Dark10x very likely didn't want to waste his time getting bogged down the minutiea of an insincere "throw mud and see what sticks" post, though with some fair points sprinkled in. They're generally designed so that people spend so much time responding to a plethora of half-thruths and outright misinfornation that is distracts from substantive discussion. Dark10x also made the overall point that his post was vapid, given proper perspective (though pointed out that Project Cars 2 is gonna be one to watch, and he's right). Since I have free time, I figure I might as well respond.
Ambient occlusion is missing for most of the geometry
- [This could easily be true, which is a common in many games as a performance balance]
Lighting is only right on photogrammetry assets
- [I'm not clear on what he means by this, but there's no obvious divide in lighting on assets.]
Fhotogrammetry (sic) assets have really low resolution textures
- [This is demonstrably false to anyone watching the footage. I'm sure there are exceptions from streaming or speed if you pause the motion., but simply looking at rock-walls as you pass, you can see they are generall standard resolutions. I legitimately know the still someone grabbed of a rock-wall that appeared glitched that he's basing this on.]
Most of reflections are not real time calculated.
- [This is generally true of every game ever. Unless there are obvious mis-matches, it's something you assume, rather than observe. He doesn't point any out.]
Geometry reflections on the cars run at half the framerate.
- [This is true, I noticed it in all the 60 fps footage.]
Car shadows don't project over track assets.
- [This is provably false, though there's at least one wall in the race that appears to be glitched.]
Some tracks elements don't render at full resolution
- [I don't know what this means.]
I'm sorry that it escalated to this level. I often make observations of the negative parts because they are usually the ones that go unnoticed. It is much more common for people to be able to see all the good things about games, and Forza 7 has many and has been widely commented. I also have the problem that when I comment on any of the defects, I assume that people will already be able to see it. My fault. I will try to illustrate those points, but they are usually more evident in video than screenshots, at least for me (temporal resolution helps a lot in compressed footage).
Ambient occlusion is missing for most of the geometry
- [
This could easily be true, which is a common in many games as a performance balance]
Lighting is only right on photogrammetry assets
- [
I'm not clear on what he means by this, but there's no obvious divide in lighting on assets.]
This is clearly visible for me but hard to show in screenshots. The desert track has right lighting values in mountains and in the tunnel entrance, but is not so right in the road and is totally wrong in the rainny track. As an example, take a look a this screenshot, you can see the lighting in the rocks is right, but the rest (sand, road, etc) is not. It seems a composition.
Fhotogrammetry (sic) assets have really low resolution textures
- [
This is demonstrably false to anyone watching the footage. I'm sure there are exceptions from streaming or speed if you pause the motion., but simply looking at rock-walls as you pass, you can see they are generall standard resolutions. I legitimately know the still someone grabbed of a rock-wall that appeared glitched that he's basing this on.]
The mountains have low res textures. Very low res.
Most of reflections are not real time calculated.
- [
This is generally true of every game ever. Unless there are obvious mis-matches, it's something you assume, rather than observe. He doesn't point any out.]
Most racing games use SSR to avoid this kind of inconsistency. It's annoying to the eye. There are lots of examples in the footage but you can look at this screenshot if you need an example
Geometry reflections on the cars run at half the framerate.
- [
This is true, I noticed it in all the 60 fps footage.]
Pretty clear in the video.
Car shadows don't project over track assets.
- [
This is provably false, though there's at least one wall in the race that appears to be glitched.]
We would need more footage and surely this will be fixed in release version, but it seems shadows only project over static geometry but not over some type of assets like the fences.
Some tracks elements don't render at full resolution
- [
I don't know what this means.]
Here may be interfering with the heat effect on the distance that exists in the desert footage, but I have the impression that the electric cables are not rendered at the native resolution. They used the same trick in Forza 6 so is not risky to say it.