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

Here's a small, comparison between two track on Forza 5 and Forza 6.

The tracks are the same, but the cars are different. I couldn't find any track/car combination in the Forza 6 demo that matched with anything possible in Forza 5. This was the closest I could do.

Forza 5 top, Forza 6 bottom.

fm5-indycaayn114uml.png

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fm5-indycaaynebuf7.png

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Looks like they put a lot of work into the tracks. The track-side, the textures, and the surface itself looks better in 6.

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Love all these F6 threads, lol...


...they all need screenshots.
 
Looks like they put a lot of work into the tracks. The track-side, the textures, and the surface itself looks better in 6.

f64ajwd.png


screenshot-original65xlpl2.png


Love all these F6 threads, lol...


...they all need screenshots.
Are you implying that these are forza 6 gameplay shots running at 60fps?.....
 
He's implying that the tracks look better. Something I agree with.

I guess it depends on how they've been taken, if they've been taken with the screenshot function on the console then that is how they look, if there is a photo mode then I'd expect that maxes out AF , AA textures etc.

The same as any other game with a photo mode.
The graphics may also vary across modes, GT changed in resolution, frame rate and detail across different modes and what the performance requirements of that mode were.

A time trial with no extra geometry from cars and no AI required is going to perform much worse than a race with 24 cars in, so it's possible that they use up that spare overhead with improved graphic.
 
Are you implying that these are forza 6 gameplay shots running at 60fps?.....

Is that what I typed? No

Talking about the tracks...obviously. They don't change in screenshots. The shots are from the free camera before you take a shot in photo-mode. I prefer that to the actual saved photo-mode stuff. (no branding/logo)
 
Is there tearing at 0:57 on the left indycar?

There can't be, it never moves from 60fps.

Yeah, I see that too.
xoOTYrN.jpg


Edit: Updated with a better image.

Compression artifact.

Could you point out exactly where on the indy car it takes place. I watched the video at .25 speed over and over and don't see it.


Easier to spot it on the right rear wheel. The rim is split into 2

The rear wheel is where it is most apparent.

And the suggested line arrow, although looks like something other than tearing.

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.

I see it now. I always thought tears happen across the entire screen. That indy car race is so fast though. I wouldn't doubt it happens more often because everything is so speed up.

Comment from DF:

Just seen this: https://i.imgur.com/xoOTYrN.jpg - we should point out that this is not in-game screen-tear. It's an editing error. The FPS counter is moving from the left to the right so we don't clash with the HUD, so the original footage is blending with the fps footage at the moment where the counter is off-screen, and it's out of sync :/ Apologies for any confusion! For the avoidance of doubt, here's the raw clip to look at (and note the HUD clash with the fps counter) - https://mega.nz/#!D81gnKqZ!QSTHLz7V5MydWpRcoIEWg8-hajCzxpbBZ3oi32tzbXo
 
I love how half of this thread is dwelling on a false tear. Well done. It took me about 10 rewatches of that "AGRESSIVE" LOD gif to even notice anything.
 
Here's a small, comparison between two track on Forza 5 and Forza 6.

The tracks are the same, but the cars are different. I couldn't find any track/car combination in the Forza 6 demo that matched with anything possible in Forza 5. This was the closest I could do.

Forza 5 top, Forza 6 bottom.


Crowdgate?
 
I think this game looks beautiful. The textures on the track are wonderful and it really is silky smooth.

I wish that it released a bit later in the year as I'm struggling for cash and time (Mad Max) at the moment, but I guess it can wait, although I'd love to play it now.
 
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.
This isn't a DC thread. Stop.
 
Well... I think that is debatable
it is better than last gen, but far from being ideal (mother base lights, shadow distance, etc.)

True, but those lights and shadows are further away and dynamic. With the baked lighting and shadows in F6 I assume they would have more leeway for some better LOD transitions elsewhere considering it happens only a couple of cars away, but it's hard to pinpoint exactly what trade-off had to be made outside of the 60fps. The car detail pop isn't really all that noticeable in the race to me anyway, but it is just a youtube video.
 
Have people forgot that tearing only occurs when frame timing messes up?

It doesn't budge from 60, or 16.6ms. It's not tearing. You'll have to find something else to dwell on.

You need to chill dude, not everyone here wants to troll and attack the game. This is a technical thread and discussing things like that tear are bound to happen.

And yes you can have the game not budging from 60fps or 16.6ms and still have tearing, that happens when the game can't render the entire frame (1920x1080) in 16.6ms.
 
He's implying that the tracks look better. Something I agree with.
Screenshot-Original.png


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Screenshot-Original.png
Grass near the inner track looks ok, but the detail everywhere else is really bad, that wanton aliasing is a serious blemish too.

Crowds look terrible and so does the 2d trees and basic looking textures in parts, the tarmac looks more detailed though, looks overly sharpened in some instances. In any case, the shots below are not too pleasing......

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Everything is so flat and basic, car models don't look impressive, lighting is flat. But this is what they had to do to get this to run at 60fps.
 
Grass near the inner track looks ok, but the detail everywhere else is really bad, that wanton aliasing is a serious blemish too.

Crowds look terrible and so does the 2d trees and basic looking textures in parts, the tarmac looks more detailed though, looks overly sharpened in some instances. In any case, the shots below are not too pleasing......

Everything is so flat and basic, car models don't look impressive, lighting is flat. But this is what they had to do to get this to run at 60fps.
Sneaky edit.
 
What I said before the edit still stands though, but for racing threads I figure it would be more appropriate in the versus thread.

Bright, high exposure, middle of the day shots look flat in almost every racing game. Especially lighting conditions like in the shots you quoted.

The night shot doesn't look flat at all. In fact my takeaway from that shot is that the headlights are casting a shadow off the car in front of the player.

Game looks great, especially in motion.

Turn 10 appears to have backed the 3D tree count off too, but that's a good thing in the case of adding a much larger field of cars and more racing "conditions" at a LOCKED 60 frame-rate on console hardware.

Not another single current-gen car racer can claim the bolded above.

Uh, the puddles aren't 3D. I drove my car slowly through a puddle and it was just a flat reflective texture that didn't move. My tires just sat on top like it wasn't a puddle at all. More like ice.

They're simulated as 3D. The game simulates depth, resistance, tire reaction..etc. People have a hard time separating visual from simulation.
 
Wait, are some of you telling me there is going to be graphical sacrifices to get a game to run at 1080p and a LOCKED 60fps resolution!?!? No. Way.

For a 1080p 60fps game, what we are getting is great. I just don't understand why people dwell on the graphics on titles that aim to lock at 60fps, damn well knowing the demands and sacrifices that 60fps bring. I see the same stuff in halo 5 threads. We know these 60fps games (that aim to lock at 60fps) won't compete graphically with their 30fps bretheren , but that was never their intent.
 
Uh, the puddles aren't 3D. I drove my car slowly through a puddle and it was just a flat reflective texture that didn't move. My tires just sat on top like it wasn't a puddle at all. More like ice.

Wait, are some of you telling me there is going to be graphical sacrifices to get a game to run at 1080p and a LOCKED 60fps resolution!?!? No. Way.

For a 1080p 60fps game, what we are getting is great. I just don't understand why people dwell on the graphics on titles that aim to lock at 60fps, damn well knowing the demands and sacrifices that 60fps bring. I see the same stuff in halo 5 threads. We know these 60fps games (that aim to lock at 60fps) won't compete graphically with their 30fps bretheren , but that was never their intent.

It's that T10 are still failing at realistic lighting. And jaggies look just as bad as FM5's. Shading could use some work as well.
 
Uh, the puddles aren't 3D. I drove my car slowly through a puddle and it was just a flat reflective texture that didn't move. My tires just sat on top like it wasn't a puddle at all. More like ice.



It's that T10 are still failing at realistic lighting. And jaggies look just as bad as FM5's. Shading could use some work as well.

Using a wheel driving through puddles definitely give a realistic hydroplaning feeling. It might not be visually represented but its represented in the physics engine.
 
Uh, the puddles aren't 3D. I drove my car slowly through a puddle and it was just a flat reflective texture that didn't move. My tires just sat on top like it wasn't a puddle at all. More like ice.

Yeh the puddles are just textures but they are "3d" in the sense of the physics simulation going on under the hood and how the car reacts to them.

What I'd like to see (real physically based 3D puddles that splash/disperse/move realistically to cars going over them might well be a stretch this gen on these consoles. It would add a lot more to the game if that were the case vs what we have now anyway. What I mean is something like this:

http://youtu.be/KAta2_CRAns

There is also a distinct lack of water spray that comes off the cars in the wet weather races in this game. With the amount of standing water on the track there should be a ton of spray being kicked up.
 
They're simulated as 3D. The game simulates depth, resistance, tire reaction..etc. People have a hard time separating visual from simulation.

2D textures simulating 3D. Saying the puddles are "not flat 2D textures and are rendered as a full 3D entity" is not true.
 
I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

fm6caayn91suke.png
 
I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

fm6caayn91suke.png

They look fine while racing past them. Why are you even making this an issue?

The game is 60fps, corners had to be cut somewhere. Everyone knew this would be the case given the hardware they have to work with.
 
I haven't kept up with the game, but what do they mean by water accumulates on the track? Can races start out dry and it starts raining as the race develops?
 
Yeh the puddles are just textures but they are "3d" in the sense of the physics simulation going on under the hood and how the car reacts to them.

2D textures simulating 3D. Saying the puddles are "not flat 2D textures and are rendered as a full 3D entity" is not true.

I fail to see how this is different to how certain other racing games are going it then, or how it could be referred to as 3D as a result. Surely the only difference here is that the 2D texture in question covers a larger surface area, depicting a bigger collection of water, with physics assigned that simply issue more aggressive penalties for driving over them?
 
You need to chill dude, not everyone here wants to troll and attack the game. This is a technical thread and discussing things like that tear are bound to happen.

And yes you can have the game not budging from 60fps or 16.6ms and still have tearing, that happens when the game can't render the entire frame (1920x1080) in 16.6ms.
If you was interested in technicals and had the ability to go over games with such a degree, you'd know the basics.

Er, no? If that was the case, then half of the screen would be black. That wouldn't ever happen anyway, you'd just see a frame drop. Tearing happens when the frame time isn't aligned with the TV's refresh rate, hence overlapping images.
 
They're simulated as 3D. The game simulates depth, resistance, tire reaction..etc. People have a hard time separating visual from simulation.

Well, Digital Foundry said in that video puddles are "rendered as a full 3d entity, as opposed to a 2D texture overlay" which sounds to me they're supposed to be visually 3D rendered. If we're talking physics simulation why say "as opposed to a 2D texture overlay"?
 
If you was interested in technicals and had the ability to go over games with such a degree, you'd know the basics.

Er, no? If that was the case, then half of the screen would be black. Tearing happens when the frame time isn't aligned with the TV's refresh rate.
Half the screen retains the last image which causes the visible shift in that frame. Project Cars holds a relatively stable 60 fps, but has terrible screentearing because the game can't deliver the full image in the time necessary, so it delivers the partial image.

Forza 6 doesn't tear frames as it consistently draws/delivers the full frame in the time required. The example in this thread is a video editing error from DF.
 
I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

fm6caayn91suke.png

So you haven't actually played it?

Makes sense with you commenting based of of other people's shots.

Watch a 1080p stream or play the demo. There aren't 2D buildings, lol.

Well, Digital Foundry said in that video puddles are "rendered as a full 3d entity, as opposed to a 2D texture overlay" which sounds to me they're supposed to be visually 3D rendered. If we're talking physics simulation why say "as opposed to a 2D texture overlay"?

I'll have to look at it myself if they say that. I don't expect them to be fully rendered in 3D...that would be pretty incredible tech wise. I would have thought it's only the physics side that simulates the depth change from the edge of the puddle to the center.
 
They look fine while racing past them. Why are you even making this an issue?

The game is 60fps, corners had to be cut somewhere. Everyone knew this would be the case given the hardware they have to work with.

Just to be clear..they are 3D models.
 
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