Relaxed, General Forza 6 Chat

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Wow I just found the tab on Forza Hub which gives you a kind of complete history of your playing on Forza. In case anyone else hasn't found it yet it's under the 'My Forza' tab, then press A on the main section there and then go up to Total Forza Score.

Since the last few weeks of FM3 when I first tried Forza I've played on 886 days, owned ~2000 cars, ~2200 perfect passes and 68.7k miles driven. I must have been slacking in the other games, I'm already up to 28,000 miles on FM6 :crazy: and I'm not planning on slowing down any time soon :lol:.
 
There's also the issue that, like it or not, variable time and weather are seemingly minority interests for the fanbase. Judging by how many people vehemently oppose rain tracks in the hoppers, anyway... :lol:
I love rain in the hoppers. I have a better than even chance of winning if I can avoid the inevitable first corner pinball machine.
 
2. No wind noises on speed. Not a huge deal, but i felt like the race has something missing from there.

It's a big deal in my opinion. The absence of wind noise makes the driving feel more artificial than it needs to be.

Drive the same track in F5 - see the detail and wow factor there, you might be surprised. Sure, less cars on the track and wierd tire smoke effects but dammit man, look at that vivid car and track detail!

I don't have FM5 but I've seen you mention this a few times. Do you have any specific examples?

What is the point of collecting so many cars when the devs failed to capture the unique distinction in sounds, stock and upgrade? I am certainly not motivated to collect cars and modify them as I know they will not exhibit that unique audio character an upgraded car does. Things were developing nicely on that front in FM2 and 4. Many cars had the upgrade sound missing in F5 too, just like FM3, though the ones that did sound more raw and aggressive were breathtaking to listen to.

You may have a point but at least FM6 has crisp sound. I'm definitely hearing distinction between cars in the new game, but I agree that upgrades could be reflected better sound-wise. Don't you think that cars in the old games sounded blurry and almost distorted?

Have you heard the LaFerrari in DC? My God man, it sounds nearly 100% spot on from every perspective. They got the tone and pitch right during acceleration/deceleration and off-throttle. I know T10 is going to great lengths to record these samples, but how they are being reproduced in the game is where the problem is. There are just too many cars, and unfortunately the LaF and P1 are two cars that got half-butchered since FM5.

I think Driveclub has a bland soundscape in general. What good is accuracy then?
 
Once again I get shafted on these special spins, level 500, 50 million in the center and I missed. I did hit the 25 million credit one though. :)
 
It's a big deal in my opinion. The absence of wind noise makes the driving feel more artificial than it needs to be.



I don't have FM5 but I've seen you mention this a few times. Do you have any specific examples?



You may have a point but at least FM6 has crisp sound. I'm definitely hearing distinction between cars in the new game, but I agree that upgrades could be reflected better sound-wise. Don't you think that cars in the old games sounded blurry and almost distorted?



I think Driveclub has a bland soundscape in general. What good is accuracy then?

1. Definitely - You're well past 160 km/h, and there's no road noise beneath the car at all. Or say you're well past 280 km/h in a 1700+ kg car and NO wind noise... many engines already sound artificial to me and the lack of road and wind noise makes it more artificial than it should be. I remember way back in the GT3 days, they had the road and wind noise down pretty good... heck, you'd even hear most of the wind noise cancelling out when you draft behind another car at high speed... :dopey:

2. Ah, you must get FM5, it is absolutely worth it. Here's the thing, the graphics and overall scale of the game in F6 has been shrunken.. the tracks, objects and cars look smaller on the screen now, though cleaner with less aliasing. As for examples, I'll (just for you) take time out to take shots at the same angle of tracks in both versions. But just to give you a general example - when you look around, you do not see as many trackside objects or detailed backgrounds around the track which lets you "look around" the track surroundings in replays.. for instance, the mountains around Catalunya, or the mountains and valleys at the Bernese track, the lush valleys and treeline beyond the track area at The Ring etc. You really should get FM5 (very cheap now) and sit just 4 feet away from your screen to see how much detail was substracted from FM6.
It's a lot like what we saw between FM3 and 4.. the former being lush and vibrant with track detail, and the latter seeing detail omission to accommodate more cars and higher quality sound.

3. Well, on one hand, I quite like the cleanliness in the sound, on the other, I do not like engine/exhaust samples that sound basic compared to the previous masterpiece they made, although in their own right, they are okay, some very good actually such as the One-77 or 458 (both versions).

On the other, going between FM5 and 6, you are just left stunned thinking - where is that detail in the exhaust and drive by sound i.e. on my ZR1 or LaFerrari that I heard in 5? The thing with 5 is they sat down with nearly every car and took the pain of recording how exactly the engine and exhaust sounds at low revs, high revs, drive by sound, off-throttle and deceleration sound etc. They reproduced that in the game on a nearly 1:1 basis. Part of the problem in F6 lies in how they recreated the recordings in the game - not convincing, particularly when you take F5 into account. And no those sounds were not dolled up to give them a Hollywood edge but rather highly detailed representations of the real cars.
However, FM4's engine sounds were loud (which is good) yet somewhat distorted with certain cars (not good). I corrected that by setting focus to tires and lowering the master volume to 18 or 16. Works great. Those engines are still some of the best sounding ones I've heard in any car game.

Also in 5, you can literally start to hear the depth and detail in every car sound starting from low revs and it just gets deeper, more detailed and richer as the revs climb higher. That is fantastic and you do hear and feel that kind of depth and "richness" in real-life exotic car and sports car sounds. There's a distinct sound to each car which tells you what kind of soul it has; the banshee wail of an LFA, the nerve-racking snarl of the LaFerrari, or the deep, throaty and raspy exhaust of a ZR1 or Viper GTS....ALL of that wonderful detail is there in FM5 and in 6 too, however toned down and "civilized". My ears are practically salsa-dancing to the engine sound detail, crispiness and richness in F5, just don't know how else to describe it.

Either the X1 isn't powerful enough to maintain the same kind of audio fidelity/definition with more cars on track and night as well as rain, or the devs simply took a backseat on this one probably thinking, who's going to notice right, with all the additional cars and tracks? :boggled:
I know for a fact, PG could have made the car sounds much higher-quality and visceral, they do have good detail at their core but any more detail and they would have had to either scale back the graphics or risk losing the locked 30 fps... which again leads me to believe: did MS misjudge how powerful the X1 needs to be at launch?
If you recall it was EPIC games that convinced MS to throw in additional RAM in the X360 so it could seamlessly handle their GOW engine at a silky 30 fps.

Sorry for the lengthy reply, but it gets to me at times to see them go to such painful lengths to get car sounds right, and then half-ass it with some, not all cars, in the next game. It is disappointing, to say the least, as a long-time fan.
They have been doing this since FM2 - a few steps forward, but only after taking a few steps back. :crazy:

I'll get down to the photos just to show you what I mean with the track detail although a more fair comparison would be actual gameplay shots, since photomode shots are boosted anyway. Still, you will see what I mean when you see in the photos how the FM5 cars are smoother, rounder, curvier and sexier due to the higher poly count. They better represent their real-life versions.

4. And yes, DC's "soundscape" is rather bland, but the motor/exhaust sounds have been done nicely and they deserve points for that. I wouldn't want to play it though... ambient sound/race effects are VERY important to bring the experience together.

I'm assuming you're running the game on a good high-powered surround amp? Get F5 when you can, you won't regret it one bit. Sim steering is very smooth and responsive in 5 too.
 
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One thing that bothers me is why did Turn 10/ playground games wait until 6 to get the Aventador exhaust right? Was because of better sound recordings? Or they just couldn't get the pitch right.
 
One thing that bothers me is why did Turn 10/ playground games wait until 6 to get the Aventador exhaust right? Was because of better sound recordings? Or they just couldn't get the pitch right.

Sound was pretty much spot on in F5 buddy. The only thing they improved are the Aventador's revving sounds at rest. Fairly good in H2 as well, though the game needs higher dynamic range and VOLUME!
 
2. Ah, you must get FM5, it is absolutely worth it. Here's the thing, the graphics and overall scale of the game in F6 has been shrunken.. the tracks, objects and cars look smaller on the screen now, though cleaner with less aliasing. As for examples, I'll (just for you) take time out to take shots at the same angle of tracks in both versions.

I'm not going to buy an old game with less content. In fact, I'm surprised how cheap many things appear when watching gameplay videos of FM5. I'd like to see examples of the shrinking you mention.

But just to give you a general example - when you look around, you do not see as many trackside objects or detailed backgrounds around the track which lets you "look around" the track surroundings in replays.. for instance, the mountains around Catalunya, or the mountains and valleys at the Bernese track, the lush valleys and treeline beyond the track area at The Ring etc. You really should get FM5 (very cheap now) and sit just 4 feet away from your screen to see how much detail was substracted from FM6.
It's a lot like what we saw between FM3 and 4.. the former being lush and vibrant with track detail, and the latter seeing detail omission to accommodate more cars and higher quality sound.

I think FM6 environments look crowded enough, but I have noticed some of the background scenery looking very basic. Everything considered, not a big deal at all.

3. Well, on one hand, I quite like the cleanliness in the sound, on the other, I do not like engine/exhaust samples that sound basic compared to the previous masterpiece they made, although in their own right, they are okay, some very good actually such as the One-77 or 458 (both versions).

On the other, going between FM5 and 6, you are just left stunned thinking - where is that detail in the exhaust and drive by sound i.e. on my ZR1 or LaFerrari that I heard in 5? The thing with 5 is they sat down with nearly every car and took the pain of recording how exactly the engine and exhaust sounds at low revs, high revs, drive by sound, off-throttle and deceleration sound etc. They reproduced that in the game on a nearly 1:1 basis. Part of the problem in F6 lies in how they recreated the recordings in the game - not convincing, particularly when you take F5 into account. And no those sounds were not dolled up to give them a Hollywood edge but rather highly detailed representations of the real cars.
However, FM4's engine sounds were loud (which is good) yet somewhat distorted with certain cars (not good). I corrected that by setting focus to tires and lowering the master volume to 18 or 16. Works great. Those engines are still some of the best sounding ones I've heard in any car game.

Also in 5, you can literally start to hear the depth and detail in every car sound starting from low revs and it just gets deeper, more detailed and richer as the revs climb higher. That is fantastic and you do hear and feel that kind of depth and "richness" in real-life exotic car and sports car sounds. There's a distinct sound to each car which tells you what kind of soul it has; the banshee wail of an LFA, the nerve-racking snarl of the LaFerrari, or the deep, throaty and raspy exhaust of a ZR1 or Viper GTS....ALL of that wonderful detail is there in FM5 and in 6 too, however toned down and "civilized". My ears are practically salsa-dancing to the engine sound detail, crispiness and richness in F5, just don't know how else to describe it.

It must be a matter of taste. I'm hearing the things you describe but I still prefer FM6's sound.
 
I'm not going to buy an old game with less content. In fact, I'm surprised how cheap many things appear when watching gameplay videos of FM5. I'd like to see examples of the shrinking you mention.



I think FM6 environments look crowded enough, but I have noticed some of the background scenery looking very basic. Everything considered, not a big deal at all.



It must be a matter of taste. I'm hearing the things you describe but I still prefer FM6's sound.

How can you make a fair judgement without seeing, playing and hearing FM5 firsthand on your console?
 
How can you make a fair judgement without seeing, playing and hearing FM5 firsthand on your console?

I know FM6 first-hand and playing it isn't much different from watching a high quality gameplay video. I'm only missing the interactive element, so I think it's fair enough comment on various aspects of FM5 without playing it.

Fair enough! :lol::lol::lol::lol:

Seriously, you do repeat this stuff all the time, but you hardly back up any of your claims. You promised some examples relating to the graphics, please also point out the shrinking you see.
 
108mb update?

http://forums.forzamotorsport.net/turn10_postsm457222_108-MB-Update---10-02-2016.aspx#post_457222

Hi guys,

Today's content update addresses performance issues with the 2015 Ford #02 Chip Ganassi Racing Riley Mk XXVI Daytona Prototype from the Alpinestars Car Pack that I mentioned in the Jan. 29 edition of the Week in Review:

http://www.forzamotorspo.../en-us/news/wir_1_29_16

Thanks,
Brian

Quick test at Lime Rock shows the car is over a second quicker now...
 


I saw the fight was fairly close when you two lapped me (I took the Gurkha). I noticed some people trying to take out those not behind the wheel of that heap, but didn't resort to it myself. I've had a tie online before, but not for the win.

Nice. 👍
 
I really wish Forza 7 have a rally tracks and cars XD. Especially those on rain.

So epic. The rain effects in Forza 6 are the best in industry. It even taken account of the puddle physics, which i believe no game have ever done that before!
I'd prefer it if T10/Playground made a dedicated off-road game. Imo Forza Motorsport should stick to tarmac

And yes, I'm aware rallying is a motorsport :)
 
I know FM6 first-hand and playing it isn't much different from watching a high quality gameplay video. I'm only missing the interactive element, so I think it's fair enough comment on various aspects of FM5 without playing it.



Seriously, you do repeat this stuff all the time, but you hardly back up any of your claims. You promised some examples relating to the graphics, please also point out the shrinking you see.

M'fraid you're missing a lot more than the interactive element - Youtube vids are not the best frame of reference for judging a game's audio or visuals. You can experiment this yourself - drive a car and watch it in replay; do the same on Youtube. Nearly worlds apart, so long as you're packing a decent set of speakers and amp, that is.

It damn well wasn't. They finally fixed it in 6, it was driving me up the wall.

They still haven't touched the laughably bad Zonda :(

They haven't touched a lot of cars for that matter - the modern-day jags are just as boring in 6 as they were in 5. But what leaves me "irky" is the fact that they downgraded the sounds on the LaF and P1, or the SLS. ONLY thing they improved there were the off-throttle crackles and turbo sound on the P1.

Anyhoo, the game needs a lot of refinement, they've barely scratched the surface, though they have scratched it pretty good for starters :lol:

BTW, are you referring to specific FM5 sounds being off, or ALL of them being inferior to F6? Are you still on TV speakers?

From what I hear its 6 that has the better sound, it's like the real car.




Wow... you picked one of the best-sounding cars from both games to showcase that. Fair comparison I'd say :odd:

Or the fact, that F5's is in an open space, and F6 starts out at Catalunya where there's echo. Why don't you post videos of both cars at the TG test track or Catalunya in a replay? The real-life sound here is irrelevant as it completely TRUMPS the sound in both games! :bowdown::bowdown:

F6 has improved the exhaust overrun on off-throttle (I love that, won't deny it), but compared to the actual car, the notes still sound dumbed down. And you'd think all this would be possible in the year 2015 - translating recorded car sounds in a game 1:1.

I'm assuming all ya'all play the game through a good 7.1 surround amp? Cos' I don't and even then there are specific sounds in F6 that sound quite good: F50, One-77, 599 GTO, F1, LFA etc.

Wish they would lose this hit and miss affair altogether. EVERY car deserves equal attention.

Edit:

Bonus vid: F430 Scuderia



Forza does not give enough attention to this either: off-throttle and downshifting sounds.
 
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Here's a video of it on the test track

Or an interior one

These are the only good examples without commentary. Or that's not on a different track.
 
Here's a video of it on the test track

Or an interior one

These are the only good examples without commentary. Or that's not on a different track.


Shouldn't there be videos of FM5 and 6 TG test track replays? They are both FM6...

Hope to see car sounds getting translated in the game like THIS:



1:1 ... no muddying up the detail, no compromises. It is all possible. Yet no developer has taken the initiative. Not to my knowledge, at least.
 
Decided to do the 28 lap race around the Ring in the stock GSX for maximum XP... Had to cancel when I realized it was a 5 and a half hour race and not a 3 hour one.

Including a short break to eat it (6 hrs) would have brought me to a 8 am finish (more likely 9 honestly)... Giving me 4 hrs of sleep before work.

Guess it's a weekend thing.

Would be 320k XP for the race (apparently max) and then 960k bonus XP.
 
Decided to do the 28 lap race around the Ring in the stock GSX for maximum XP... Had to cancel when I realized it was a 5 and a half hour race and not a 3 hour one.

Including a short break to eat it (6 hrs) would have brought me to a 8 am finish (more likely 9 honestly)... Giving me 4 hrs of sleep before work.

Guess it's a weekend thing.

Would be 320k XP for the race (apparently max) and then 960k bonus XP.

I've been hesitant to take part in the endurance events - my hands ache somewhat after an hour or so of play time. Wasn't the case with the X360 controller. Guess I'd better get into some sort of stretching routine between gameplay breaks, cos' I really want to go down the endurance road.
 
Shouldn't there be videos of FM5 and 6 TG test track replays? They are both FM6...

Hope to see car sounds getting translated in the game like THIS:



1:1 ... no muddying up the detail, no compromises. It is all possible. Yet no developer has taken the initiative. Not to my knowledge, at least.

I was just adding those f6 videos to the post I did earlier that had the F5 top gear video.
 
Here's a funny thing, ok the new Ford Riley Daytona is p922 but the one I bought prior to the patch is stuck at p906 so you're forever stuck with a gimped prototype unless you sell it for zero dollars I guess.
 
Here's a funny thing, ok the new Ford Riley Daytona is p922 but the one I bought prior to the patch is stuck at p906 so you're forever stuck with a gimped prototype unless you sell it for zero dollars I guess.

With the patch being 108 MB it is technically a new car that just so happens to have the same name and appearance as the older version.

Despite the original Riley being glitched it still took a few P/998 #1s (short, wet tracks), hopefully this updated version can beat the 787B on a few more tracks.


Also, had a good Multiplayer battle last night, cleanest oval race I've done in a long time:

 
I've been hesitant to take part in the endurance events - my hands ache somewhat after an hour or so of play time. Wasn't the case with the X360 controller. Guess I'd better get into some sort of stretching routine between gameplay breaks, cos' I really want to go down the endurance road
I simply do not have the attention span to do endurance races. I'm like a kid in that respect, rather than the 50 year old man I am in reality :lol:
 

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