Forza Motorsport 6 Demo Frame-Rate Test (Digital Foundry)

I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

The geometry is just really basic for the buildings.
 
Well, Digital Foundry said in that video puddles are "rendered as a full 3d entity, as opposed to a 2D texture overlay" which sounds to me they're supposed to be visually 3D rendered. If we're talking physics simulation why say "as opposed to a 2D texture overlay"?

When you drive through the puddles you do get a water spray effect specific to the puddle along with the physics. Its enough to give a realistic representation that you have just drove through water at speed.
 
Probably because buildings tend to be pretty basic geometry wise in reality.

Just a thought.

Well, they don't model any of the windows or railings or balconies. It's probably just like... a couple/few giant triangles for the entire side of the building with a texture slapped on top.

edit:

It's an understandable trade-off, of course.
 
Half the screen retains the last image which causes the visible shift in that frame. Project Cars holds a relatively stable 60 fps, but has terrible screentearing because the game can't deliver the full image in the time necessary, so it delivers the partial image.

Forza 6 doesn't tear frames as it consistently draws/delivers the full frame in the time required. The example in this thread is a video editing error from DF.
You don't just deliver partial frames. Games don't render in lines.

You get tearing when a frame is delivered outside of 1/x magnitude of your monitors/TV refresh rate. So if you're keeping to 16.6ms, that's 1/60. If you're locked 60fps, but one frame takes 8.3ms while the next takes 24.7ms, you'd get a tear because you're 0.5/60 and 1.5/60 relatively.
 
Woah it looks like X1 owners are in for a treat. I'm jealous.

Likewise. I have no doubt this will be a good game, and having it run at a solid 60fps is a treat. I don't want to turn this into a comparison thing (after all, we have a thread for that), but I'm hoping GT will deliver on a stable 60 this time around.
 
Looks great for all the things that are going on under the hood. Definitely FM series is not a like show car but a track car, purposeful with physics and AI as core.
 
Well, they don't model any of the windows or railings or balconies. It's probably just like... a couple/few giant triangles for the entire side of the building with a texture slapped on top.

edit:

It's an understandable trade-off, of course.

If it's understandable...why complain in the first place? We really aren't playing an architect simulator.
 
I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

fm6caayn91suke.png

People who have the game, do the shadows actually project on the cars here? It is hard to tell.

Also, check out that shadow color bleed from the flags.
 
When you drive through the puddles you do get a water spray effect specific to the puddle along with the physics. Its enough to give a realistic representation that you have just drove through water at speed.
That'll work, it's just if puddles are rendered as 2D surfaces with effects on top it just doesn't sound like puddles are "rendered as a full 3d entity, as opposed to a 2D texture overlay" like Digital Foundry said, which is where the confusion was.
 
I just watched this pic again at full screen, no doubt the background and crowds look very low detail, but are these buildings 2d bitmaps? Somethng looks off about them and how they are stretched. Please click the screen so you see it at max resolution.

fm6caayn91suke.png

Where is this shot from? It looks terrible IQ wise. Noise everywhere. Minimal AF, looks like might even be just trilinear filtering.

It doesn't even look like there's additional spray from the puddles judging from the video. The tires just produce a spray effect throughout the entire rain track.
 
Well, they don't model any of the windows or railings or balconies. It's probably just like... a couple/few giant triangles for the entire side of the building with a texture slapped on top.

edit:

It's an understandable trade-off, of course.

A bit more than a few triangles IMO

d2f9yol.jpg

20150902183743.jpg

20150902182846.jpg
 
As for the crowd/buildings surely they are just low quality for the sake of the demo and keeping download size down?

Anyway, if not, it's not like I'm gonna be paying much attention to these things. As long as it looks good during gameplay.
 
I typically don't like racers but I really enjoyed F5 and will probably be picking up F6 too because these guys are wizards. O, and they make really fun games. Their 1080/60 policy is very impressive.
 
All those complaining play instead of watching video

I did play it. I like the game and will be buying it, just as I have all 5 previous entries. Just pointing out DF's comment on the puddles being incorrect. I don't mind because I won't notice they don't move and aren't actually 3D when I'm driving through them. They mess with handling like how I'd imagine they would, and that's what's most important.

Now, if T10 could just do a better job on the AA and lighting.
 
Yeh the puddles are just textures but they are "3d" in the sense of the physics simulation going on under the hood and how the car reacts to them.

What I'd like to see (real physically based 3D puddles that splash/disperse/move realistically to cars going over them might well be a stretch this gen on these consoles. It would add a lot to the game if that were the case vs what we have now anyway. What I mean is something like this:

http://youtu.be/KAta2_CRAns

There is also a distinct lack of water spray that comes off the cars in the wet weather races in this game. With the amount of standing water on the track there should be a ton of spray being kicked up.

Dirt 2
6 years ago
https://m.youtube.com/watch?v=fEC0WAF2NIg

Now we have 2d puddles
Now we have 2d crowd.
 
Very solid performance and looks better than FM5, certainly good enough for a racing sim on console for me.

Suspect this has got to be close to the ceiling for the game graphically though if they want to retain performance. I'm sure another entry could optimise a bit further but this has got to be close to the ceiling.

Unless the OS shrinks a lot or NS manage to free up more resources somehow of course.

Crazy to think this is second Forza game on XB1 already. Turn 10 and MS are clearly commuted to regula push out with incremental changes. Arguably a bit fast for my tastes but probably better than waiting ages for a mainline GT.
 
This game cannot get here soon enough. I'm in love with the demo, the game is a huge improvment from forza 5, the driving in 5 is great but the cars felt like card board boxes when they got knocked around, it is much improved in six, I really feel like I'm inside of several ton metal death trap. I just need to get better at rain racing though, I haven't beaten that race in the demo yet, it's friggen tough and I refuse to turn down the Drivatar difficulty or turn on assists
 
Very solid performance and looks better than FM5, certainly good enough for a racing sim on console for me.

Suspect this has got to be close to the ceiling for the game graphically though if they want to retain performance. I'm sure another entry could optimise a bit further but this has got to be close to the ceiling.

Unless the OS shrinks a lot or NS manage to free up more resources somehow of course.

Crazy to think this is second Forza game on XB1 already. Turn 10 and MS are clearly commuted to regula push out with incremental changes. Arguably a bit fast for my tastes but probably better than waiting ages for a mainline GT.

More cars, weather(with some simulation), more cars on track, more tracks is only incremental? Geez...
 
Runs great but looks kind of bad. I wonder if this is the graphical ceiling for Forza this gen.

Same here. Racing itself is fine, but personally I still feel that the colours, skyboxes and static environments could be way better. Kudos for the excellent framerate though. Guess the game is not meant for me, it all feels very sterile and cold to me. I just don't feel any excitement while racing. I'll stick with Horizon 2.
 
It looks decent and the performance being rock solid is the most important thing. I'm just not all that impressed by it visually. I think lacking variable time of day is a huge thing to miss out on these days. Even on GT5, seeing the light changing as the sun came up on the Nurburging was and still is an impressive experience. Is the weather baked in too or is that at least variable?

I am curious to see how GT7 stacks up against this. Polyphony, when they've got good easy to work with hardware, have done amazing things in the past. The PS3 was a struggle for them clearly, but I think PS4 should give them a lot more to work with and I'm curious to see if they can leapfrog this..
 
Loved the demo, that rain race was something else, looks incredible and they nailed the performance on top. Really looking forward to the full game now.
 
The geometry is just really basic for the buildings.
You think assets are the same everywhere? This particular screenshot looks bad Al. It's also interesting that Brazil/Rio has the best looking track, that particular track seems to be more detailed than the rest tbh.

As for the shot I posted, It looked like a bitmap to me since the middle building looks stretched and weirdly meshed with the other buildings as if it's one photograph. I'm still thinking the quality of assets vary per track widely though.

So you haven't actually played it?

Makes sense with you commenting based of of other people's shots.

Watch a 1080p stream or play the demo. There aren't 2D buildings, lol.



I'll have to look at it myself if they say that. I don't expect them to be fully rendered in 3D...that would be pretty incredible tech wise. I would have thought it's only the physics side that simulates the depth change from the edge of the puddle to the center.
No, not yet, I wish I could play it though, but won't go rushing to get an XBO just for the demo at this point.

As for the shots, I reposted some shots I saw from the console screenshot thread, saw them, and saw a lot of technical issues, but didn't want to comment on them there. I'm thinking this tech thread is more appropriate, no? Scrutinizing graphics is what we do here afterall, unless I'm mistaken.........

He's implying that the tracks look better. Something I agree with.
And you have a right to agree, however, my thought on it was something like this; if you're going to speak on the advancements made from the previous entry, it would be more appropriate to use comparison shots of F5 against F6, so we could pick up on the advanced detail being specified, in essence, how much of an improvement was made would be easier to make out.

It would also be doubly appropriate not to use non gameplay screens of the game with tonnes of AA and better effects to make such a statement, that skews it a tad. We've all seen what the gameplay shots of F6 looks like in comparison, all relative to track detail as Shandy alluded to.....

ypo said:
Where is this shot from? It looks terrible IQ wise. Noise everywhere. Minimal AF, looks like might even be just trilinear filtering.

It doesn't even look like there's additional spray from the puddles judging from the video. The tires just produce a spray effect throughout the entire rain track.

From the console screenshot thread, AF looks very low and general IQ is very bad, that Rio shot recently posted also shows how bad the cardboard cutout crowds are, Rio looks a bit better over the other tracks but the crowds on the buildings look worse in Rio.

As for 3D puddles, turn ten said the puddles were indeed 3D, it was a big selling point. It's crazy that there's still such a huge 2D element to it.......
 
Some of the criticism on here is making me want to delete my neogaf account..silverspoon gamers are not needed.



Play the game and stop looking at houses in the distance, drive at a 100mph and tell me what houses look like as you drive past them! Durp
 
'It's not 3D because it's just a textured polygon' seems like a weird criticism, because you could say the same thing about any 3D game. To the best of my knowledge no other games actually has puddles with 'depth', no?
 
I honestly hoped that AF would be decent on this version, but it isn't the case.

I'd say AF was critical in a racing game, your never looking at textures head on. I feel if they improved it, then it'd make a huge difference to the IQ.
 
You think assets are the same everywhere? This particular screenshot looks bad Al. It's also interesting that Brazil/Rio has the best looking track, that particular track seems to be more detailed than the rest tbh.

As for the shot I posted, It looked like a bitmap to me since the middle building looks stretched and weirdly meshed with the other buildings as if it's one photograph. I'm still thinking the quality of assets vary per track widely though.
Here's the same spot but this time from a different angle.

fm6caayn10zps3w.png


People who have the game, do the shadows actually project on the cars here? It is hard to tell.

Also, check out that shadow color bleed from the flags.
Shadows project on the cars. It's a bit hard to see on that shot. But you should be able to see it in the shot I posted here above. The shot thelastword posted was, made by me and posted in the console screenshot thread and, only intended to show the shadow colour bleed.

This particular part of the track is blast to drive through thanks to all the colours dancing above and beneath you.
 
People who have the game, do the shadows actually project on the cars here? It is hard to tell.

Also, check out that shadow color bleed from the flags.

Shadows project on the cars. It's a bit hard to see on that shot. But you should be able to see it in the shot I posted here above.

Yeah as Caayn has mentioned, shadows do project on cars. But for some reason in Forza games, shadows don't show up very well or at all on highly reflective/glossy surfaces of cars. I highlighted this problem before here: http://www.neogaf.com/forum/showpost.php?p=89429329&postcount=5320
 
Not impressed with graphics. I think DriveClub has spoiled me. But graphics arent everything, enjoy it Xbox owners.
 
Here's the same spot but this time from a different angle.
Shadows project on the cars. It's a bit hard to see on that shot. But you should be able to see it in the shot I posted here above. The shot thelastword posted was, made by me and posted in the console screenshot thread and, only intended to show the shadow colour bleed.

This particular part of the track is blast to drive through thanks to all the colours dancing above and beneath you.

Yeah as Caayn has mentioned, shadows do project on cars. But for some reason in Forza games, shadows don't show up very well or at all on highly reflective/glossy surfaces of cars. I highlighted this problem before here: http://www.neogaf.com/forum/showpost.php?p=89429329&postcount=5320
That is really bizarre, it could also be one of the reasons why the game's more reflective cars looks decidedly non realistic.

I wonder what the technical reason for it is, it is definitely not realistic behavior.
 
Same here. Racing itself is fine, but personally I still feel that the colours, skyboxes and static environments could be way better. Kudos for the excellent framerate though. Guess the game is not meant for me, it all feels very sterile and cold to me. I just don't feel any excitement while racing. I'll stick with Horizon 2.

My sentiments exactly. FH2 just feels more "alive" to me is the best way to describe it. I like FM6 too, but I won't pay full price for it. I'm sure they will put it on sale this holiday. Might jump then.
 
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