Forza Motorsport General Discussion Thread

  • Thread starter Terronium-12
  • 15,117 comments
  • 1,576,128 views
The fact that most of the tunes I've ever tried are of the "MOAH POWAH" variety makes me distrust them. But yes, tuning should be completely optional, and at least they are acknowledging that the current system is due for a review.
Have you tried looking at the stats? Most of the ones I end up downloading emphasise lateral grip over power.
 
Last edited:

Casual Racing Mondays: 7 Year Anniversary​


101_CRM_04.png


On November 27, 2017, Casual Racing Mondays was born (fun fact, it started out as a GTPlanet thread :gtpflag:).

The first race was held in Mazda MX-5s in Forza Motorsport 7.

Ever since then, we've been racing (almost) every week, across Forza Motorsport 7, Forza Horizon 4, Project CARS 3, GRID Legends, Forza Horizon 5 and eventually, Forza Motorsport.

To mark the 7 year anniversary of the club, we will be hosting a one-off Special Event featuring the 2017 Mazda MX-5 Cup in Forza Motorsport.


Event Format​

  • We will be running 3 races on Monday.
  • The first two races will be 15 minute events. Tracks and weather randomly chosen.
  • The third race will be a 45 minute event, roughly equivalent to a full-length real-life MX-5 Cup event. To be more specific, it will be 19 laps of Sebring Full.
  • 10 minutes Practice/Qualy on each.
  • All races will feature 5.0x Tyre Wear.
  • The car is your standard 2017 Mazda MX-5 Cup. Tuning allowed, upgrading disabled, same specs as when it was in Featured Multiplayer, so any tunes you used for that are valid.

Join the Racing​

  • Please join the Casual Racing Mondays server on Discord.
  • We'll take anybody, doesn't matter if you're as fast as @Vic Reign93 or as slow as a tractor.
    So long as you race with respect, come chill out and have fun.
  • Voice chat optional, we do it within Discord if you want to listen in on the banter.
  • Share the links below to anyone who you think would enjoy, we casually race every Monday from 8pm UK time.

New Livery​

  • If you need a livery for the 2017 Mazda MX-5 Cup car, I have created a Casual Racing Mondays design (pic above) for everyone to use.
  • You can run whatever livery you like, however if you can't find anything good, this will do.
  • Search for my Gamertag PJTierney in Forza Motorsport and you will find it easily.

Whether this is your first event or you've been around for years, thank you for racing with us. I'll see you all on Monday :)
 
Last edited:
Just like the American Road Racing series, I wish this series had a few more competitors and options particularly for P1 and P2. Cars like the Acura ARX-01C and Porsche RS Spyder for P2 and even P1 contenders like the Aston Lola B09/60, Peugeot 908 HDi and Audi R15+ tdi would have been nice to spice this series up into a multi-class event. Perhaps they can create another AMLS down the line once they have more cars in each class, it just seems so stale with such limited car choices with a historic event with great track selections.
 
Last edited:
The AI is running 982P in the #16 Mazda...
Which is literally IMPOSSIBLE!
20241121_230235.jpg


Also, as commented above they've really messed up this month with the Performance screen not appearing in any of the series meaning you have to back out to the car screen at the end of each race.
 
Last edited:
The AI is running 982P in the #16 Mazda...
Which is literally IMPOSSIBLE!
View attachment 1407068

Also, as commented above they've really messed up this month with the Performance screen not appearing in any of the series meaning you have to back out to the car screen at the end of each race.
I chose the Chevy because I've already got full discount at Mazda. Maxxed it out at 954 but the AI goes into the 980s.
Haven't finished better than 10th in the first 2 races.
 
The AI slaughtered me at the Road America race lol. Typically that's one of my favorite tracks to race on and usually do well but to my surprise I finished in a dismal 20th place on level 6 difficulty. Part of it was because I chose to run soft tires and right near the end around lap 6 going into 7th my tires were basically cooked so instead of possibly coming top 10, I was passed a lot on the final lap as I limped it. But to the AI's credit they ran well there barely saw any mistakes and not too much pushing and shoving, just cleaning racing and passing.
 
Last edited:
I chose the Chevy because I've already got full discount at Mazda. Maxxed it out at 954 but the AI goes into the 980s.
Haven't finished better than 10th in the first 2 races.
Have you upgraded your car in the garage outside the tour? Here it doesn't give me the option to update the performance from one race to another
 
Today we've posted a long transcript from our Audio Team AMA (held on the official Forza Discord on Nov. 7)

Good read, sounds similar to Codemasters’ processes in a lot of ways too. And yes, sourcing rare cars is hard; I’ve heard some stories.

Any ideas what your next AMA topic will be?
 
Last edited:
I'm not trying to stoke the fires of the console wars... Those should be extinguished by now, but as of today, but after watching a lot of YouTube videos comparing the current and Pro versions of GT (thanks to a small bout of insomnia), I have to say that Forza Motorsport is sitting pretty right now. Not only its raytracing mode looks better now, but due to the nature of its platform it still has room to improve while GT is now limited by the architecture of its tech.

In other words, base GT looked great to begin with and the PRO enhancements feel like diminishing returns, while Forza Motorsport, which really had a rough start, is now strong in that area, and while ultimately, it's limited by the series consoles, it's potential is unbound on PC with respect to current AND future Radeon/Nvidia GPUs. And GT has not dared yet to venture into PC (IMO, they should).
 
I'm not trying to stoke the fires of the console wars... Those should be extinguished by now, but as of today, but after watching a lot of YouTube videos comparing the current and Pro versions of GT (thanks to a small bout of insomnia), I have to say that Forza Motorsport is sitting pretty right now. Not only its raytracing mode looks better now, but due to the nature of its platform it still has room to improve while GT is now limited by the architecture of its tech.

In other words, base GT looked great to begin with and the PRO enhancements feel like diminishing returns, while Forza Motorsport, which really had a rough start, is now strong in that area, and while ultimately, it's limited by the series consoles, it's potential is unbound on PC with respect to current AND future Radeon/Nvidia GPUs. And GT has not dared yet to venture into PC (IMO, they should).
GT7 has remarkable car models, paint and material shaders.
One are where FM needs a drastic improvement (apart from the above mentioned) is the grass. They still look like they're from the Xbox One era because they don't seem to cast shadows.

1732371037556.png


The dumb point lights also need to go, along with the drop shadows. The tarmac itself looks too smooth in certain conditions.
1732371306494.png

In motion, they need to sort out the wheel blur effect.
 
I'm not trying to stoke the fires of the console wars... Those should be extinguished by now, but as of today, but after watching a lot of YouTube videos comparing the current and Pro versions of GT (thanks to a small bout of insomnia), I have to say that Forza Motorsport is sitting pretty right now. Not only its raytracing mode looks better now, but due to the nature of its platform it still has room to improve while GT is now limited by the architecture of its tech.

In other words, base GT looked great to begin with and the PRO enhancements feel like diminishing returns, while Forza Motorsport, which really had a rough start, is now strong in that area, and while ultimately, it's limited by the series consoles, it's potential is unbound on PC with respect to current AND future Radeon/Nvidia GPUs. And GT has not dared yet to venture into PC (IMO, they should).
Until T10 release RTGI, Forza is restrained! Let's get it looking like that original gameplay trailer ffs
 
GT7 has remarkable car models, paint and material shaders.
I'm in absolute agreement on that regard, but the newer FM car models are just as good, and the latest updates have improved paint and material shaders. Except the color white, I don't know what the problem is with that, but white cars look either too flat or overexposed when lighted.

One are where FM needs a drastic improvement (apart from the above mentioned) is the grass. They still look like they're from the Xbox One era because they don't seem to cast shadows.
FM the Real Grass Simulator? I don't look at the grass while racing.

In motion, they need to sort out the wheel blur effect.
I don't look at those either.

Until T10 release RTGI, Forza is restrained! Let's get it looking like that original gameplay trailer ffs
And that adds to my point. Although that would require hardware well above current console specs, T10 has the ability to do that in the PC space.
 
Last edited:
While I think FM23 is the best looking circuit racing game on PC, I agree completely about the grass. It looks somewhat OK if you set Dynamic Render Quality to Ultra because you get AO and tessellation giving a decent depth to the bitmaps, but even so it's just so inferior to the grass in FH4 and FH5 that I still get surprised every time I see it.

And the grass on Xbox Series X doesn't even have maximal AO and tessellation, so it looks pretty poor to me.
 
I'm in absolute agreement on that regard, but the newer FM car models are just as good, and the latest updates have improved paint and material shaders. Except the color white, I don't know what the problem is with that, but white cars look either too flat or overexposed when lighted.


FM the Real Grass Simulator? I don't look at the grass while racing.


I don't look at those either.


And that adds to my point. Although that would require hardware well above current console specs, T10 has the ability to do that in the PC space.
They are really improving with each new track and new car. The original 20 tracks still need touches and finishes to be at the same quality as the newer ones. I can see this happening.

However the cars will probably not get retouched because there are simply too many of them.

Grass is very important to add atmosphere to a track. When you are spending hours hotlapping, especially in hood/nose cam, theses will start standing out in a bad way. But they are really sticking out like a sore thumb when you're taking photos. Especially since the rest of the game can look fantastic:
1732377634316.png

1732377721701.png
1732377780176.png



The wheel is extremely noticeable. Especially when you are racing other cars in slower tracks or just messing around with friends. Any time you get going from standstill/low speeds, it is visible (even in FH5). To the point where it is one of the most popular "mods" for FM:



The fact that it is a simple .xml edit away from being fixed is what is frustrating. A small touch of motion blur after removing this 2D effect, would make it leagues better than what we have now.

There's also the fact that shift lights and in car displays don't light up. Which takes away from immersion.

The color tone is also off, but it has improved a lot since the early days when it had a red tinge. It is still a little too grey, on SDR specifically.


All of these things add up. Not to mention, the rest of the "Game" aspect that is still severely lacking.

Lack of events in number and variety hurt a lot. If they made all the tours in the past year permanent, we would have 52 MORE championships. The base game has 16 (+ Builder's Cup + Jordan Luka 3). The FOMO championships are also better tuned in terms of tracks+ai+weather, as well as car restrictions. They have said that they will add some as permanent additions next year, so it is to be seen.

They also could have had each car have a simple description and spec sheet as part of Forza vista like NFS2 did (), if not the full autovista experience.
It is like they forgot fun. Where are the autocross and single player drift trials?

They can just make a "built not bought" mode where you pick a car from a class and race it, but you have to upgrade your car with the car points earned (only). Mechanically, it is a simple 9 race championship, but the AI is bumped up by a class every 3 races. And have a nice driver suit/cash prize at the end to make it infinitely repeatable. Weather/time/tracks should be randomized, while race length is fixed by the player.

This has turned into a rant again, but only because i want the game to be better. That said i'm looking forward to next year's updates.
 
They are really improving with each new track and new car. The original 20 tracks still need touches and finishes to be at the same quality as the newer ones. I can see this happening.

However the cars will probably not get retouched because there are simply too many of them.

Grass is very important to add atmosphere to a track. When you are spending hours hotlapping, especially in hood/nose cam, theses will start standing out in a bad way. But they are really sticking out like a sore thumb when you're taking photos. Especially since the rest of the game can look fantastic:
View attachment 1407620
View attachment 1407621View attachment 1407622


The wheel is extremely noticeable. Especially when you are racing other cars in slower tracks or just messing around with friends. Any time you get going from standstill/low speeds, it is visible (even in FH5). To the point where it is one of the most popular "mods" for FM:



The fact that it is a simple .xml edit away from being fixed is what is frustrating. A small touch of motion blur after removing this 2D effect, would make it leagues better than what we have now.

There's also the fact that shift lights and in car displays don't light up. Which takes away from immersion.

The color tone is also off, but it has improved a lot since the early days when it had a red tinge. It is still a little too grey, on SDR specifically.


All of these things add up. Not to mention, the rest of the "Game" aspect that is still severely lacking.

Lack of events in number and variety hurt a lot. If they made all the tours in the past year permanent, we would have 52 MORE championships. The base game has 16 (+ Builder's Cup + Jordan Luka 3). The FOMO championships are also better tuned in terms of tracks+ai+weather, as well as car restrictions. They have said that they will add some as permanent additions next year, so it is to be seen.

They also could have had each car have a simple description and spec sheet as part of Forza vista like NFS2 did (), if not the full autovista experience.
It is like they forgot fun. Where are the autocross and single player drift trials?

They can just make a "built not bought" mode where you pick a car from a class and race it, but you have to upgrade your car with the car points earned (only). Mechanically, it is a simple 9 race championship, but the AI is bumped up by a class every 3 races. And have a nice driver suit/cash prize at the end to make it infinitely repeatable. Weather/time/tracks should be randomized, while race length is fixed by the player.

This has turned into a rant again, but only because i want the game to be better. That said i'm looking forward to next year's updates.

Agreed,they're still a lot to work with,forza graphism is not on full potential yet.
Sometimes the game look great sometimes its meh,even with better graphics since the release,it still bipolar.
This update really messed up with RT so i had to go back on performance mode.
 
I'm in absolute agreement on that regard, but the newer FM car models are just as good, and the latest updates have improved paint and material shaders. Except the color white, I don't know what the problem is with that, but white cars look either too flat or overexposed when lighted.


FM the Real Grass Simulator? I don't look at the grass while racing.


I don't look at those either.


And that adds to my point. Although that would require hardware well above current console specs, T10 has the ability to do that in the PC space.
You don't concentrate on grass or wheels while racing, but it's in your periphery. All those added details like grass shadows and accurate lighting/shading add to the perceived rightness of it. Lots of people said we don't need 3d trees in racing games because we don't stare at trees while racing. BS. The more detailed the world you're racing in the more immersive it is. Forza Horizon 5 still blows me away with it's environment detail, I don't have to stop and look around for it. It's all around me, whether going 200mph or zero.
 
There is a difference, however. I find myself regularly driving through the woods in Horizon and meet those beautifully detailed 3d trees very... personally... Whereas in circuit racing games they remain outside of the barriers and never close up.

Saying that, I definitely notice whether trees are 2d or 3d in racing games. It may not be as important as Horizon but it still has a visual benefit.
 
There is a difference, however. I find myself regularly driving through the woods in Horizon and meet those beautifully detailed 3d trees very... personally... Whereas in circuit racing games they remain outside of the barriers and never close up.

Saying that, I definitely notice whether trees are 2d or 3d in racing games. It may not be as important as Horizon but it still has a visual benefit.
Assetto Corsa Evo's 3d trees look phenomenal, it's the first thing I noticed from the gameplay videos. Compared to the crappy 2d trees of the original it's a huge upgrade. They are all behind barriers too. It doesn't matter, it's still in your periphery while racing. We should not excuse lacking graphics because "I don't stare at X". Games will continue to push elements and when they do, we will reap the benefits in immersion.
 
Assetto Corsa Evo's 3d trees look phenomenal, it's the first thing I noticed from the gameplay videos. Compared to the crappy 2d trees of the original it's a huge upgrade. They are all behind barriers too. It doesn't matter, it's still in your periphery while racing. We should not excuse lacking graphics because "I don't stare at X". Games will continue to push elements and when they do, we will reap the benefits in immersion.
Oh, I wasn't disagreeing with you, I agree completely. It's just that comparing with Horizon is a bit unfair due to the off road nature of that game. Horizon would be utterly terrible with 2d trees and plants in a way that circuit racing games don't have to the same extent.

Saying all that, the surface object detail on the ground itself in FH5 just seems so much better than FM23. And I don't understand why. Those original visual demos of FM23 prelaunch had much denser surface detail on the environment in addition to awesome ray tracing, but they had to scale so much of it back for the game in the end. Even the trees look a little simplified compared to FH5 trees, and T10 said in interviews that the 3d trees were intended to be representative at speed, rather than looked at too closely.


I wonder how AC2 will look when tuned for modern consoles and typical PCs? Will they also have to dumb down those pretty pre-launch graphics too?
 
So, you lads excited about Update 15? "Aiiii vaaaryyy excaaieeeete!" Borat

Willing to bet it's coming out next Monday, so either the 2nd or the 4th, Wed, if not that.
Looking at the event durations in game, I think it comes out the week after that. So probably between 9th and 12th.
 

Latest Posts

Back