Sw0pDiller
Banned
Another game GamePassified by MS. a shame really.
There seems like a generational difference when it comes to grass, car model, lighting, and track terrain quality.
Its just cherrypicked in the worst lighting spot from the same guy who always does this. The GT7 scapemodels are obv. better, not arguing with that. But his Forza shot is missing reflections in the glass to hide the glass shaders and fresnel.
![]()
I've turned RT off. RT Reflections are very limited and looking very sharp and unnatural. RTAO is not a huge boost either. Great and curated older tech wins over new tech that is not fitted into the game's tech art any day.As someone that played GT7 for over 150h and was looking forward to a new racer, you guys on here can pixel peep all you want and post comparison shots, GT7 still as an older game looks way better. Everything is crisp and clear yet in Forza everything looks washed out and not a single thing impressed me graphically. You can only see this if you played at least one of the two games to no end and then jumping into the other. If you played both casually a few hours,I doubt you could tell the difference. But for me, GT7 is so far ahead of what Forza 8 is doing. I couldnt care less how RT is produces on the surface of cars when OVERALL presentation is sub-par compared to GT7. Especially saying how this is the REAL next gen title.
I am pretty confident in saying the physics engine in Forza is superior to GT, GT the car kinda floats along the track, I know it's raining but I'm sure it's not that deep.- YouTube
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.youtube.com
Can't unsee how GT looks on rails.
Forza nails the look if you know what I mean.
The game is outright broken on wheels my man, what are you even talking about?I am pretty confident in saying the physics engine in Forza is superior to GT
You can change the camera follow settings in GT to be more loose. The default is always the stiff cam.- YouTube
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.youtube.com
Can't unsee how GT looks on rails.
Forza nails the look if you know what I mean.
Here is more proof the game wasn't built from the ground up, an old glitch for FM7 works in FM2023 as well.
There absolutely was.Plus I have a strong feeling that at some point there was an Xbox One version of FM that was canceled when the development took longer than expected time. This will explain a lot of peculiar and strange compromises in overall presentation.
The overhauled physics.
![]()
SlimySnake - you should try to explain this. If the game and its physics systems are indeed built from the ground up, how come it has the exact same bugs (features?) as the previous entries?
Never set foot in an auto show or dealer showroom have you?
Its just cherrypicked in the worst lighting spot from the same guy who always does this. The GT7 scapemodels are obv. better, not arguing with that. But his Forza shot is missing reflections in the glass to hide the glass shaders and fresnel.
![]()
The overhauled AI.
(btw I am only posting this here as I was banished from the OT thread, apparently only positive things are allowed there.)
Why? I didnt make the game. I took an issue with people accusing me of trolling when I had posted what devs said. If you have an issue with devs lying, downgrades and false promises then take it up with Turn10. just dont accuse me of trolling or making shit up.The overhauled physics.
SlimySnake - you should try to explain this. If the game and its physics systems are indeed built from the ground up, how come it has the exact same bugs (features?) as the previous entries?
Before Turn 10 Studios officially announced Forza Motorsport, it touted the revamped tire model, suspension system and more which made for a "vastly different" and "amazing experience." It even said the tire physics was 48x better than Forza Motorsport 7. In a new clip, the developer showcased how that works.
When looking at the BAC Mono on Laguna Seca on the old model at a 60 Hz refresh rate with a single contact point, there are spikes in how the tires react to different terrain, and it doesn't feel very smooth. The new model on the same track and corner with the same car features eight contact points and runs at 360 Hz. The deformation over different surfaces is much more natural and realistic – a big step up.
The tires are the only point of contact a vehicle makes with the road surface. Everything a car is and everything a driver does is ultimately translated through the tires. The previous Forza tire model used a single point of contact per tire to calculate its physics response. Esaki said that model is completely rebuilt for Forza Motorsport and now samples from eight points of contact per tire which adds up to a 48x increase in fidelity. They're also pulling the data six times faster per tire. Esaki also said that the suspension, aerodynamics, and weight models have all also been completely rebuilt but did not specify the increase in performance over previous Forza games. However, he is confident in its capabilities. "I would put this [Forza's] simulation up against the hardest core sims that are out there," said Esaki.
Forza Motorsport has been built from the ground up to showcase the Xbox Series X|S consoles. The accuracy of our overhauled physics, the beauty of our cars and tracks, our new dynamic time of day, advanced car damage, and real time ray tracing on track lead to a generational leap in immersion. The all-new Forza Motorsport is the most technically advanced racing game ever made.
Fundamental to Forza Motorsport is our fully dynamic time of day system, which brings tracks to life in stunning detail and like weather, it will be available on every track. Changes in time of day alter ambient temperatures, which, in turn, impacts the track surface temperatures. These track temperature changes will affect the grip of your car, as does rubbering in and weather. These new simulation details add further depth, drama, and dynamics to the racing experience.
We've completely overhauled the core driving experience to take advantage of the power of the Xbox Series consoles. This includes a 48 times improvement in the fidelity of our physics simulation. Based on your feedback, we've introduced new features like tire and fuel management, multiple tire compounds, and new in-depth car building to create the ultimate racing playset. This is all brought to life at the trackside pits, where advanced materials and shaders paired with ray tracing bring out incredible detail in the gold heat wrap, anodized aluminum, and carbon fiber. Ray tracing especially shines on engine bays with their complex self-reflection.
Why? I didnt make the game. I took an issue with people accusing me of trolling when I had posted what devs said. If you have an issue with devs lying, downgrades and false promises then take it up with Turn10. just dont accuse me of trolling or making shit up.
Live up to your tag, do some research and you should be able to dismiss their claims.
This is them explaining it a few months ago. If you can disprove this, be my guest. Create a thread, and I will leave you a like.
Here are their claims. Should give you a head start. If they are lying their asses off then it shouldnt be hard for you to disprove.
Yeh quite a lot of discussion about this there at the moment:
Honestly, if they didn't bullshit everyone so much prior to the release then I don't think they get this backlash.
What's with that grass in Forza? That's something from the 360 generation. They thought they could get away with that in a racing game lmao.
Here's what it looked like ten years ago in FM5.
![]()
The overhauled AI.
(btw I am only posting this here as I was banished from the OT thread, apparently only positive things are allowed there.)
Your banned for only posting negative stuff with the intent to troll
Where did I say that YOU accused me. i said PEOPLE accused me and I took an issue with that.lol calm down. When did I "accuse you of trolling?" Don't gaslight me. I don't get into that trap.
I took an issue with people accusing me of trolling when I had posted what devs said.
I honestly dont have any visibility into their engine so i can only take their word for it. SuperGT himself said that the cars handle much better on the curbs. Which lends credibility into their claims in the tweet above. I dont know if their 10x more trackside detail claim is true. it doesnt even look like 2x to me, but that could be due to the downgrade. Their claim of 3d trees and foliage is still true. Their claim of better lighting is true. Their claim of shaders being built from the ground up is not something I can prove or disprove. They look better to me but i cant prove if they were built from the ground up or not. Weather system does look like its built from the ground up. Massive difference there. That leaves RTAO and RT reflections, both of which are in the xsx version, downgraded but there. So again, true. There were people and i hate that i have to clarify that you were not one of them, who said the game didnt have any improvements over the game. I listed over 10. 90% of them are there in the final game.You were telling us that the game is indeed built from the ground up and it is not just marketing talk, while others were explaining to you that it was just a marketing slogan. So, of course, I'm gonna ask for your opinion now after seeing this.
I'm not talking about what the devs said; I'm talking about what you said.
Now, do you still stand by your earlier comment that the game is indeed built from the ground up? Or have you now changed your mind?
If you still stand by it, why do you think the exact physics-related glitches appear in this game also?
Man, in GT it looks like you are moving the track, not the car. It looks kind of weird.- YouTube
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.youtube.com
Can't unsee how GT looks on rails.
Forza nails the look if you know what I mean.
True, but you can change that in the camera settingsMan, in GT it looks like you are moving the track, not the car. It looks kind of weird.
is there a video that shows the difference?True, but you can change that in the camera settings
Man, in GT it looks like you are moving the track, not the car. It looks kind of weird.
Okay, fair enough. Thanks for clarifying.Where did I say that YOU accused me. i said PEOPLE accused me and I took an issue with that.
It has already been proven and exposed -- in the above video.I honestly dont have any visibility into their engine so i can only take their word for it. SuperGT himself said that the cars handle much better on the curbs. Which lends credibility into their claims in the tweet above. I dont know if their 10x more trackside detail claim is true. it doesnt even look like 2x to me, but that could be due to the downgrade. Their claim of 3d trees and foliage is still true. Their claim of better lighting is true. Their claim of shaders being built from the ground up is not something I can prove or disprove. They look better to me but i cant prove if they were built from the ground up or not. Weather system does look like its built from the ground up. Massive difference there. That leaves RTAO and RT reflections, both of which are in the xsx version, downgraded but there. So again, true. There were people and i hate that i have to clarify that you were not one of them, who said the game didnt have any improvements over the game. I listed over 10. 90% of them are there in the final game.
Again, if you feel these claims are untrue, go ahead and expose them. The onus is on YOU to prove they are lying. Not on me. Just like you did with the Phil spencer lies. You brought the receipts. Time to do the same.
If you say so. It's a glitch that is a carry over from the previous games. its like dismissing all the UE5 upgrades like nanite, lumen, niagara, world partitioning because the traversal stutter from UE4 is still there. People who have played the game, who have reviewed the game, have said that the driving physics are improved. I am not a forza guy so i couldnt tell you if there is a difference myself. the last forza motrosport I played was 10 years ago at the xbox one launch and dont remember much about it. I just dont think a glitch proves that the 48x improvement in tire physics isnt there, but I suppose its not a good look for devs who were claiming a massive overhaul of the physics system.Okay, fair enough. Thanks for clarifying.
It has already been proven and exposed -- in the above video.
"[The tire model's been] completely rebuilt. We used to have that single point of contact at 60 Hz; now we have eight points of contact per tire at 360 [Hz]. Just a huge leap in our tire model fidelity — you can feel it. It's the core of the gameplay experience now." -- Esaki claimed during Thursday's Forza Monthly stream.
If the systems changed, the car would have behaved differently. It is behaving the same, which means their claim is not true.
Yeah I don't really understand what the hell Forza is doing
Upgrades /=/ Ground up engine.If you say so. It's a glitch that is a carry over from the previous games. its like dismissing all the UE5 upgrades like nanite, lumen, niagara, world partitioning because the traversal stutter from UE4 is still there. People who have played the game, who have reviewed the game, have said that the driving physics are improved. I am not a forza guy so i couldnt tell you if there is a difference myself. the last forza motrosport I played was 10 years ago at the xbox one launch and dont remember much about it. I just dont think a glitch proves that the 48x improvement in tire physics isnt there, but I suppose its not a good look for devs who were claiming a massive overhaul of the physics system.
I think its important to hold devs accountable. Their AI upgrades were supposed to be utilizing machine learning and maybe they are, but its clear that the AI is worse than ever. I wouldve expected reviews and DF to cover stuff like this but they didnt even mention the downgrades until ElAnaldebits pointed it out.
On paper this sounds too good to be true. I was constantly torn between different sims (iRacing, ACC, rFactor, Race Room) and was watching endless YouTube videos on the "realism" of each sim over many years. And as with camera stiffness I came to terms with it that's it's mostly preferences. You have technical facts, like with the refresh rate for tyres, or that some sims behave differently under the same load and weight transfers (e.g. low speed corners in one sim feel different than in others)."[The tire model's been] completely rebuilt. We used to have that single point of contact at 60 Hz; now we have eight points of contact per tire at 360 [Hz]. Just a huge leap in our tire model fidelity — you can feel it. It's the core of the gameplay experience now." -- Esaki claimed during Thursday's Forza Monthly stream.
Yup, Forza as always makes a play for the casuals with the chase cam, glad you enjoy it.- YouTube
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.youtube.com
Can't unsee how GT looks on rails.
Forza nails the look if you know what I mean.
The overhauled AI.
(btw I am only posting this here as I was banished from the OT thread, apparently only positive things are allowed there.)
MY. HAIRY. ASS Youve been called out about this numerous times. Stop lying you shill.Not true, the intent is to give constructive criticism. I was also accused by one poster of having no intention of ever playing the game, which is false when I own every single other Forza game and have played for many thousands of hours in total. However, I respect the decision.
The overhauled AI.
(btw I am only posting this here as I was banished from the OT thread, apparently only positive things are allowed there.)
can someone repeat this experiment in gt7 ?
This video does, not the exact same track but shows how GT7's AI reacts to obstructions and tries to avoid them.
Here is more proof the game wasn't built from the ground up, an old glitch for FM7 works in FM2023 as well.
And a confirmation by another poster:Omg this might be crazy but I think this could be a credits and xp glitch! For some reason after I quit the test drive my level shows im at 409(I was at like 50 I think) and I gained around 5.5mil credits??? WTF???
Can somebody who play the game confirm?Jesus Christ I can confirm this glitch gives credits, I've now got 12 million instead of the 2 million I started with. I have no idea what's going on but I'm gonna spend the credits before this gets patched.
Edit for replication: I spent about 15 minutes doing the glitch from the video linked in this thread, just messing about with it. Used the starting Subaru, level 50. Exited to menu, credit balance up from 2.4M to 12.9M credits.
Restarted the game, credit balance jumped to 15.7M credits. Restarted again, balance unchanged. Level is 583, up from around 60.
Important note: to do the glitch you have to go into your chosen car's tuning menu, and press X to go into test drive. Free play/rivals does not work as you cannot tune your car mid-race. This could also get you banned, I'm happy with the risk but don't cry to me if it all goes wrong.
This video does, not the exact same track but shows how GT7's AI reacts to obstructions and tries to avoid them.
GT7 AI may not be world class (Sophie AI was pretty impressive). However, I've found the training model turn 10 used to develop Drivetar AI.Your joking aren't you? have you seen when the car is actually on the racing line the cars slow down way way to much far away then drive past like 90 year old Granny's.
Don't try and make out GT7 AI is good.
This video does, not the exact same track but shows how GT7's AI reacts to obstructions and tries to avoid them.
HOW AI DRIVES FORZA MOTORSPORT
How do AI controlled cars get around a track in Forza Motorsport? There are two components at play; the AI controller and the driving line. The AI controller is how the game uses throttle, brake and steering inputs to move a car around the track. The driving line is the path that the AI controller follows.
To create AI opponents as fast as the fastest human drivers, we had to do it without any cheats, hacks, and rubber banding. These often cause racing incidents for players and unrealistic competition. We also needed to reduce aggressive driving behavior to ensure cleaner, more competitive racing. Therefore, in Forza Motorsport we have evolved the Drivatar system to use machine learning. It no longer replicates the driving behavior of your friends; however, it still pulls in their cars, drivers and customizations.
Our new AI controller has mastered every possible car and track combination with car upgrades and weather conditions factored in. New optimal driving lines define the desired path an AI car takes through the corner, ideal braking points, and target entry and exit speeds. The computer drives each track 26,000 times to achieve the fastest line through every layout! Just like actual players, the AI also uses a lot more of the track – pushing out to the track limits and even onto the curbs.
The new AI can make mistakes; however, these scenarios are not scripted. Instead, they will make natural mistakes like real humans do, such as braking too late and going wide or even off track. Players can scale the AI difficulty from 1-8 with 8 considered "unbeatable." Everyone can learn from the skills and driving professionalism of the AI to find the best driving lines and braking points.
These AI opponents lead to clean, tight and thrilling racing in Forza Motorsport. We will continue to fine-tune and improve the AI behavior overtime based on our data and player feedback.
GT7 AI may not be world class (Sophie AI was pretty impressive). However, I've found the training model turn 10 used to develop Drivetar AI.