GT Sport vs Other Games: Comparison Video Thread

  • Thread starter GTPNewsWire
  • 2,529 comments
  • 215,849 views
Yep, but rFactor ISI-motor based sounds are limited to sample bending/looping, those are having good samples, and should be for such long developed period on same sample engine. I'm having high hopes from PD's sound simulating engine, which is not based on samples, but uses them along synthesized sounds, @Griffith500 may have better wording for this, if my is unclear. :)
The GSCE sounds werent from rFactor, they were their own recorded samples made specifically for their own game.
 
GTS's lighting is almost magic. PD have been fantastic at it for a while now but with GTS they have got something that is so realistic. It just makes everything else believable.

Looking at the two pics above, DC looks really good but you can still tell it's a game. The GTS shot is uber realistic and IMO that is largely down to the lighting. They really should be applauded for it.

I agree. Let's hope GT can match those awesome DC rain/wiper effects. That would be the icing on the cake.
 
FM6
E7Ke20.png

GTS 1.06
jKOWk4.png
 
Forza 7 needs a graphical step up to compete. Going to be very interesting seeing F7 vs GTS at E3.
 
In fairness those are not a like for like comparion.

The car in the GTS shot is in sunlight and the FM6 one is in shadows; as such GTS is being given a chance to show detail and reflections that the FM6 shot is not.

Good call but even the textures on the guardrail and trees seem to be better. The shaders do look better but that could also be related to the lighting,
 
At least try to make comparison shots that are somewhat similar, rather than just having the same car in it.

Good call but even the textures on the guardrail and trees seem to be better. The shaders do look better but that could also be related to the lighting,
GTS does have better textures and shaders. Outright visual fidelity is something they've put higher on the list over compared to other area's of the game. FM plays it safe with most things(to a fault, sometimes), so they likely don't put too much effort into the minor details like PD does with GT.

One thing that always stands out to me in GT is just how nice the tail lights/headlights are modeled, and how beautiful they look when illuminated. That is something that the Forza series has always had trouble with, the illumination just doesn't look natural and it really hinders photos.
 
Good call but even the textures on the guardrail and trees seem to be better. The shaders do look better but that could also be related to the lighting,
Frankly, with a much less powerful console to work with, it's quite impressive that they are able to maintain a rock solid 60fps and achieve the visual fidelity they did. Can't wait to see what they can do with Scorpio.
 
At least try to make comparison shots that are somewhat similar, rather than just having the same car in it.


GTS does have better textures and shaders. Outright visual fidelity is something they've put higher on the list over compared to other area's of the game. FM plays it safe with most things(to a fault, sometimes), so they likely don't put too much effort into the minor details like PD does with GT.

One thing that always stands out to me in GT is just how nice the tail lights/headlights are modeled, and how beautiful they look when illuminated. That is something that the Forza series has always had trouble with, the illumination just doesn't look natural and it really hinders photos.

Yeah the way they modeled the car lights are very impressive. I love running with the hazards on because they look awesome :lol:
 
The difference is huge, shadows and reflection are the last problem... those trees on FM looks horrible compared to GTS

Shadows look pretty bad in the GTS photo, just look at the vehicle. Reflections are also more prominent in the GTS image becuase you're in direct sunlight. If you're trying to compare more than just the tree's, those photos aren't doing a good job at it. Like I said in my post prior to yours, T10 doesn't put as much detail into track side objects and smaller things like you see that PD does, that is probably one of the reasons they're able to hit a rock solid 60fps.

The major difference I see in the trees is the actual foliage.
 
Last edited:
Shadows look pretty bad in the GTS photo, just look at the vehicle. Reflections are also more prominent in the GTS image becuase you're in direct sunlight. If you're trying to compare more than just the tree's, those photos aren't doing a good job at it. Like I said in my post prior to yours, T10 doesn't put as much detail into track side objects and smaller things like you see that PD does, that is probably one of the reasons they're able to hit a rock solid 60fps.

The major difference I see in the trees is the actual foliage.

Only the foliage? In GTS those trees are 3D, in FM6 all the trees are 2D
 
Only the foliage? In GTS those trees are 3D, in FM6 all the trees are 2D
Yes, only the foliage. The trunks look 3d as far as I can tell, but the leaves look very 2d in comparison to GTS.

I'll have to give it another look when I launch up the game.

Trees are not foliage. Got it.
Are they? I always figured it to be the actual leaves of trees/plants.
 
Last edited:
Frankly, with a much less powerful console to work with, it's quite impressive that they are able to maintain a rock solid 60fps and achieve the visual fidelity they did. Can't wait to see what they can do with Scorpio.

Forza are using dynamic rendering technique on console, I think. That's why it can maintain a solid 60fps. I wish PD do the same thing.
 
Sorry, my english is at scholastic level

You were and still are, correct.
Great comparison.

Yes, only the foliage. The trunks look 3d as far as I can tell, but the leaves look very 2d in comparison to GTS.

I'll have to give it another look when I launch up the game.

Forza 6 trees in that picture are "2D", or more precisely, Two 2D planes intersected, criss cross. GTS has those as well.

The trees at the front of the GTS picture are the "high 3D" ones, that is, solid (volume) tree trunks and multiple 2D planes arranged to form the canopy.
GTS has the advantage of treating those 2D elements with light/position information, so that makes it look even more "3D".
Similar to Driveclub

But worry not, right behind them you have the billboard 2D plane to compose the BG.
And harder to notice but between the "high 3D" trees, you have the normal 2D plane tree, they just now rotate around their vertical axis following the viewer and have light/position information as well.

Nurburgring is the exception and not the norm right now in terms of quantity of "high 3D" trees.
Brands has considerably less of those with sections filled with rotating 2D's and criss cross ones.

I don't know why that is the case, but my guess would be that at Brands there are more points where you can see the rest of the track so that geometry is less culled. Or maybe Nurb is their prime darling.
 
Sorry, my english is at scholastic level
No need for apologies, I understood what you were saying perfectly. @Tornado seemed to interpret you wrongly by saying that you'd essentially said "it's not only the leaves that are different, but the leaves!".
 

Latest Posts

Back