Forza 5: Behind the scenes look (video) [Up: 1080p/60fps]

It also pretty much confirms the death of the current low-res user-created liveries.

H3rTz - get planning! I cannot wait to see what you come up with.

I knew it was coming :(

I had a couple that were good for a couple thousand a week, don't have as much free time lately
#forzaproblems
 
I knew it was coming :(

I had a couple that were good for a couple thousand a week, don't have as much free time lately
#forzaproblems

I think you misunderstood my (badly-written) post - I was saying that user-created liveries will be in hi-res in FM5 rather than the pixellated stuff we get in FM4.

And you'll still earn money from them, just in a different way.
 
I think you misunderstood my (badly-written) post - I was saying that user-created liveries will be in hi-res in FM5 rather than the pixellated stuff we get in FM4.

And you'll still earn money from them, just in a different way.

Well they also dont carry over so they are dying in that way also.
 
Forza 5 to include all three Top Gear hosts and 'total Top Gear integration' this time:

http://www.joystiq.com/2013/06/12/all-three-top-gear-hosts-involved-in-forza-motorsport-5/

"I can tell you all three hosts are involved, they're going to give us some awesome structure in how we present our career to players," Giese said. "We'll be announcing a little bit more about that this summer, but we're super excited to have all three hosts this time."

http://www.oxm.co.uk/56369/forza-5-...ntegration-features-clarkson-may-and-hammond/
"We're long-term partners with Top Gear, so we still have Top Gear in the game," Turn 10's Dan Greenawalt told OXM in a chat last month. "The nature of our work with Top Gear has changed a bit so it's broadened beyond Jeremy, we're not really getting into that announcement until we get into the third act of the announcement post-E3.

"But yes, there is Top Gear and yes, it involves more than Jeremy. But it's not in the same way. So it's not thinking of it as a much as a one-to-one, but more fully integrated, how do we keep Top Gear totally integrated throughout the game rather than having it as one button on one place in the game. So I think we're going to have some good news about that."
 
I was also interested in the dynamic orchestral soundtrack. I usually leave it on for a couple of days out of respect for the guys who made the game then switch it off. But I really like what I heard in the offscreen vids, and it being dynamic also might convince me to leave it on.

I thought that was cool as well. In-game music is usually the first thing I turn off, but a dynamic, unobtrusive score would be something I'd consider keeping (prob with reduced volume).

Top Gear integration sounds good, just please no uncanny valley stuff.
 
I thought they are vector based, and then applied as a bitmap to the cars?

If they are vector, whey can't they carry over? =S

Damn that's a shame, it would have been nice to carry over my designs, they took a loooonnnng time to do. The speed I paint, it'll be Forza 6 by the time one design is finished
 
It would be hilarious if they had proper 3D models of the Top Gear guys.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

zombiejeffgordon.gif
 
It would be hilarious if they had proper 3D models of the Top Gear guys.

You might not be far off there.

...we have to do anything relating to the characters we are in charge of. I hope that last sentence makes sense, I can’t say too much because our game isn’t announced yet. :)

Where is Sar Bear?

He's pissed at Turn 10 for not showing any Mustangs...

lol right..
 
I think GT5 uses several shadow maps and just interpolates between the shadow maps, while the car shadows are dynamic. This is why the shadows from the environment are usually clean, but the ones from the car (like self shadowing and on the ground) look rough. Also, at night, while the light affects particles and the cars and environment, they do not cast shadows at all. I mean... it's all about faking it, but my point is, Turn 10 can fake dynamic lighting easily. They did with Horizon, why can't they do it here?

Horizon faked its lighting? I'm not talking headlights or any other light sources except the sun, which casts dynamic shadows for almost every object. A feature afforded by targeting the game to run at 30fps. There's only so much you can do when your goal for a nex-gen game is to have it run at 60fps AND at native 1080p. So again, it boils down to how Turn10 chose to distribute the computational power that's available to them AND without taking too much of their limited development time; we're seeing the fruits of that in several places (autovista for all cars, addition of laser scanned tracks for both old and new, increased track detail, etc). Sure, they're using static shadowmaps but like I said, it'll more than suffice because as long the shadow of a lamppost or tree casts on your car as you park underneath it, that's enough to create a sense of realism for most people.
 
Horizon faked its lighting? I'm not talking headlights or any other light sources except the sun, which casts dynamic shadows for almost every object. A feature afforded by targeting the game to run at 30fps. There's only so much you can do when your goal for a nex-gen game is to have it run at 60fps AND at native 1080p. So again, it boils down to how Turn10 chose to distribute the computational power that's available to them AND without taking too much of their limited development time; we're seeing the fruits of that in several places (autovista for all cars, addition of laser scanned tracks for both old and new, increased track detail, etc). Sure, they're using static shadowmaps but like I said, it'll more than suffice because as long the shadow of a lamppost or tree casts on your car as you park underneath it, that's enough to create a sense of realism for most people.

Yes, it faked it's lighting. In fact the shadows were a lot more limited than GT5's, that's besides the point.

I used a picture in the original reveal thread, that showed shadows from a fence, casting on TOP of the car, as opposed to the side where the shadow should be hitting. It's really distracting.

If you have Forza 2-4, I can tell you how to replicate that same issue.
 
Yes, it faked it's lighting. In fact the shadows were a lot more limited than GT5's, that's besides the point.

I used a picture in the original reveal thread, that showed shadows from a fence, casting on TOP of the car, as opposed to the side where the shadow should be hitting. It's really distracting.

If you have Forza 2-4, I can tell you how to replicate that same issue.

Oh I'm aware of the static maps in the main Forza games, am quite certain Horizon's lighting implementation is different (but not unlike other open world games like GTAIV, RDR, etc that feature day/night cycles)
 
Oh I'm aware of the static maps in the main Forza games, am quite certain Horizon's lighting implementation is different (but not unlike other open world games like GTAIV, RDR, etc that feature day/night cycles)

I'm not sure how horizon does it. Never really played it other than a few minutes.

Either way, they can implement even a faux dynamic engine. It would at least be more impressive than their crappy static environment lighting.
 
Either way, they can implement even a faux dynamic engine. It would at least be more impressive than their crappy static environment lighting.

That's where I would disagree. I think the shadows look great and adds to the visual fidelity, although I can see why you'd find it crappy because it's inaccuracy screws up with your mind. Used to have a similar problem with regards to reflections (side mirrors not reflected on your car's body for instance) but it doesn't bother me anymore.

And neither does this:


Come to think of it, a faux dynamic engine, just to fix the angle at which shadows are cast? Seems like more trouble than it's worth...especially when there's no day/night cycle involved. But I'd like to know if there have been a racing game that has shadows implemented that way; the solution you proposed sounds like it lies between PGR3's (static environment shadowmaps with full/none shadow coverage for cars) and GT5/PCar's non-fake, global lighting system (sun causes everything to cast shadows, which hits cars at the right angle). I believe that's exactly what Turn10 has achieved with their game but you seem to know of a different method that already exist.
 
Please don't hate me: I love FM and have bought all of them.
After watching the two Gamersyde 60fps offscreen videos I noticed this:

+ Amazing models and shaders!
+ Great Light
+ Nice shadows
+ Minor pop-in at the track
+ Nice dashboard window reflections
- Dashboard window reflections updated at 30fps
- Rearview mirrors updated at 30fps
- Faked reflections in car's body (in interior view) -> probably used just one cubemap? ( + but updated at 60fps I think)
- Car's body reflections (in outside view) updated at 30fps ( + but accurate reflections I think)
- Objects in rearview mirror disapearing abruptly
 
Yeah I hate this list shit, if the game looks good then that's all that counts, and going by blim's videos, it looks fucking gorgeous.
 
i dont mind fewer cars (is this confirmed?). i was never a huge proponent of weather or time of day. both are more of a nuisance to race in IMO, but i admit, would add a bit of variety. i'd much rather have a larger pool of tracks/locations then weather/time of day, so heres hoping thats where the resources were spent.
 
Well then why take some cars out of the roster? Obviously they had to make sacrifices and even with compression a DVD is not enough to handle the amount of content they have.

I'm assuming (and hoping) that it's because they're going back and rescanning/remodelling a lot of the older legacy cars. Some cars looked bad at close inspection. Maybe their flaws are apparent even in gameplay at 1080p. Who knows?
 
First thing I noticed watching that vid on Gamersyde. It went straight into the race when he pressed A. No loading screen.

The game looks gorgeous. The lighting is much better than I was expecting.
 
What bothers me is that the optimization techniques from Forza 4 are still present - like the 30 fps reflections and mirrors. Come on T10, you have 10X360 this time around, no optimizing needed...yet.
 
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