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Forza Motorsport 6 |OT| Forza turns 10

terrible

Banned
I am curious what that will actually mean. Can't wait for more information.


I am most excited about wide body kits! It's about bloody time.

They are also doing Early Access for people who buy the Ultimate Edition like they did for Forza 6.
Which means, being the whore I am, I will be buying it. Lol

I never go digital for titles like this but with the cross buy thing only working with digital (just an assumption on my part) I'll probably go with the Ultimate Edition too.

Custom sound tracks are in!!
 
Right? Gonna Liberty Walk the fuck out of everything I can.

License plates and new rims is good news, too, but watch them get axed for FM7. I'm still salty over losing the HRE Vintages.

Fuck man, I know. I keep forgetting they aren't there until I go to use them. It makes no sense to remove them.

But yeah, I know it's small but the license plate thing is going to be awesome and I am beyond excited about the wide body kits. I'm hoping it won't be just full kits but they they will give us the options for fender flares and such.

So goddam excited, the game needs to come out like now.
 
Horizon blueprint sounds exactly what i've always wanted to do in FH1 and 2, create your own tracks with the massive map playground delivers!
 
Ah never mind.

The Suzuka dream is dead :(

Oh I see on here Scorpio back and forward compatible?

That's great news, just need to find out how they plan to fuck over us wheel players for another generation!
 

terrible

Banned
Ah never mind.

The Suzuka dream is dead :(

Oh I see on here Scorpio back and forward compatible?

That's great news, just need to find out how they plan to fuck over us wheel players for another generation!

They were using a wheel with the PC version during the demonstration, or so they said. Looked like the new Thrustmaster one.

So at least it looks like FH3 will work with wheels on PC unlike Apex. Watch it only work on Windows with Xbox One compatible wheels though.
 

frontieruk

Member
They were using a wheel with the PC version during the demonstration, or so they said. Looked like the new Thrustmaster one.

So at least it looks like FH3 will work with wheels on PC unlike Apex. Watch it only work on Windows with Xbox One compatible wheels though.

Watch it work with the majority of what pc owners have as that is their target audience
 
Could Xbox One Forza 7 cripple the PC/Scopio versions?

Stuff like dynamic tod and weather would surely have to be working on the Xbox One at 60fps. Neither has been done so far.

I guess if they're looking to the future we could see a resolution drop to accommodate them when the Xbox One is no longer the definitive version.

An FM 7 built ground up for a 6tb console with no 4K promises could have been staggering.
 
3D puddles! Also, it looks like you can customize your driver. Has that been mentioned?

I'm really stoked for this. I was hoping for cross-buy, but didn't expect it. I just upgraded my computer too.
 
I know it has, but I can't find it anywhere. Photos do seem to show that the driver avatar is customizeable.

You’re in Charge

Hire and Fire Your Friends. You’re the boss. Hire your friends’ Drivatars to help you gain fans and expand your festival, and form Convoys with them to explore the world even when they’re not online. If they’re not winning you fans, fire them!
Create and Share Gameplay. Horizon Blueprint gives you the power to modify every aspect of race events, championships and Bucket List challenges – and instantly share your custom events with friends.
Customize Everything. Choose your driver character, create custom paint jobs and vanity license plates, add new body kits – even select your own car horn sound.
Drive to the Music You Love. Choose from eight diverse radio stations, or create a custom station from your own music collection with Groove Music.
There it is. Doesn't say "customizable", but at the very least it indicates you'll be able to choose from a selection of driver avatars.
 
We are definitely going to have to create a ForzaGAF group when that hits for the Xbox. That, and the tournaments, is going to make getting our group together so much easier.
 

Mascot

Member
IGN had the good sense to ditch the silly Lambo and instead run the BAMF BMW in the E3 demo.

That widebody is straight pornographic and do my eyes spy sidewall lettering on the tires?!

I, for one, welcome our new Playground overlords.

The sound of the M4 revving at the beginning... Nnnnngggg! And people say audio in driving games doesn't matter.

Spotted the sidewall branding earlier. Does FM still not have it?
 
Have no idea of it was an engine limitation they overcame or just something they finally got around to adding.

Dan mentioned in that podcast that 3 wheel cars and I believe cars with a short wheel base are still a limitation that needs attention. I'm pretty sure you don't get single wheels locking up under braking either.

Oh, there was something else I remember, he talked about chassis flex being modelled again, I see some goofy-ass stuff still happening on replays, IF it is being calculated but not visually represented that may explain some of it.
 
Have no idea of it was an engine limitation they overcame or just something they finally got around to adding.

Dan mentioned in that podcast that 3 wheel cars and I believe cars with a short wheel base are still a limitation that needs attention. I'm pretty sure you don't get single wheels locking up under braking either.

Oh, there was something else I remember, he talked about chassis flex being modelled again, I see some goofy-ass stuff still happening on replays, IF it is being calculated but not visually represented that may explain some of it.
How do you "see" chassis flex??
I never even had the impression of feeling it. I tried to make an old race car low and stiff once and couldn't get it done, thought it must be chassis flex modeling, but the spring offset telemetr suggested that it just still was to floaty-soft and not caused by the chassis.

The tire model in FM6 really feels much improved, now the suspension really is due for a simulation update... and the electronic controlled systems as well. One kind of ABS and STM and TCS system for every car and zero adjustment options?! C'mon turn Turn 10, that's something easy to put in the game... and after that some better shock absorber modeling, which a Horizon game is perfect to show it off on... Not that hard but would completely sell me on wanting to experirnce all your beautiful cars anew.

At the moment, if the E3 FH3 footage had ended with a Need for Speed logo, I would be at roughly the same level of excitement, which is kinda sad considering how much I love Forza and usually look forward to the next game in the series.
 
Yes I think the electronic systems need work. They need to be decoupled from the concepts of game difficulty and reward.

Cars today, especially some of the highest performers, are designed with electronic aids in mind. They wouldn't work without them. They aren't just about safety, they are about putting the power on the road and enabled maneuverability that couldn't exist without them.

No-one playing Falcon 4.0 says they want to appear more hardcore by turning the fly-by-wire systems off. Sure, leave the option to turn driver aids off in Forza, but change the way they work and the way their place is explained to the player. These aren't cheats, these are how modern cars work now.

Project cars has a good approach to this - offering the choice of "real" assists, where various real motorsports use these systems, they are used. But I think games need to go beyond this - when the electronic systems ARE the cars, then these need to be taken into consideration as much as the engine placement, suspension geometry etc.
 

saladine1

Junior Member
AC also has the real setting available. It really is an underrated feature. Takes the guess work out of which assist belongs to which car.
 
It's hard to describe. It's like sometimes I'm controlling the contact patch and the visuals are just a digital approximation of what I'd expect to see.

Could be the way the cameras work, neither static nor do they replicate head bob but then replays don't always hold up either, especially under slow motion. Wheels randomly jump about around kerbs, getting some air off of them and landing looks like gravity lessened. There's little violence to it.

Could also be the carrier bag full of Tramadol I keep close by.
 

saladine1

Junior Member
I remember a video in super slo mo showcasing the suspension work on Forza and iRacing.
Man, iRacing looked spectacular as the tyres compressed up and down the wheel well and how the car itself didn't just settle in an instant but rather, you could see the body bounce back and forth, side to side as it regained balance...looked so good...
 
Yeah but I can't shake it off with any of the car visible while playing. My brain just can't buy the cockpit cams so the immersion is broken, bonnet has too much bonnet on view until we get some FoV options.

I play bumper cam!

I remember a video in super slo mo showcasing the suspension work on Forza and iRacing.
Man, iRacing looked spectacular as the tyres compressed up and down the wheel well and how the car itself didn't just settle in an instant but rather, you could see the body bounce back and forth, side to side as it regained balance...looked so good...

Yeah that rocking side to side, is it shown in Forza's telemetry or just glossed over?

Edit: Forza kind of does it....as a camera motion effect.
 
AC also has the real setting available. It really is an underrated feature. Takes the guess work out of which assist belongs to which car.
If you look into each car's files in AC, they have different TCS/ABS fine tuning on a per car basis and more detailed than the sliders in pCARS. A stability management setting that makes driftng easier would also be great for starters.

And the drum I'm always beating is active, computer controlled center differentials and shock absorbers, but I don't expect that to come.
Still, the rest should be easy and other sims with way less people workng on it manage to pull it off. It's also something that would make the game easier for people who are new to the series and would make them more competetive; that's surely something Turn 10 can get behind.
 
Real settings would be great, but I'd be happy if they'd just let us save assists on per-tune or even per-vehicle basis.

And if they did that, they should let us override shared tunes for at least for that aspect.
 
That's the main issue i have with forza and to extension GT, it seems it's just the same type of data for every car (HP, torque, driving wheels, traction and maybe some form of aero numbers) that get's thrown into some software that then interprets the data, but nothing like the physics modeling and research that pCars and AC use. I meant try to get detailed data physics and then recreating that in a sim for 400-500 cars, seems like an endless task
 

saladine1

Junior Member
That's the main issue i have with forza and to extension GT, it seems it's just the same type of data for every car (HP, torque, driving wheels, traction and maybe some form of aero numbers) that get's thrown into some software that then interprets the data, but nothing like the physics modeling and research that pCars and AC use. I meant try to get detailed data physics and then recreating that in a sim for 400-500 cars, seems like an endless task

Yeah, Greenawalt actually said something about just plugging in numbers and voila, physics simulated. Which is quite understandable for over 600 or so cars featured in a game..

On another note. Helios, if you are sober yet, can you please relay to the physics and audio team about transmission modelling for Forza 7. I feel that if I don't bang on about it now, you guys will finish the game without implementing it.
So, for the love of all things carburetted and fuel injected, please simulate a real transmission model for the game. I want to see/feel/hear the engine and gearbox oscillate as they load and unload. I want to see/hear/feel proper shifting forces. I want to hear proper gearbox whine.

In my opinion, as it stands now, three games simulate this phenomenon. Raceroom, iRacing and Automobilista with Raceroom being the absolute stand out. No other game recreates the feel of a driving a car, with all the nuances of sound and physical forces via loading and unloading of components than Raceroom. It really feels like a complete package in the cockpit.
Forza on the other hand, has some great sounding cars and effects in place. A real feat for a game with hundreds of vehicles. Only the aforementioned effects and simulations are missing making the cars in Forza feel somewhat incomplete, a little lacking in character.

So please, if the team isn't already thinking of doing this for future titles, relay this information on Forza Gaf's behalf, even for those who don't understand or care for it!

Some vids of what I'm on about:

New Raceroom Trans Model

Anthony Monteil Talks Audio Physics

Me Exaggerating Trans Effects In RR
 
Yes, proper TCS, ABS, STM for Horizon on a per-car basis and new suspension and AWD model for FM7. The driveline sound modeling Saladine1 mentioned is also something for FM7, not needed in FH3 yet, if there are almost no race cars in the game.


That's the main issue i have with forza and to extension GT, it seems it's just the same type of data for every car (HP, torque, driving wheels, traction and maybe some form of aero numbers) that get's thrown into some software that then interprets the data, but nothing like the physics modeling and research that pCars and AC use. I meant try to get detailed data physics and then recreating that in a sim for 400-500 cars, seems like an endless task

Don't give pCARS too much credit here. The cars with correct values in weight bias and ride height etc. feel wrong and the cars with wrong numbers feel kinda good... so much for that. AC feels tremendous and life-like and great but when you look at what is going on under the hood in that game, it's not much. They just know how much simulation is the right amount of simulation and where shooting for the moon leaves you lots of work that you might never get to feel right.

About the "detailed data physics and then recreating": That would only work if you simulate the actual suspension geometry with all it's little differences, otherwise it's always guesswork how the real world data relates to your one size fits all model (or maybe ~80/600 cars of this category). That would just be too much work... also modern suspensions rely on computer controlled damping, use TCS/eDiffs for torque vectoring for which you can't possibly know how the manufacturers programmed their algorithms and how they behave under what circumstances.
Still, how many cars are a Golf if you peel off the bodywork? How many are a Punto? How many use the same dual clutch gearbox? You could try to model some very prominent parts closer to the real thing and take a good guess how these parts are programmed/accessed in real life, but I already know that this is not coming, because everybody just assumes that these details are lost to average controller playing gamer. To which I'd say: They are not lost, if you make a challenge or a mission that highlights your tech. A little 20 second video that explains the car tech involved and then give the player a go in an Impreza with active center differential and torque vectoring against a car with more power but an old fixed 50:50 AWD system. The next time the gamer who "felt" your tech at work plays a NFS or even Gran Turismo, he will call BS on those games and praise Forza for getting the cars right.
 
I have only seen a Porsche DLC trailer and a couple Gamersyde off-screen PS4 videos personally. I'm a bit worried about the game overall. I still don't know if it's running at 60 FPS on console.

Can't see it making a splash on consoles, especially Xbox One but if they can get a locked 60fps, whatever the resolution I'm there.
 
I'm interested in the endurance race, but it'll depend on day and time. If you do it Sunday at the usual time of 2pm, that'll run too long for me to finish, but I'll still participate as long as I can.
 

zorbsie

Member
I'm interested in the endurance race, but it'll depend on day and time. If you do it Sunday at the usual time of 2pm, that'll run too long for me to finish, but I'll still participate as long as I can.

We can do it any time really. Just need to know who would be down with it. How has Shortt not chimed in on this?
 
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