nosoynadie22
Member
!!FIGHT!!
I honestly dont know what we are doing. Forza has 3D trees that move in weather, their tree branches and leaves cast shadows, light filters through them. Thats all properties of a 3d tree even if they are not as detailed as Horizon Forbidden West's trees.You are wrong. They both have "3D" trees, well a mixture of 2D and 3D trees based of distance from camera. Both have 3D stems, but the leaves are 2D. in Forza they use the classic billboard technique, a bunch of 2D flat textures arranged to give the illusion of depth and 3D but if you look at it from a certain angle the illusion fails you can see all the flat 2D textures. GT7 uses 2D forward facing sprite which always orient themselves to face the camera. If you are driving fast, you won't notice but if you move the camera slowly you notice the sprite orient themselves to the camera. The difference is in GT7 leaves react to lighting while Forza does not.
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Closer look, you can see the flat leaves.
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GT7
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Which you prefer is up to you but both games use a mixture of 2D and 3D trees.
This is demonstrably false. Like has been shown by the comparison. Some things are better and worse in both games.
Yes, there is clearly room to argue here like above. They both use 2D leaf textures but differently. One is a billboard while the other is self-orienting sprite. One simulates light passing through the leaf while the other does not.
Depends on what you mean.
In replay mode? Yes, you can absolutely say that as GT7 RT in replay mode is more advanced than what you see in FM8 in the replay mode.
In gameplay RT reflection is very limited to car reflecting cars and at a very limited range and yes that is better than GT7 car on car reflection
FM8 also uses screen space reflection and cube map for everything else at 30fps while in GT7 screen space reflection run at 60fps except for cockpit view which runs at 30fps as well as cube map.
It's so easy to say RT better than no RT but how its applied matters.
I honestly don't think you know what you are talking about here. There is no evidence of light bouncing or indirect lighting of track and trees. A bounced light picks up the color of the object it is bouncing from and illuminates the surrounding i've not seen a single material that shows or says that.
I find majority of people arguing in this thread are doing so without any technical understanding of what they are arguing about. There is nothing wrong in preferring one over another but to say one is better with so much certainty yet being entirely wrong like claiming Forza has 3D trees while GT7 doesn't is entirely wrong.
You guys are seriously arguing about the trees in both games? In GT7 90% of the trees are 2d rotating bilboard with some 3d trunks with 2d rotating leafes. In Forza its 90% 3d trees with some flat leafes with some 2d bilboard in the background. Forza's trees react to wind and light from all angles, while GT7 Trunks rotate whole the time and are almost black in some cases when the light is the opposite direction. Forza clearly has the superior trees, but GT7 trees are also very clever for 2d trees that can look good.You are wrong. They both have "3D" trees, well a mixture of 2D and 3D trees based of distance from camera. Both have 3D stems, but the leaves are 2D. in Forza they use the classic billboard technique, a bunch of 2D flat textures arranged to give the illusion of depth and 3D but if you look at it from a certain angle the illusion fails you can see all the flat 2D textures. GT7 uses 2D forward facing sprite which always orient themselves to face the camera. If you are driving fast, you won't notice but if you move the camera slowly you notice the sprite orient themselves to the camera. The difference is in GT7 leaves react to lighting while Forza does not.
Forza
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Closer look, you can see the flat leaves.
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GT7
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Which you prefer is up to you but both games use a mixture of 2D and 3D trees.
This is demonstrably false. Like has been shown by the comparison. Some things are better and worse in both games.
Yes, there is clearly room to argue here like above. They both use 2D leaf textures but differently. One is a billboard while the other is self-orienting sprite. One simulates light passing through the leaf while the other does not.
Depends on what you mean.
In replay mode? Yes, you can absolutely say that as GT7 RT in replay mode is more advanced than what you see in FM8 in the replay mode.
In gameplay RT reflection is very limited to car reflecting cars and at a very limited range and yes that is better than GT7 car on car reflection
FM8 also uses screen space reflection and cube map for everything else at 30fps while in GT7 screen space reflection run at 60fps except for cockpit view which runs at 30fps as well as cube map.
It's so easy to say RT better than no RT but how its applied matters.
I honestly don't think you know what you are talking about here. There is no evidence of light bouncing or indirect lighting of track and trees. A bounced light picks up the color of the object it is bouncing from and illuminates the surrounding i've not seen a single material that shows or says that.
I find majority of people arguing in this thread are doing so without any technical understanding of what they are arguing about. There is nothing wrong in preferring one over another but to say one is better with so much certainty yet being entirely wrong like claiming Forza has 3D trees while GT7 doesn't is entirely wrong.
Meh, it's just not as vibrant and cool and shiny as its competitor which looks objectively better because I prefer having more vibrancy, coolness & shine! You can barely see any reflection, rt my ass!
You guys are seriously arguing about the trees in both games? In GT7 90% of the trees are 2d rotating bilboard with some 3d trunks with 2d rotating leafes. In Forza its 90% 3d trees with some flat leafes with some 2d bilboard in the background. Forza's trees react to wind and light from all angles, while GT7 Trunks rotate whole the time and are almost black in some cases when the light is the opposite direction. Forza clearly has the superior trees, but GT7 trees are also very clever for 2d trees that can look good.
Same map, trees next to the road
Also from close up they are not higher quality than the Forza trees and leaves. From distance they look pretty good tho with the right lighting. And keep in mind this map has the best foliage in the game, other maps its alot worse and low res. Look how they look under direct sun light
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You will never see stuff like this in GT7, look at how the trees react to wind and how they look
The trees are probably included in GT7's track scanning.
Forza's are just added to make it look good and to give its fans their usual bulletpoint in the discussion.
I've yet to see a race track full of LED billboards at eye level, or trees hanging over the track.
I've not got a problem with either approach really, but one is clearly going for realism the other for a more arcade approach.
Whatever gives you the idea that "brighter" = light bounces? If anything often unrealistic brightness is due to lack of GI.
Forza uses Realtime SSGI even on consoles. You can see this on light bounce on tracks and cars. This is apparent in several tracks and gifs posted on tracks. The trees also have light bounce.
This gif clearly shows the track taking on the color of its surroundings.
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You can see just how better the indirect lighting is compared to GT7 here where its way too dark in the shadows.
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That effect is even more pronounced in cockpit view.
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Forza has better weather, rt reflections and RTAO during gameplay, better trackside detail, 3d trees, better GI... we can discuss everything else,..... art style, car modeling, AI, interior materials but lets not obfuscate facts.
You guys are seriously arguing about the trees in both games? In GT7 90% of the trees are 2d rotating bilboard with some 3d trunks with 2d rotating leafes. In Forza its 90% 3d trees with some flat leafes with some 2d bilboard in the background. Forza's trees react to wind and light from all angles, while GT7 Trunks rotate whole the time and are almost black in some cases when the light is the opposite direction. Forza clearly has the superior trees, but GT7 trees are also very clever for 2d trees that can look good.
Same map, trees next to the road
Also from close up they are not higher quality than the Forza trees and leaves. From distance they look pretty good tho with the right lighting. And keep in mind this map has the best foliage in the game, other maps its alot worse and low res. Look how they look under direct sun light
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You will never see stuff like this in GT7, look at how the trees react to wind and how they look
That is the best looking forza gif ive seen but something in the GamingTech comparison video doesnt make sense. His RT Off footage captures car reflections too. I thought they were something that regular cube map reflections couldnt capture? could he have mislabeled it?
Because those are under direct sun light coming from the back hitting straight on the trees in both games. Its just to show the tree quality without hiding both games flaws in the shadows during gameplay and going as close as possible.Turk, hate to say it but my son just saw your screenshots and asked why are these graphics so bad lmao
Show me a PS3 racing game with trees looking like thisWho cares, they still look bad close up. It's PS3 era trees. You just proved his point.
Yeah, but not in this case because we know Forza has realtime GI.Whatever gives you the idea that "brighter" = light bounces? If anything often unrealistic brightness is due to lack of GI
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You can see this in the monotone colour of the roof wall in Forza. Where any GI should have made the upper part more dark.
RT is more noticeable in chase cam and cockpit view. Hoodview has zero RT outside ai cars. In the cockpit it looks nice in cars with lots of reflective materials.That is the best looking forza gif ive seen but something in the GamingTech comparison video doesnt make sense. His RT Off footage captures car reflections too. I thought they were something that regular cube map reflections couldnt capture? could he have mislabeled it?
Right is RT off, Left is RT on.
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If RT off reflections look that good i might just turn it off and play with a higher resolution.
Because those are all regular ass SSR (screen space reflections) for the bonnet and road, not RT. RT On only affects the car body in chase cam.That is the best looking forza gif ive seen but something in the GamingTech comparison video doesnt make sense. His RT Off footage captures car reflections too. I thought they were something that regular cube map reflections couldnt capture? could he have mislabeled it?
Right is RT off, Left is RT on.
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If RT off reflections look that good i might just turn it off and play with a higher resolution.
Interior also, see above.Because those are all regular ass SSR (screen space reflections) for the bonnet and road, not RT. RT On only affects the car body in chase cam.
It's from a technical paper about the global illumination system of GT Sport that you can find here. GT7 has GI that is set for the different times of day that it transitions to. Your idea that GT is dark so the lighting is not GI or that it's inaccurate is simply wrong. The GI is in fact more accurate in that GIF at the moment in GT than Forza and the best way to tell is to look at the white roof wall.Yeah, but not in this case because we know Forza has realtime GI.
Where is that comparison from? GT7 PS4 vs GT7 PS5? Does GT7 have realtime GI as well? I know it had realtime time of day but figured it was baked in and not dynamic.
Its actually the reflective white bar in GT7 that sticking out that you see in that gif. They are not the same models in both games, the interiors are also different. Forza's BMW has a matt grey bar vs shiney white bar in GT7. But there is baked in GI in GT7, i agree with you.It's from a technical paper about the global illumination system of GT Sport that you can find here. GT7 has GI that is set for the different times of day that it transitions to. Your idea that GT is dark so the lighting is not GI or that it's inaccurate is simply wrong. The GI is in fact more accurate in that GIF at the moment in GT than Forza and the best way to tell is to look at the white roof wall.
I'm referring to the grandstand that has no colour bleeding on a white roof wall and no brightness gradient in crevices. Not the car roof.Its actually the reflective white bar in GT7 that sticking out that you see in that gif. They are not the same models in both games, the interiors are also different. Forza's BMW has a matt grey bar vs shiney white bar in GT7. But there is baked in GI in GT7, i agree with you.
RT is more noticeable in chase cam and cockpit view. Hoodview has zero RT outside ai cars. In the cockpit it looks nice in cars with lots of reflective materials.
Just check the side mirror reflecting the body and the interior bars the display and the steering wheel. You can even see the display on the carbon roof panel at the very top accurately reflecting. Also notice the steering wheel how its reflecting the driver. GT7 simulates this on some cars with cubemaps which looks also very good. But not as accurate as this because this one is for the whole car inside outside in all views and ai cars.
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RT reflections look nice here. What car is this? I want to try it out.
I mean...you would think a next-gen only title would easily be better in every single area than a cross gen title that came out a year and half ago like GT7 and it's just not the case.I honestly dont know what we are doing. Forza has 3D trees that move in weather, their tree branches and leaves cast shadows, light filters through them. Thats all properties of a 3d tree even if they are not as detailed as Horizon Forbidden West's trees.
Forza uses Realtime SSGI even on consoles. You can see this on light bounce on tracks and cars. This is apparent in several tracks and gifs posted on tracks. The trees also have light bounce.
This gif clearly shows the track taking on the color of its surroundings.
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You can see just how better the indirect lighting is compared to GT7 here where its way too dark in the shadows.
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That effect is even more pronounced in cockpit view.
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Forza has better weather, rt reflections and RTAO during gameplay, better trackside detail, 3d trees, better GI... we can discuss everything else,..... art style, car modeling, AI, interior materials but lets not obfuscate facts.
I mean...you would think a next-gen only title would easily be better in every single area than a cross gen title that came out a year and half ago like GT7 and it's just not the case.
This topic makes me realize that they both have their strenghts and there's no clear winner. I expected this new Forza to blow GT (a game that's running on a 2013 piece of hardware) out of the water easily and it's just not happening.
Pretty much. Laguna seca does not have those lights around the circuit. Poly has always gone for a more authentic look and it shows.Forza adds trackside details, such as lights, 3D crowds here and there and some other things. It's because the tracks look a bit boring in real life (and GT7 is more "accurate").
Turk, hate to say it but my son just saw your screenshots and asked why are these graphics so bad lmao
Drive club looks better than both in motion. Especially with rain and lighting.
Never been in a car on a bright day and it's that dark.Whatever gives you the idea that "brighter" = light bounces? If anything often unrealistic brightness is due to lack of GI
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You can see this in the monotone colour of the roof wall in Forza. Where any GI should have made the upper part more dark.
John Linneman needs to get it touch with you for some help with his up coming video.RT is more noticeable in chase cam and cockpit view. Hoodview has zero RT outside ai cars. In the cockpit it looks nice in cars with lots of reflective materials.
Just check the side mirror reflecting the body and the interior bars the display and the steering wheel. You can even see the display on the carbon roof panel at the very top accurately reflecting. Also notice the steering wheel how its reflecting the driver. GT7 simulates this on some cars with cubemaps which looks also very good. But not as accurate as this because this one is for the whole car inside outside in all views and ai cars.
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Wtf are you talking about, Forza just has less contrast and higher exposure...I honestly dont know what we are doing. Forza has 3D trees that move in weather, their tree branches and leaves cast shadows, light filters through them. Thats all properties of a 3d tree even if they are not as detailed as Horizon Forbidden West's trees.
Forza uses Realtime SSGI even on consoles. You can see this on light bounce on tracks and cars. This is apparent in several tracks and gifs posted on tracks. The trees also have light bounce.
This gif clearly shows the track taking on the color of its surroundings.
![]()
You can see just how better the indirect lighting is compared to GT7 here where its way too dark in the shadows.
![]()
That effect is even more pronounced in cockpit view.
![]()
Forza has better weather, rt reflections and RTAO during gameplay, better trackside detail, 3d trees, better GI... we can discuss everything else,..... art style, car modeling, AI, interior materials but lets not obfuscate facts.
Forza has a form of real-time GI while driving , yes. But not RTGI. It accounts for more light bounce etc …Wtf are you talking about, Forza just has less contrast and higher exposure...
You set yourself up my friend no one elseYou have shown yourself time and time again to be one of the worst and least informed posters on this board. Forza is not superior to GT7 they both use a mix of 2D and 3D trees but in different ways to achieve the same illusion of 3D.
Do you know how to read?
I am literally pointing out how each method works and fails when you look closely using those screens.
The screens are to demonstrate how they each fail when you look closely. Coming out a year later does not make one better than the other when they largely rely on the same technologies to achieve their visuals.
This is you.
vs
This is what I literally typed.
Instead of admitting you read that wrong you double down on your wrong assertion.
You'll be gaslighted now that you said "both have 3D trees" even when you did not and have explicitly mentioned multiple times that you did not.You have shown yourself time and time again to be one of the worst and least informed posters on this board. Forza is not superior to GT7 they both use a mix of 2D and 3D trees but in different ways to achieve the same illusion of 3D.
Do you know how to read?
I am literally pointing out how each method works and fails when you look closely using those screens.
The screens are to demonstrate how they each fail when you look closely. Coming out a year later does not make one better than the other when they largely rely on the same technologies to achieve their visuals.
This is you.
vs
This is what I literally typed.
Instead of admitting you read that wrong you double down on your wrong assertion.
Pretty much how I summed it up earlier the artistry Polyphony have perfected for replicating real life is second to none, but on a tech level they are behind T10 and Playground (same engine).Weird take, I think I prefer GT7 because they treat the camera like a human eye and not like an actual "camera". Like the rain drops on the screen, it's very artificial and a bit over the top. GT7 doesn't have to splash my screen with rain to tell me it's raining. When I'm walking in raining my eyes don't have dozens of little droplets on them....
Same goes with the overall colour presentation. Forza is nice but it looks like the world as viewed through a camera, like most games, whereas the presentation of GT7 looks closer to what I see with my own eyes.
Maybe hard to explain, GT7 just feels "natural" to look at whereas FM, while technically brilliant, looks like a video game.
The fact that you can't even see the irony in writing that is *chef's kiss*.