Sebmugi
Member
oO
Races are pre-defined pre-race. At the start the game chooses a path for time and weather and as the player drives around the circuit it changes according to that schedule i.e. the weather system doesn't just decide to kick in randomly. There's a specific set of pre-defined schedules for the game to choose from. If it was dynamic there would be a more equal share of race conditions. It's done like that for a reason. Because the sun doesn't actually move across the sky they use cloud cover to make the sun appear to be somewhere else.
Digital Foundry said:During our Turn 10 visit, we could see how the developers could tweak lighting and weather on the fly during runtime, as easily as a movie colourist grades footage.
Forza 7 can't compete with GTS unless its IQ in which case high end PC should be better.
Forza 7 can't compete with GTS unless its IQ in which case high end PC should be better. True about DC but its other areas aren't as strong and the rain being best in DC has been known for a long time.
Thread had a good run.
Lovely
What you're saying sounds pretty dynamic to me. In the video the sun moves casting dynamic shadows, you know expected dynamic ToD stuff. Even the moon looked pretty dynamic.
Where is that stuff in Forza? Which is why I called it a bad example
Since this discussion started I realise Ive experienced/seen a few different systems the last couple of generations:
Full Dynamics/Fully Dynamic - synergistic systems directly affecting environmental conditions
Technicals: independent real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a simulated weather system
Games: Gran Turismo 5, Gran Turismo 6, Project CARS, Project CARS 2, Driveclub, Forza Horizon 3
Others I can't really put a name to due to nuanced differences:
Technicals: Player-dependant real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a pre-defined weather system
Games: The Crew
Technicals: Player-dependent real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a simulated weather system
Games: Horizon Zero Dawn
Technicals: Player-dependent real-time non-light emitting source not interacting with objects tied to a pre-defined weather system
Games: Forza Motorsport 7
Technicals: Static real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a pre-defined weather system
Games: Gran Turismo Sport
Races are pre-defined pre-race. At the start the game chooses a path for time and weather and as the player drives around the circuit it changes according to that schedule i.e. the weather system doesnt just decide to kick in randomly. Theres a specific set of pre-defined schedules for the game to choose from. If it was dynamic there would be a more equal share of race conditions. Its done like that for a reason. Because the sun doesnt actually move across the sky they use cloud cover to make the sun appear to be somewhere else.
Not sure about the puddles but it could also be part of the pre-defined rules of that particular schedule.
Scenes transition from one pre-defined state to another. Pre-defined/baked is not dynamic/fluid. Furthermore the changes are dependent on player activity. A dynamic system is not reliant an another system.
I think you're wrong about Horizon Zero Dawn. If you walk forward and backward you can literally see the shadows move back and fourth i.e. player dependent. That would unlikely work if it is pre-baked, right?
Nice N64 reflections
Nice N64 reflections
Why are you so easily triggered? You love the game that much that can't see critics?
Let me guess, you probably weren't even alive when the N64 was a thing.
You're just looking to get a rise out of people and it's getting quite annoying. Aren't there other forums more receptive to this stuff?
Let me guess, you probably weren't even alive when the N64 was a thing.
You're just looking to get a rise out of people and it's getting quite annoying. Aren't there other forums more receptive to this stuff?
You're barely capable of 'critics'. There's people in this thread that can at least properly formulate an opinion besides limp-wristed jabs and digs at a game.
The problem is not quite the reflection quality but rather what's being reflected...I've stopped the loop, I'll try to see if it only happens on that car...Nice N64 reflections
Or if you want to driveHonda Prelude in a rainstorm.
Forza 7 vs Other racers 20 years prior.....
https://www.youtube.com/watch?v=JPlpJaY6zpg
The problem is not quite the reflection quality but rather what's being reflected...I've stopped the loop, I'll try to see if it only happens on that car...
Forza 7 vs Other racers 20 years prior.....It's a bit comedic though...
https://www.youtube.com/watch?v=JPlpJaY6zpg
For completionists' sake, here's an example of pit stops in GTS.
Just so you know. Pre baked and dynamic are not exactly mutually exclusive.Because it looks pre-defined/baked.
When you start the race everything is already set to when it will rain (or change the weather)... there is no dynamic, real time simulation, etc.
The real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
Nice N64 reflections
Forza 7 vs Other racers 20 years prior.....It's a bit comedic though...
https://www.youtube.com/watch?v=JPlpJaY6zpg
The real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
For completionists' sake, here's an example of pit stops in GTS.
I wonder if you can keep the view inside the car when pitting in GTS? That would make for increased immersion.
For completionists' sake, here's an example of pit stops in GTS.
I wonder if you can keep the view inside the car when pitting in GTS? That would make for increased immersion.
The real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
For completionists' sake, here's an example of pit stops in GTS.
I wonder if you can keep the view inside the car when pitting in GTS? That would make for increased immersion.
The real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
I wonder if you can keep the view inside the car when pitting in GTS? That would make for increased immersion.
I really don't care about pit stop animations, what I do care about and something I wish Forza would allow is the ability to control pit stops...if I just want fuel, I should be able to just get fuel to cut down on the pit stop time. I also think that a car that has 40% damage should have a slightly longer pit stop that a car that just needs fuel. These are little nit pics, but something I have been wanting in Forza for a long time.
And in PCARS 2 it seems that they don't remove the wheels, there's 2 front wheels on each side, one guy moves a wheel like if it was removed but they don't even touch the car.
It's more immersive but they don't even change the wheels for real.
I think F1 2017 has the best pit stops for now.
I was going to say, pit stops in PC2 get strange fast, because the fuel line generally floats above the car, or links in a completely wrong place. You often drive through the circle "hold" sign. Without exageration, I'd say it's 50/50 whether it looks/feels good or just doesn't work because of the oddity of it.
You know the reflections don't look like that on average, right?
Can we not cherry pick carefully selected scenes to push some agenda?
What does this have to do with this thread? Who would have thought a game with the most content but shortest development time would need to cut corners? It's sad how blatant of a troll you are.
I don't know because game is not out yet. Plus only talked about that shot.
Having tons of content doesn't invalidate that the pit spots are much worse detailed than some others.
Well that could actually happen... ;PThe real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
Well that could actually happen... ;P
The Forza pitstops is just science fiction.
But we're past graphics discussions now. If GTS is so far ahead in graphics that we can't discuss that here anymore, is there still a point to have this thread?
I want a next gen cockpit camera discussion thread, that's where I think the biggest differences are now. No shake in GTS, earthquake shakes in FM7, subtle shake in PC2. That's where there will still be a "war" after GTS is out, graphics not so much.
Well that could actually happen... ;P
The Forza pitstops is just science fiction.
But we're past graphics discussions now. If GTS is so far ahead in graphics that we can't discuss that here anymore, is there still a point to have this thread?
I want a next gen cockpit camera discussion thread, that's where I think the biggest differences are now. No shake in GTS, earthquake shakes in FM7, subtle shake in PC2. That's where there will still be a "war" after GTS is out, graphics not so much.
GTS
pCARS 2
So far ahead. Wow.
A Youtube compressed image Vs a direct screengrab? Seems legit...
A Youtube compressed image Vs a direct screengrab? Seems legit...
For completionists' sake, here's an example of pit stops in GTS.
I wonder if you can keep the view inside the car when pitting in GTS? That would make for increased immersion.
Youtube? Someone took a .png from youtube?
As I said, the trees in that section are not pixelated at all, so maybe it will be ironed out before launch or a bug....The game is still not out btw....That is beyond lazy pit stop xD
So there are "pixelated" trees being reflected? Either way something is not right.
Yes, nice excuse, because pretty much all racers worth their salt and some of those "which didn't" from more than a decade, at least had pit crews ....From then up to 2017, how about all those racers in between which provided pitcrews on cars with various width length et al and with 100's of cars at that....?.The real comedic thing is how both "gee we managed this 20 years ago, why can't Forza?" examples are games with literally one type of car. It's a tad harder to make pitstop animations work and sync up for 700 cars of varying length and width. Even pCARS 2 showed an example of this in that video, the car pulled out of the pitlane and drove straight through a member of the pit crew.
One of the most visual/staple things in a racer should not be discussed in a visual thread? You know how many times you have to pit in endurance races? Perhaps you should start dealing with what is, because this is not fake news, and yet, you don't want it presented. But yes, I'll be sure to run it by you before I hit submit next time, sirWhat does this have to do with this thread? Who would have thought a game with the most content but shortest development time would need to cut corners? It's sad how blatant of a troll you are.
LOL that's the exact same spot I thought would be a good gif. Maybe I'll learn how to do them one day
Yes? You realize you can save images in whatever format you want, right?
But still, that's not a favorable comparison.
Every game can look bad if one choose to post a picture with the intent to make it look bad. Even Driveclub had plenty of those. With GTS it'll be harder since it's 60fps and has a lighting engine that is superb, it'll be more about studying tiny details from here on, without nitpicking GTS will always be ahead.So far ahead. Wow.
Who would have thought a game with the most content but shortest development time would need to cut corners? It's sad how blatant of a troll you are.
Yes, nice excuse, because pretty much all racers worth their salt and some of those "which didn't" from more than a decade, at least had pit crews ....From then up to 2017, how about all those racers in between which provided pitcrews on cars with various width length et al and with 100's of cars at that....?.
I laughed at the bit where the driver drove through the guy in PC2 tbh, I said it was comedic didn't I, but certainly it's not the biggest joke in that video....innit?
Every game can look bad if one choose to post a picture with the intent to make it look bad. Even Driveclub had plenty of those. With GTS it'll be harder since it's 60fps and has a lighting engine that is superb, it'll be more about studying tiny details from here on, without nitpicking GTS will always be ahead.
But if we're looking at how things behave... like in the cockpit view. If it isn't a menu option then, yeah, not so far ahead. Personally I just can't unsee how incredibly stale GTS looks in the latest videos. No shake from the road, no shake from crashes, no high speed vibrations, no steering wheel vibrations, no exterior/interior rattle, no nothing. It's just... dead.
Not Turn 10 themselves apparently, 'All in-game 4k footage' my ass. Unless they meant this footage is in the game which is stupidly misleading.
If they knew they couldn't do it in time they should've just faded out the video and used a still image of a pit crew with the sounds or whatever, the current pitstops are so incredibly lazy and takes you out of the otherwise great immersion.Guess I'm biting the bait again.
Because 100-200 cars =/= 700 cars? Either the games get the pit stops perfectly right for 10 to 20 cars, or they have a generic solution that works for a few hundred. Invisible/magic pitstops is Forza's idea of "generic for almost a thousand". Is it perfect? God no, but has any game this generation done it better with a similar amount of cars? Nope.
Like I said, PC2 strikes the closest balance of car count to pit animation detail, and even that has issues such as driving through things or things not lining up right.
Your part about implying that older games have more attention to detail is horseshit even for your standards so I'm not even addressing that.
As I said, the trees in that section are not pixelated at all, so maybe it will be ironed out before launch or a bug....The game is still not out btw....
Yes, nice excuse, because pretty much all racers worth their salt and some of those "which didn't" from more than a decade, at least had pit crews ....From then up to 2017, how about all those racers in between which provided pitcrews on cars with various width length et al and with 100's of cars at that....?.
I laughed at the bit where the driver drove through the guy in PC2 tbh, I said it was comedic didn't I, but certainly it's not the biggest joke in that video....innit?
If you can't see that 20 years ago, there was enough ATD in racers where something as basic and staple as pitting was exemplified and detailed which puts it in grave contrast to a lauded 2017 racer, I don't think there's much more I need to say tbh..
What really messed it up for F7 was that first part of the video, because I remember that F7 trailer well, and what was prominent to me was that pit crew, the garage et al, so when I realized Forza's pits had no hair in realtime...It was kinda baffling and also funny, but it's defintely falsified marketing on their part tbh, as I expected to see proper pitting..
One of the most visual/staple things in a racer should not be discussed in a visual thread? You know how many times you have to pit in endurance races? Perhaps you should start dealing with what is, because this is not fake news, and yet, you don't want it presented. But yes, I'll be sure to run it by you before I hit submit next time, sir
If they knew they couldn't do it in time they should've just faded out the video and used a still image of a pit crew with the sounds or whatever, the current pitstops are so incredibly lazy and takes you out of the otherwise great immersion.
It's the same in all camps, you simply don't see someone who loves PC2/FM7/GTS post pics where it looks bad, the pics or videos where these games look are always posted by someone with an agenda to make that game look bad. There are no unbiased posts of that kind here.https://www.flickr.com/photos/133840177@N02/
Are you saying that the guy with that galery is trying to make the game look bad? 0.o
Are there some things F7 does well to you? Tech wise...
Hey!Not Turn 10 themselves apparently, 'All in-game 4k footage' my ass. Unless they meant this footage is in the game which is stupidly misleading.
Are you for real, you're talking about perfect pitting when F7 does not even have the basics laid down for said purpose. How are you going to do pitting without a crew? Don't talk of quality just yet, when F7 does not even have a crew at all...Because 100-200 cars =/= 700 cars? Either the games get the pit stops perfectly right for 10 to 20 cars, or they have a generic solution that works for a few hundred. Invisible/magic pitstops is Forza's idea of "generic for almost a thousand". Is it perfect? God no, but has any game this generation done it better with a similar amount of cars? Nope.
Like I said, PC2 strikes the closest balance of car count to pit animation detail, and even that has issues such as driving through things or things not lining up right.
Your part about implying that older games have more attention to detail is horseshit even for your standards so I'm not even addressing that.