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Forza Motorsport 4 - The Floodgates Have Opened...

saladine1

Junior Member
Speaking of sound, I really do hope that this time, Turn 10 have revamped the straight cut gear whines in line with reality. The gearbox/shifting sounds in 3 were pretty dull compared to other games out there.
Also, all gear shifts were too smooth without any substantial 'play' in the gearbox. In race cars especially, the sudden lift off in acceleration should jolt the car and the same thing should happen when on again especially at lower RPM's.

These are the effects i'm talking about:

GT Open Spa
 

shinnn

Member
Apex said:
FM4 vid was rendered with motion blur, FM3 not. That is not an ingame effect.
Are you saying that FM4 motion blur is not from replay? Because the FM3 footage is from replay.

Wax Free Vanilla said:
for those with forza 3 can you use wxpirs to transfer photos to pc with usb like pgr4?
No. Just the movies. The photos are encrypted I think.

------------------

Serious.. You guys are terrible. I think you guys want new footage just to get more things to complain =p
 
Great comparison, again side by side I can really appreciate the improvement in the lighting but the glare from the road should have been scaled back from F3, not made more intense.
 

Iknos

Junior Member
Apex said:

The sun is too high here and can't really be compared. That other one is more comparable because the sun sits lower on the horizon.

The other one still shows that the glare isn't as bright as it is in 4za. It is there and it is quite wide but not that bright.

Its an odd choice to put the sun down a straight like that in 4za. In real life its an annoyance you deal with for maybe a few minutes during a race as the sun moves. But in 4za it will be an annoyance you deal with for potentially hours and hours as you progress thru career and even more online.

Another thing is that Forza 3 had some impressive reflections that had more variation in the road reflection. It was a bit overdone but still looked cool. Would rather have those sorts of reflections myself.

Ok I gotta share some good news for Canadians who don't have Xboxes yet and are getting it for this game. For a couple days I hear the 250Gb 360 will be $197 at Best Buy. This one doesn't include the 5 free games like the $299 one. But maybe you were thinking of getting an arcade anyways for $199. So get this one instead so you can get all the DLC and have some storage for that. Install the game too. I got one myself because I'm running out of storage space on the other one.
 

eso76

Member
better comparison; one lap around laguna seca on the same car in fm3

http://www.youtube.com/watch?v=-SUltFnztbM&feature=related

definitely looks like fm4 is using full lod AND full res for livery textures.

edit; upon closer inspection, specular for tarmac and skidmarks is different in fm4 too, just a little more subtle.

this is what it looks like in GT5

http://www.youtube.com/watch?v=Q60Hnsc7ua0&feature=player_detailpage#t=95s

i have to say the glare is actually more realistic here (everything else looks quite a bit worse imho)
 

shinnn

Member
eso76 said:
better comparison; one lap around laguna seca on the same car in fm3

http://www.youtube.com/watch?v=-SUltFnztbM&feature=related

definitely looks like fm4 is using full lod AND full res for livery textures.

edit; upon closer inspection, specular for tarmac and skidmarks is different in fm4 too, just a little more subtle.

this is what it looks like in GT5

http://www.youtube.com/watch?v=Q60Hnsc7ua0&feature=player_detailpage#t=95s

i have to say the glare is actually more realistic here (everything else looks quite a bit worse imho)
FM3 version is using custom livery.
Also the GT5 track does not have direct sun lighting. How can you compare what is more realistic. You guys acting like the whole track has glare, and not only when the sun is straight to your eyes.
 

eso76

Member
shinnn said:
FM3 version is using custom livery.
Also the GT5 track does not have direct sun lighting. How can you compare what is more realistic. You guys acting like the whole track has glare, and not only when the sun is straight to your eyes.

true, custom liveries are lower res in fm3, but you can still tell from the video that fm4 is using much higher res livery textures than any car in fm3. Although that's probably just in time attack/one car on track

? gt5 does have direct sun, it's on the final straight. Sun is not at the same angle, but the result is so natural you don't have to look for real life examples for comparison.
That said i don't mind the one in fm4; i said before the glare would be there with the sun at such angle, it's just a little too uniform but i suppose that could be because of the video res. (it says 720, but it's compressed to hell and back).
 

amar212

Member
Mascot said:

Okey, part of my negative impression comes for a fact that I really hate bonnet view and perspective it provides.

I hope that racing from cockpit - where actual camera will have lower position, thus glaring should be somewhat reduced - will provide much better impression.

Still can't wait for this, yesterday I came home with my new X360 Slim Kinect Edition and today I'm about to Transfarr all my driving history to that console and begin final preparations for FM4.

OT: I am amazed with actual Kinect experience. That hardware really rocks. I found myself acting stupid for all Kinect Adventures games and everything worked like a charm. Somebody rally made a great product there, truly impressive piece of hardware.

Also, I was browsing some game items I have on my old console and discovered some Race Pro DLC in the Markeplace. I was mesmerized. Every DLC had at least 2 new tracks inside, one of them being Imola, other Spa, Okayama, etc. IMOLA. Damn.
 

eso76

Member
NullPointer said:
God I'll miss that Forza 3 sky.

the sky is indeed more interesting and beautiful in fm3, but lighting is so much better i definitely won't miss fm3 laguna seca, and i wouldn't trade fm4 rendition of the track with that of any other game. We'll have to see what cars look like in it, though.

i'm so glad they got rid of dramatic lighting conditions for every track; i don't think a game with no dynamic weather and time for every track should ever force you to race on tracks that are only available in very cloudy weather or only at sunset.
I am really curious to see what they've done with Sedona.
 

amar212

Member
Madcatz Wireless Force Feedback Wheel has been priced. Let us all remember for a second how this was suppose to be the best mid-price FF wheel for X360, made in order to somewhat fill the gap created by Microsoft abandoning it's official FF wheel.

http://www.madcatz.com/wheel

250$. FTW.

I am glad that Thomas is rolling out CSP pedals for new potential customers, this Madcatz price will certainly mean more money for his great manufacture.
 

sneaky77

Member
amar212 said:
Madcatz Wireless Force Feedback Wheel has been priced. Let us all remember for a second how this was suppose to be the best mid-price FF wheel for X360, made in order to somewhat fill the gap created by Microsoft abandoning it's official FF wheel.

http://www.madcatz.com/wheel

250$. FTW.

I am glad that Thomas is rolling out CSP pedals for new potential customers, this Madcatz price will certainly mean more money for his great manufacture.

Nice, is around what I expected after what they said at E3. Now we wait for release date I guess?
 

eso76

Member
this is going to be an awesome week

flood-gates-550x412.jpg
 

Mascot

Member
saladine1 said:
Speaking of sound, I really do hope that this time, Turn 10 have revamped the straight cut gear whines in line with reality. The gearbox/shifting sounds in 3 were pretty dull compared to other games out there.
Also, all gear shifts were too smooth without any substantial 'play' in the gearbox. In race cars especially, the sudden lift off in acceleration should jolt the car and the same thing should happen when on again especially at lower RPM's.

This is what concerns me about the absence of Nick Wiswell's audio feature: whether the sound in FM4 really will be a big step up from FM3 like Turn 10 have claimed. Shift and Shift 2 really have set the benchmark for deep, authentic audio in racing games, and I can't understand why titles like Forza still have such light and shallow and refined sound by comparison. It strikes me every time I go to a race meeting, just how raw race cars sound in real life, and how the engine sound is only one part of the audio mix along with the transmission, the driveshaft, the exhaust, the road noise etc.

Rockingham this weekend sounded like a battlefield at times, with loud artillery cracks from tail pipes during every shift and gear boxes screaming like they were about to explode, and this was from relatively meek Touring cars and GT3 Porsches. There's a mechanical brutality at live race events that only Shift and Grid have successfully captured so far.

Some pics from the weekend in case anyone's interested (iPhone images so not terrific quality):

158.jpg
184.jpg
141.jpg
136-1.jpg
126.jpg
122.jpg
118.jpg
098.jpg
 

nagge

Member
Hmm, why the angled exhaust on the GT3's? Is it because of noise levels? Or are they running diesel Porsches over there ;)
 

saladine1

Junior Member
@Mascot....amen brother!
Very nicely put.
Like i've said before, the engine notes sound fine in Forza, it's just those accompanying effects you mentioned that need a lot of work in order to convey a sense of brutality and rawness associated with modified cars..

Nice pics mate. There really isn't a better place to be than a race meet. The smell of fuel and burnt rubber, the sounds, the cars, the crowds...it's electrifying!
 

Snubbers

Member
Mascot said:
This is what concerns me about the absence of Nick Wiswell's audio feature: whether the sound in FM4 really will be a big step up from FM3 like Turn 10 have claimed. Shift and Shift 2 really have set the benchmark for deep, authentic audio in racing games, and I can't understand why titles like Forza still have such light and shallow and refined sound by comparison. It strikes me every time I go to a race meeting, just how raw race cars sound in real life, and how the engine sound is only one part of the audio mix along with the transmission, the driveshaft, the exhaust, the road noise etc

It's just worth pointing out that Shift 2's audio is just so horrifically artificial most of the time, every normal street car sounds like it has a straight cut gearbox with that atrocious transmission whine..

It made me wince when the first street car I drove was doing it.. but I agree that FM3's audio would be better with a fraction more grit, especially in the more 'race' orientated cars that have no sound deadening and straight cut gears etc.. but it has to tend more towards realistic for me..
 

saladine1

Junior Member
Snubbers said:
It's just worth pointing out that Shift 2's audio is just so horrifically artificial most of the time, every normal street car sounds like it has a straight cut gearbox with that atrocious transmission whine..

It made me wince when the first street car I drove was doing it.. but I agree that FM3's audio would be better with a fraction more grit, especially in the more 'race' orientated cars that have no sound deadening and straight cut gears etc.. but it has to tend more towards realistic for me..
Lol, that's true. The transmission whine for all the production cars was ridiculous bordering on offensive. I don't know why SMS chose to do this but it was a mistake...
Fuck. What we need, is a mix of everything. PGR, NFS, GTR, Dirt, Grid. Take the good in all and cram as much of it as you can into FM.
 
Thanks for the pics Mascot.

The good news:

I'm quite exited this week with the flood gates opening.

The bad news:

I'm only going for the standard edition of the game. I'm not forking out for the Limited Edition and I'll just have to hold off for when the VIP arrives on the marketplace for that. Hopefully I won't regret it.
 

sneaky77

Member
Snubbers said:
It's just worth pointing out that Shift 2's audio is just so horrifically artificial most of the time, every normal street car sounds like it has a straight cut gearbox with that atrocious transmission whine..

it may be artificial but is a racing game and it helps with the immersion. So at the end of the day it helps.
 

Snubbers

Member
sneaky77 said:
it may be artificial but is a racing game and it helps with the immersion. So at the end of the day it helps.

It might help you, it just kills it for me..

It's like the wobbly wing mirrors, the blur-o-vision, and all the other OTT razzmatazz, it is actually offensive to my brain, which immediately has a 'WTF' moment when I'm driving a stock M5 that sounds like the primary gearbox bearings are shot, with mirrors so wobbly that I'd take it back to the main dealer to be sorted and I'd go to the doctors if my vision blurred at 60MPH..

I don't deny that to some people, this way OTT viscerality is the epitomy of a good car 'experience', but believe me, I'm not one of those..

I do agree that more 'grit' would be fine, and I absolutely agree that changing exhausts should make a bit difference, and of course race cars that have got the mechanics that would make it really gutteral should sound much more in your face, so I'm not against better audio, I don't think FM3 is perfect or anything, just don't do the whole Shift 2 thing of unbelievable OTT, it's a worse insult then CSI's 'enhance the parking lot image to reveal the number plate' to my brain :)


-MikePriester- said:
The good news:

I'm quite excited this week with the flood gates opening.

Did I hear someone say the NDA is lifted on the 23rd? if so that's very much end of the week, so still plenty of time left yet..
 
Shaneus said:
I... what? We can get photos from PGR with USB?!?

*runs*


yes,

you save your photos to usb and extract the encrypted data to your pc with xtaf and save them to .jpg with wxpirs:

BEJei.jpg


usb shots are 1280x720

i only found out about it yesterday so i hope you can do the same with forza 4. i just did a quick search and the same method applies for forza 2, but forza 3 only seems to save small thumbnail images.

fix this shit, turn 10.... i don't have xbox live...
 

supersaw

Member
Snubbers said:
I don't think FM3 is perfect or anything, just don't do the whole Shift 2 thing of unbelievable OTT, it's a worse insult then CSI's 'enhance the parking lot image to reveal the number plate' to my brain :)

Not sure if this was fixed in Shift 2 since I uninstalled it after 15 minutes of playing due to the horrible driving physics but in Shift 1 it sounded like every car had no floor and every track was covered in loose gravel; way OTT.
 

eso76

Member
Snubbers said:
Did I hear someone say the NDA is lifted on the 23rd? if so that's very much end of the week, so still plenty of time left yet..

: (
i don't remember reading that, though. 23 is friday, wouldn't make a lot of sense but then again, few things did :)
 

Angst

Member
supersaw said:
Not sure if this was fixed in Shift 2 since I uninstalled it after 15 minutes of playing due to the horrible driving physics but in Shift 1 it sounded like every car had no floor and every track was covered in loose gravel; way OTT.
Yeah Shift 2 audio is way OTT. It's like the microphone for the sounds is inside the exhaust pipe.
 

nagge

Member
Friday is when the flood gates shall open :)

If the bearded one doesn't have to go to Siberia for a press event that is...
 

eso76

Member
Ah, of course it would be on friday, they want to deliver the BIG ANNOUNCEMENTS themselves during the week, they don't want journalists to spoil the surprise.
 

sneaky77

Member
eso76 said:
Ah, of course it would be on friday, they want to deliver the BIG ANNOUNCEMENTS themselves during the week, they don't want journalists to spoil the surprise.

By big announcement you mean announce Silverstone is in the game?
 

Mascot

Member
nagge said:
Hmm, why the angled exhaust on the GT3's? Is it because of noise levels? Or are they running diesel Porsches over there ;)

I had a long fascinating chat with one of the GT3 privateers about how he got in racing, what's involved getting cars up to spec etc. but didn't think to ask him about the tail pipes. He did say the basic car in race spec costs around £130k from Porsche (he owns a couple of them), and that there's a £6k excess on his insurance..! :lol
 

eso76

Member
Wax Free Vanilla said:
fix this shit, turn 10.... i don't have xbox live...

would be rather convenient for everyone actually.
let's hope bigshots can be retrieved with that method.

killing time

68leN.jpg


aHAUP.jpg
yc9gx.jpg


YeeZo.jpg
 

TheOddOne

Member
Turn 10 on pushing the Xbox 360 with Forza 4
Creative director Dan Greenawalt on the next-gen, Kinect and why fans should trust Turn 10.

Following a thorough run through of what's new and great about this October's Forza Motorsport 4, Turn 10 creative director Dan Greenawalt took a short breather then rattled through as many questions as possible in the time allotted by Microsoft's time keeping overlord. Read on for talk of the benefits of single-platform development, why we don't yet need next generation systems and why fans should trust Turn 10 not to dumb down the franchise for Kinect.

Q: With Auto Vista, is there some semblance of preparing for the next generation. Obviously those models, you can't throw them around the track as they are too detailed. Now you have the models will they be useful in the future?

Dan Greenawalt: Well, you know, I think what's most useful is the approach to lighting. Yes, there are always things for the next generation, what with the models – how many polies can you model and what have you. But the polies have actually become somewhat irrelevant. What we get from the polies in Auto Vista was all of the 'opening', there's not actually a lot more polies in the outset than you have right here in the driving. The difference is, you can open up the doors and the windows and get inside. What really makes Auto Vista unique, actually, is all the interaction and moving around the cars, and learning about the cars. But I think what we learnt most, about any engine we're going to build, is about this new lighting. The IBL, and also the new shaders – for carbon fibre and things like that – those are very cutting edge shaders. And they don't have to be expensive. So actually working on the box, I've had people ask "How can you make it look so good running on the same box?" It all comes down to being clever with how you optimise, but also clever with how you set up your shaders in general – how you approach the problem. Actually, the longer you get into a piece of hardware, the more you learn about how to trick the hardware into doing things right. And when you actually get new hardware – I used to work on PC – you very rarely optimise your code. So you end up putting in new features, and never making them really sharp. You just throw them in and think "Hey, if it doesn't work, put in a new graphics card and it'll work." But there's actually a nice aspect to staying on the same console, because you get really clever with your math, and can deliver things that Hollywood has to deliver in overnight servers.

Q: Does 360 have anything more to give?

DG: Absolutely. It always does. It's like when you're moving from one apartment to another, and you pack up the van, and you unpack the van, and then you re-pack it, and magically you have an extra metre of space. Then you'll unpack it, and you'll repack it, and you'll find and extra 10 centimetres. You unpack it and then you repack it and then you get another 5 centimetres. So you do reach a limit, but you always find more because you keep optimising, and optimising and optimising. But it's the approach. So the IBL is not necessarily more expensive or less expensive. It's just how you approach the problem.

I think people think of it as the power that gets you the features, but it's not the power - it's the creativity and the cleverness of the problem-solving. You can throw power at a problem, or you can throw intelligence at the problem. And I actually find the intelligence gets you more than the power. The power gets you the initial "Wow! This generation is crazy!" but what gets the games to look really amazing is when people finally tame that power and get really clever. We also share techniques, so we work with the guys from Epic, from 343, we work with the guys from Bungie and we trade secrets. So it means you've got multiple development communities – all with really smart, clever people – saying "Hey, have you ever tried to use your shaders in this way?" because we're all working on the same platform. So you know what's going to happen? All of our techniques are going to be shared with everybody else, and all the games in the next few years are going look better after this, but they're also going to keep learning things that will make us better. So yes, we're reaching the limits where's there's less we can optimise, but there's always smart people doing smart things.

Q: You mentioned power isn't really a problem with the Xbox. But in the next couple of years, we'll see a new Xbox. If power is not the option, what does the next generation of consoles need?

I don't even know where to start. I mean, honestly, we're launching Forza 4, and the things we're doing in this game are really things that have not been delivered in any other game. So when you look at changes between Forza 3 and Forza 4 on the same console, you can imagine that the sky's the limit. But honestly, I think the sky's the limit on the same console, because there's always little things to be done. We've got a very strong vision, and we have very clever people. I'm not saying we're the most clever people in the world, but I think we do have a track record at trying to excite our customers and bring innovation into the racing genre.
 
Q: You mentioned power isn't really a problem with the Xbox.
If we cut down on the number of cars on track, used original Xbox-generation car models, dropped to 30 FPS, or (and this would be the most effective solution) built specific tracks from the ground-up to have less detail and thus extra performance headroom, then night racing and/or weather conditions may have been possible.
Hmmm.
 

enzo_gt

tagged by Blackace
Pretty awesome to hear about the collaborative work with Epic and Bungie.

But wait, didn't they already say before Autovista models are the same as the ones on track? I remember it being a bullet point in one of Dan's presentations.
 
Slayer-33 said:
Excellent read.


That being said next gen is going to be fucking awesome. And I still love this gen so far, lots of impressive efforts all over the place on PS3 and 360.

The main thing that has to change next gen isn't graphics, it's material physics. Starting with a full metal, carbon fibre and rubber simulation in cars. Gravel, grass, fluids, dirt, thermodynamics etc etc...
That alone would make the need for an artificial damage model obsolete. Real time deformation, braking, cutting, burning, you name it.


That's the stuff that is simply impossible to do right on current (and maybe even next gen) machines.

Well being realistic, it's highly unlikely those kind of simulations will be introduced before 2020.
 

CozMick

Banned
No night racing, no weather....apart from brighter roads and more cars on track what exactly have T10 been doing?

Auto Vista counts for nothing
 

Jamesways

Member
CozMick said:
No night racing, no weather....apart from brighter roads and more cars on track what exactly have T10 been doing?

Auto Vista counts for nothing
Oh you know, hanging out in the Alps and reverse engineering the sun.
 
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