adamsapple
Or is it just one of Phil's balls in my throat?
In development for six years, the new Forza Motorsport for Xbox Series consoles and PCs features a complete revamp of the game's core technology. In an extended interview conducted remotely by John Linneman, the Turn 10 team go into depth on the technology behind the series reboot, covering tracks, vehicles, simulation, ray tracing, the various performance modes and much more.
00:00 - Introduction
00:51 - Why did Forza Motorsport Require Six Years to Build?
04:26 - Rendering Modes on Xbox Series X|S
06:32 - Switching from MSAA to TAA
09:13 - Why did the team choose to ship on next-gen only?
11:30 - Let's talk ray tracing
16:16 - The new sky system
19:03 - The new post-processing stack
19:58 - Advanced tire and physics simulation
21:37 - How do you make a track in Forza Motorsport?
24:37 - Trees and Crowds
27:22 - New shaders galore
29:53 - How the team handles materials
32:40 - How do they approach updating cars from prior games?
33:54 - DirectStorage
34:52 - The wrap-up
Last edited: