung_Internet.jpg
I don't really follow motorsport news all that often, but that is definitely a real Ford Focus touring car. Though which series (either WTCC or BTCC) is sadly unclear to me.
 
The current lighting has to be best Forza's ever had! Still can't believe we're getting so close to it, especially based on the posts I'm seeing right now. Keep it up you guys! :D
These days lighting is very hard to assess from youtube videos. For example FH5 looks really muted when you are playing it in SDR rather than HDR mode - it's very clearly intended to be viewed in HDR.

So when it comes to lighting and colours in general for FM8 I think we will have to either wait for HDR-enabled trailers to watch on our HDR PC screens, or just wait and see what it's like in HDR when the game actually launches.
 
These days lighting is very hard to assess from youtube videos. For example FH5 looks really muted when you are playing it in SDR rather than HDR mode - it's very clearly intended to be viewed in HDR.

So when it comes to lighting and colours in general for FM8 I think we will have to either wait for HDR-enabled trailers to watch on our HDR PC screens, or just wait and see what it's like in HDR when the game actually launches.
Yeah, definitely. I actually thought it looks extremely bland and washed out. Typically how the Xbox DVR recordings would look when you attempt to record a video of a game with HDR enabled.
 
Yeah, definitely. I actually thought it looks extremely bland and washed out. Typically how the Xbox DVR recordings would look when you attempt to record a video of a game with HDR enabled.
The interior view is not very convincing for me. The roll cage tubes, especially, look unrealistically lit. The exterior view looks pretty natural, but I would need to see more.
 
Also in the 3rd pic, you can see that a dirty lap has been inherited, whatever that means.
Likely means it was dirtied as a carryover from dirtying the lap in the final sector of the previous lap.

There's some tracks where that makes sense, but there are a lot of tracks where having such a rigid system in FM7 is very stupid. For example Monza... The final sector mark is right on the exit of Ascari, so if you run wide exiting Ascari it dirties your current lap and your next lap, even though there is no way that dirtying your lap at Ascari would have any effect on your next lap time.

They said during the FRR buildup that they can designate areas as different kinds of "dirty" and that's why some tracks will dirty you while you enter pitlane but you won't receive a penalty, it would be nice if they could have a different line for where you dirty your next lap that is placed closer to the final corner.
I'm firmly in the camp of liking the handling. Yes it's different to everything else but that doesn't equal bad. I find the more gentle you are with all your inputs the quicker you are and feeling of satisfaction is increased. Once your in charge of self induced over/under steer it's surprising of how much you can push, improve and have fun.
I actually kinda find the gentleness can be a mixed bag... Sure it can be satisfying to finesse a road car into a corner, but by contrast really throwing a race car on slicks into a corner and discovering it will stick is very satisfying as well. Kind of the old "grab it by the scruff of the neck" adage.

One area the lack of bite does really hurt is in technical cornering lines though. The Nordschleife is a perfect example as it has a ton of late apex corners, but since Forza has very little bite it's very hard to make the late turn-ins at speed. It ends up working out so that you really can't take a lot of the real-life lines at the Nordschleife and be fast as there just isn't enough front end grip. It also means that a lot of time to get the car to rotate you need to loosen up the rear as opposed to change settings on the front suspension.

I've also found it has a big negative impact on pre-slick vintage cars. I loved vintage cars in Forza until I drove them in AC/PC2 etc. Vintage cars in those games are still responsive, but you feel the lack of overall grip from the ancient tires more in the slip angle and squirm on the brakes and stuff. In Forza they just feel spongey and vague, so they end up feeling generally uncooperative and lazy, instead of playful and lively.

I've been playing Forza since FM1 so I'm pretty used to it's physics/feel and generally think they are a good "middle ground" for a wider range of skill levels... While I don't think they need to (or should for that matter) go too sim-y, that bite is one area I'd like to see improved, but it would be a bit of a change for some people and their driving styles... as well their tunes.
 

Article: https://www.theverge.com/2023/4/27/...lind-driving-assists-audio-cues-accessibility


The system then adds in audio cues and voiceovers. You might approach a turn and hear “left three,” which means it’s a left turn and medium sharpness. The callouts will be familiar to anyone who has played rally games like Colin McRae or its modern DiRT equivalent.
Three countdown sounds will help blind players prepare for these turns, and the panning of the car engine will head in a direction so you move the car on a controller to re-center the car engine in your stereo field. “It helps you find the racing line again and get back on it,” says Cole. Track limit sounds will beep to let you know how close you are to the edge of the track, and these will increase in pitch as you get closer to the track limits.

All told, Forza Motorsport will have a range of accessibility features: screen narration, one-touch driving, dynamic audio descriptions, and text-to-speech and speech-to-text features. There are also colorblind modes, filters, subtitles, text scaling, and controller remapping to make the game as flexible as possible.

This sort of stuff is really cool, and I think is a good way for a first party racing game to spend it's resources. It's something that's ultimately in the service of better gameplay for more people which I think for a game like FM is more valuable than marginal improvements to physics or graphics.
I actually kinda find the gentleness can be a mixed bag... Sure it can be satisfying to finesse a road car into a corner, but by contrast really throwing a race car on slicks into a corner and discovering it will stick is very satisfying as well. Kind of the old "grab it by the scruff of the neck" adage.

One area the lack of bite does really hurt is in technical cornering lines though. The Nordschleife is a perfect example as it has a ton of late apex corners, but since Forza has very little bite it's very hard to make the late turn-ins at speed. It ends up working out so that you really can't take a lot of the real-life lines at the Nordschleife and be fast as there just isn't enough front end grip. It also means that a lot of time to get the car to rotate you need to loosen up the rear as opposed to change settings on the front suspension.
That comes down a lot to how different developers choose to set up their default tunes though. As you say, you can tune the car to the behaviour that you want, it's just that it doesn't do that stock. Forza tends to have pretty tight setups by default, they understeer and are if anything overly stable for drivers wanting to push the limits.

Whether you personally find that to be helpful or not you can see why they might design it that way in a game targeted at casual racers. Stability helps beginner drivers who are struggling to control the car and keep it on the road. Understeer tends not to lead to massive crashes as you just run wider than you expected, and it's also fairly intuitive to correct - you slow down more and make it around the corner. Drivers like yourself who have the experience to drive a looser car probably also have enough knowledge to make a couple of tweaks for themselves to set the car up as they want.

I'm no fan of the FM default setups either most of the time, but I accept that default setups are never going to be great for enthusiastic drivers and that if I want a different feel then I tune the car myself. Or if tuning is locked out for whatever reason, then adapting to a weird/bad setup is part of the challenge that everyone has to face.
 
I see that T10's now using the new Suzuka logo.
i think that will be the first game to have it in game, or second if someone already has done it and i dont know yet

Pretty strange we got this completely out of nowhere, not even close to a forza monthly either.
I think beacuse they want clean the stach of unecessary stuff to have only the things the fans want when the june showcase comes
 
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No surprisigly, some people on twitter are trashing the game for talk about the ACESSEBILITY FEATURE of the game

Racing Game community sometimes disgusts me
Yeah it's genuinely horrible to see what some people think of this, the comments are beyond distasteful. Nothing will get done about it as ever and people who this will benefit just have to keep dealing with this vitriol continuously.

I hope someone at T10 or MS has some drive to start punishing this with game and service bans.
 
Yeah it's genuinely horrible to see what some people think of this, the comments are beyond distasteful. Nothing will get done about it as ever and people who this will benefit just have to keep dealing with this vitriol continuously.


The worst so far is the question "Do blind people like games? Do blind people play racing games?" like if people stopped having any type of fun thing or stopped doing anything fun as soon they got any type of disability

The comment that struck more on me was one that came from a guy that liked forza as a child but became blind but now he cant wait to come back to forzq beacuse now he will have the chance to play it again, how cool is that?

It is so weird see the general public (even fans from other consoles) supporting and some even saying that will buy the game after this, but the fanbase absolutely trashing it only beacuse it doesnt fit them or they see as "useless"

It is not like the avatar customization of FH5, its something that is really useful for anyone, not just blind people,
 
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Pretty strange we got this completely out of nowhere, not even close to a forza monthly either.
I'm hoping it continues. The accessibility feature video from FM was a really nice surprise. :)
No surprisigly, some people on twitter are trashing the game for talk about the ACESSEBILITY FEATURE of the game

Racing Game community sometimes disgusts me
Not surprising at all. I bet they're the same people who say "racing games are dying" when THEY'RE the ones who is making it die. It's beyond a joke at this point. They're a whole freakin' circus. I heard something close to this when Street Fighter 6 showed off it's accessibility feature as well for blind people. Yet a streamer who react to it said "if I was blind, I'd stop playing fighting games". I'm sorry (but also not sorry) the internet is honestly full of douchebags, it needs to be said.
 
Not surprising at all. I bet they're the same people who say "racing games are dying" when THEY'RE the ones who is making it die. It's beyond a joke at this point. They're a whole freakin' circus. I heard something close to this when Street Fighter 6 showed off it's accessibility feature as well for blind people. Yet a streamer who react to it said "if I was blind, I'd stop playing fighting games". I'm sorry (but also not sorry) the internet is honestly full of douchebags, it needs to be said.
What you're mostly seeing in this scenario are the 8-12 year olds on GamePass who expect Forza Motorsport to be like Mario Kart or something that can fill their wet dreams (i.e., more of the latest cars or JDM cars than touring cars or simple physics that rival Mario Kart) or salty players who have skill issues and refuse to learn from their mistakes.
 
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Keyboard warriors are the scrouge of the 21st century. It's completely unavoidable at this point. Almost every forum seems to have it worse.

Accessibility is a good thing, even those who are blind. In fact seeing accessibility features is a very ideal frontier in attracting more players who are disabled.
 
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What you're mostly seeing in this scenario are the 8-12 year olds on GamePass who expect Forza Motorsport to be like Mario Kart or something that can fill their wet dreams (i.e., more of the latest cars or JDM cars than touring cars or simple physics that rival Mario Kart)

I actually see the opposite, the people that want the game to be as hard and complex as possible like if somewhat would make more realistic, for some people think that more difficult = more tealistic, not knowing that there is cars that are increable easy to make turns and drive on real life as much it is on the game

Keyboard warriors are the scrouge of the 21st century. It's completely unavoidable at this point. Almost every forum seems to have it worse.

Suprisingly (considering this forum was priparely made to talk about Gran Turismo) this has been one of the best places to talk about racing games without the stupiud endless trashing of Forza like the game producers are singlehandly trashtalked about the mother of all players one by one
 
Be cool if they rolled out the tech to all Xbox driving games, can they bring it to the real world too? Maybe with some self-driving automation assists/backup.
 
Some of those accessibility options might be useful for able-bodied players too. In fact, if some of the features are good enough (like the gearshift detection sound), you may even see them become optimal strategies.

A proximity sound for when cars are nearby may be useful for people playing in cockpit view for example to avoid collisions.
 

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