Forza Motorsport 6 Demo Frame-Rate Test (Digital Foundry)

Unwavering adherence to their 1080p/60fps policy, rock solid framerate and zero tearing, all that along with graphical improvements from FM5, impressive.

Can't quite figure out why the race intro's are 30fps?, streaming data reasons?
 
Unwavering adherence to their 1080p/60fps policy, rock solid framerate and zero tearing, all that along with graphical improvements from FM5, impressive.

Can't quite figure out why the race intro's are 30fps?, streaming data reasons?

Would streaming data reduce performance of a game?

I tend to think it's more like the gran turismo situation, they may be using higher quality shaders during intros, much like how GT5+ used 30fps for replays.
 
Unwavering adherence to their 1080p/60fps policy, rock solid framerate and zero tearing, all that along with graphical improvements from FM5, impressive.

Can't quite figure out why the race intro's are 30fps?, streaming data reasons?

It uses higher quality models and more post processing effects during those segments, hence the drop in frame rate.

In any case, highly impressive performance, as always.
 
Would streaming data reduce performance of a game?

I tend to think it's more like the gran turismo situation, they may be using higher quality shaders during intros, much like how GT5+ used 30fps for replays.

You're probably right.

I can understand it for photomode, just wonder how much difference it makes for the short intros.
 
Was watching some vids with the rain and car wavering through puddles. Then the DF analysis,nice! But I still haven't beaten F5 or FH2 yet. :/
 
Frame rate drops very briefly (like a split second) when you start driving immediately after using the rewind feature. It's the demo though, so it'll most likely be fixed.
 
Is there tearing at 0:57 on the left indycar?

Yeah, I see that too.
xoOTYrN.jpg


Edit: Updated with a better image.
 
The new Ford GT sounds a lot better IRL. Sucks how so few driving games get the sounds right.

On topic... The game doesn't look... good? I mean nice that it's 60 fps but shit the IQ is horrible.

Devil Car
 
On topic... The game doesn't look... good? I mean nice that it's 60 fps but shit the IQ is horrible.

You're watching a compressed video on Youtube. Not many games look particularely good in those.

But sure, if you're comparing FM6 to DC, DC will most likely win. But then again, DC is running 30fps, not 60.

FM6 could use some more AA in places, but if that would mean dropping to 900p and/or 30fps, that's not a trade I'm willing to take.
 
This is what we count as "horrible" IQ these days?, damn....

I think Driveclub has spoilt us in terms of graphics.

I mean, how do people expect this game to stand up to DC when it runs on less powerful hardware, running a more complex physics engine, running twice the frame rate and twice the amount of AI on screen. Of course DC is going to look a lot better.
 
I played the demo, I thought the rain was pretty well done, on first impressions i'm not feeling a major upgrade from FM5 visually but it seems to play well.
 
You can see they have gotten the hang of the new hardware. It is an overall improvement over 5. Maybe gamersyde will do a comparison video.
 
It's odd that there's no strobing light reflection on the cars passing through the tunnel.

Are they rendering a simplified car model mirrored and blurred for car reflections? It doesn't make sense that they'd be individually rendered (or not, based on distance?) otherwise.

FM6refl.gif
 
Runs great but looks kind of bad. I wonder if this is the graphical ceiling for Forza this gen.

While I truly don't understand how people say this looks bad...I do wonder if they're using a few iterations to get to content up to snuff and introduce a visual leap later a la forza 4.
 
It's odd that there's no strobing light reflection on the cars passing through the tunnel.

Are they rendering a simplified car model mirrored and blurred for car reflections? It doesn't make sense that they'd be individually rendered (or not based on distance?) otherwise.

FM6refl.gif

The LOD changes on that red car several times. The simplified version being without wing mirrors, proper headlights etc. But more noticeable is the cars reflection which disappears and re-appears randomly. Don't know how much you'd really notice it in game though.
 
How can a screen tear not be across the entire screen? Appears to affect only the Indy car and the drive line and nothing else.
The player's car and barrier on the right aren't changing position much (relative to the camera) frame to frame so tearing isn't very visible in those areas, especially with blurry YouTube quality.
 
Welcome to consoles @ 60hz. I am pretty sure a game with modern graphics on consoles @60hz will always have an agressive LOD.

Not that they are comparable, but how aggressive is the LOD in the console versions of MGSV? I haven't opened my copy yet, but it'd be interesting to know how well they've gotten around it.
 
Not that they are comparable, but how aggressive is the LOD in the console versions of MGSV? I haven't opened my copy yet, but it'd be interesting to know how well they've gotten around it.
Not too bad (detail popping) except when travelling very fast by helicopter or to a lesser degree D-Walker.

Shadow quality's by far the weakest visual feature in general.
 
The new Ford GT sounds a lot better IRL. Sucks how so few driving games get the sounds right.

On topic... The game doesn't look... good? I mean nice that it's 60 fps but shit the IQ is horrible.

Devil Car

Sheesh... Your and my definition of "horrible" must be VASTLY different...
 
I'm very impressed with what they achieved, I just wish IQ was a bit better, perhaps they should move from msaa to something else (assuming they kept the msaa2x from F5) because for them msaa clearly doesn't solve the Aliasing issues.

The lod is very agressive

FN2kh2.gif

Well, they are pushing 24 cars on track, with a locked 60, and with weather... something has got to give.
 
Unwavering adherence to their 1080p/60fps policy, rock solid framerate and zero tearing, all that along with graphical improvements from FM5, impressive.

Can't quite figure out why the race intro's are 30fps?, streaming data reasons?
I could be wrong, but from what I can tell there is more visual polish in the intros. It was actually a little jarring going from the intro into gameplay on the first track. The intro seemed to have much better AA, and better effects. I can't quite put my thumb on what was different, but it definitely looked better to me.
 
The lod is very agressive

FN2kh2.gif

I've seen this kind of LOD pop in all the forza games, some cars hide it better then others because of things like window outlines and rear lights suddenly changing shades of red and so forth, it's annoying only because whoever made the LODs for each car did a sloppy job.
 
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