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Forza Motorsport 7 E3 4K Trailer (XB1/PC)

rjcc

Member
Can you also ask about that 30% of available resources they had mentioned before. Will they be using it to improve the game like tirs trails in the rain or perhaps more animated things in the enviroments?

Also tell them that we all love the wipers and other things moving around is great bit it needs to be timed down a notch. Wipers don't move like that doing a 100 mph.

not sure what the 30 percent bit is, do you mean when they talked about pc vs scorpio?
 

GHG

Gold Member
not sure what the 30 percent bit is, do you mean when they talked about pc vs scorpio?

Allegedly there is 30% overhead left available on the Xbox One X version in its current state. It could be with asking them if they plan to make use of it in any way.
 

rjcc

Member
Ahh, maybe I was mistaken then. If you have played the demos and the loading times are still long do not bother asking.

ah, I just looked, it seems like edited the load times out which is fair, they were distracting for a video because they were really long. what we played had all the game features, but it wasn't the real game, so I'm not particularly worried about that.
 

rjcc

Member
so, the interview was less interview and more presentation.

but the version we saw was more like a real game (still running on a one x devkit)

with a functional menu etc.

the pits are not only rendered, but are a big part of the game now. it doesn't seem like they're animating the pit stops, but there's a lot there when you pull in now.
 

Gestault

Member
Allegedly there is 30% overhead left available on the Xbox One X version in its current state. It could be with asking them if they plan to make use of it in any way.

I'd love to hear their answer. I wouldn't assume much, enhancement-wise, from what we've seen so far. Based on other games, performance spikes can easily eat up 30% of a rendering budget, and they've gone out of their way to say the performance is important for them.
 

GHG

Gold Member
I'd love to hear their answer. I wouldn't assume much, enhancement-wise, from what we've seen so far. Based on other games, performance spikes can easily eat up 30% of a rendering budget, and they've gone out of their way to say the performance is important for them.

Yep as with all types of software development it's always best to leave some overhead in case of edge case scenarios to prevent performance from ever becoming an issue. Either that our you test for every eventual scenario and optimise accordingly but that would be nigh on impossible in a game as dynamic as this.
 

darkinstinct

...lacks reading comprehension.
Allegedly there is 30% overhead left available on the Xbox One X version in its current state. It could be with asking them if they plan to make use of it in any way.

They said GPU overhead. The game might be CPU limited at that point because Forza does a lot of physics calculations.
 

Mauddib

Banned
Someone needs to ask Turn10 if we can expect to see different assets and physics used on the 1X version of the game. For example, the water droplets on the screens are clearly the same as the water droplets from the Xbone version of Forza. They could so easily add better droplets and droplet physics (something like how it is on Driveclub but less...jelly?).

Or how about the interiors of the cars. They simply look like higher rest interiors from Forza 6. They could easily use better material textures to show off those leather interiors.
 

m23

Member
Someone needs to ask Turn10 if we can expect to see different assets and physics used on the 1X version of the game. For example, the water droplets on the screens are clearly the same as the water droplets from the Xbone version of Forza. They could so easily add better droplets and droplet physics (something like how it is on Driveclub but less...jelly?).

Or how about the interiors of the cars. They simply look like higher rest interiors from Forza 6. They could easily use better material textures to show off those leather interiors.

How do you know these things can be done easily?
 

Gestault

Member
Someone needs to ask Turn10 if we can expect to see different assets and physics used on the 1X version of the game. For example, the water droplets on the screens are clearly the same as the water droplets from the Xbone version of Forza. They could so easily add better droplets and droplet physics (something like how it is on Driveclub but less...jelly?).

Aside from the 4K assets, I doubt they'll use completely different elements between regular XB1 and 1X. Even back in 2015 for Forza 6, things like the old windshield effect for rain you mentioned wasn't exactly lacking:

QsNPWcp.gif


lsoZ1hA.gif


So long as the beads dragging across the micro-haze effect is there, I'm happy with whatever improvements they manage. I'm guessing the stronger rainstorms will be a chance to ratchet up the effect. These are more about how clever the effect is than just putting more computation behind it.
 

ChRoNiTe

Member
Game looks awesome, but ehh small nitpick...

Not sure how I feel about exterior parts of the vehicles rattling around. Seems like they've exaggerated the effect a little to much. Some of the clips I've seen show windshield wipers shaking at speeds as low as 50 mph. Hope they make it more subtle and realistic or offer an option to toggle on/off.
 

Gestault

Member
Game looks awesome, but ehh small nitpick...

Not sure how I feel about exterior parts of the vehicles rattling around. Seems like they've exaggerated the effect a little to much. Some of the clips I've seen show windshield wipers shaking at speeds as low as 50 mph. Hope they make it more subtle and realistic or offer an option to toggle on/off.

I definitely agree on larger components like the sideview mirrors. A car would shake itself apart if they were engineered to move like that at only mid-speed.
 

Hawk269

Member
so, the interview was less interview and more presentation.

but the version we saw was more like a real game (still running on a one x devkit)

with a functional menu etc.

the pits are not only rendered, but are a big part of the game now. it doesn't seem like they're animating the pit stops, but there's a lot there when you pull in now.

Thank goodness. I would love to do like a 20 lap race on a big oval, have tire/fuel wear accelerated and basically have to use pit strategy...do I go in for just fuel or do I just replace the outside tires, do I only take a 1/2 tank of fuel etc. While I know they don't simulate with flags and such like real racing, having something in the pits is worth it. I hate that I pull in the pits with the existing games and magically stop and then everything is great. I hope that the more damage and shit that the pit should take a little longer.
 

skyfinch

Member
Not sure how relevant this is, but one of developers mentioned that you can change assists while the game loads, instead of just looking at a static screen.
 

Gestault

Member
Not sure how relevant this is, but one of developers mentioned that you can change assists while the game loads, instead of just looking at a static screen.

For what seems like a simple design optimization, I'm surprised that was so long coming. And not just for Forza; the whole genre, for having relatively long load times on console for sims, they really didn't take advantage of that down time for high-level options that shouldn't effect data calls.

Actually, Gran Turismo snuck this in to some extent, which is why you could change some (though annoyingly, not as many as you'd think) settings before a race. The way they paced it though, if you didn't understand what was going on, it gave the impression that you were "artificially" waiting longer before a race could start, because you were seeing the real-time track in the background with a greyed out "start" icon.
 

Azzawon

Member
For what seems like a simple design optimization, I'm surprised that was so long coming. And not just for Forza; the whole genre, for having relatively long load times on console for sims, they really didn't take advantage of that down time for high-level options that shouldn't effect data calls.

Actually, Gran Turismo snuck this in to some extent, which is why you could change some (though annoyingly, not as many as you'd think) settings before a race. The way they paced it though, if you didn't understand what was going on, it gave the impression that you were "artificially" waiting longer before a race could start, because you were seeing the real-time track in the background with a greyed out "start" icon.

Yeah completely agree, F1 2015/2016 have done this and I never realised how much I needed it in every game until I got to use it myself.
 

SatansReverence

Hipster Princess
Game looks awesome, but ehh small nitpick...

Not sure how I feel about exterior parts of the vehicles rattling around. Seems like they've exaggerated the effect a little to much. Some of the clips I've seen show windshield wipers shaking at speeds as low as 50 mph. Hope they make it more subtle and realistic or offer an option to toggle on/off.

Yea it is over exaggerated tbh.

I can understand exposed wiring, safety nets and spoilers on race cars but seeing factory production cars look like they've been driven 200,000km on heavily corrugated roads is just wrong.

Not sure how relevant this is, but one of developers mentioned that you can change assists while the game loads, instead of just looking at a static screen.

For the love of god let us use basic lobby functions like mute while loading too. That shit where kids scream into their mic while the game loads and you cannot do anything about it has got to end.
 

Theorry

Member
Believe at Giantbomb they said you can use those suits also in new cars. Its all apart of the new driver thing how you can customize and can get new suits as rewards etc.
 
Believe at Giantbomb they said you can use those suits also in new cars. Its all apart of the new driver thing how you can customize and can get new suits as rewards etc.

That's really cool, I hope there's quite a bit of customisation. I really liked the more focus on people in the pits etc. before the races in FM6, brings more life to the events.
 

danowat

Banned
Believe at Giantbomb they said you can use those suits also in new cars. Its all apart of the new driver thing how you can customize and can get new suits as rewards etc.

The cynic in me says that these suits could be ripe for microtransactions, especially if they come with stat boosts (a la FM6 boost cards)!!!!!
 

SatansReverence

Hipster Princess
That dubai track is truly awful tbh.

T10 hasn't be able to come up with a remotely decent fantasy track since Camino...

Oh look, it's yet another constant radius corner! whoo! Nice challenging undulations? Naw... Nice section of straight to break up the monotonous boring constant radius corners? Hell naw...
 

Mascot

Member
That dubai track is truly awful tbh.

T10 hasn't be able to come up with a remotely decent fantasy track since Camino...

Oh look, it's yet another constant radius corner! whoo! Nice challenging undulations? Naw... Nice section of straight to break up the monotonous boring constant radius corners? Hell naw...

It's have to go some to beat the fugly-ass desert and highlands tracks from Assetto Corsa with their MS Paint rock formations and complete lack of any imagination whatsoever.
 

Azzawon

Member
I seriously hope we're going to be able to design our own helmets similarly to the livery editor. This would be such an amazingly powerful tool and I'd probably spend most of my time in there.
 

terrible

Banned
It's have to go some to beat the fugly-ass desert and highlands tracks from Assetto Corsa with their MS Paint rock formations and complete lack of any imagination whatsoever.

Highlands is better than anything since Camino. It's actually pretty fun. Looks ugly though.
 
That dubai track is truly awful tbh.

T10 hasn't be able to come up with a remotely decent fantasy track since Camino...

Oh look, it's yet another constant radius corner! whoo! Nice challenging undulations? Naw... Nice section of straight to break up the monotonous boring constant radius corners? Hell naw...

I thought Prague from FM 5 & 6 is fantastic! I love the variation in elevation and the tons of detail surrounding the track.
 
I really like Prague too.

Look, there are plenty of challenging and tricky real world tracks in Forza Motorsport. The fantasy tracks are an exciting way of drawing in new players with some eye candy and easing them into the experience. That's what makes it a great franchise - there's something for everyone. Those of you who want some uber-hard "realistic" experience that excludes my kids being able to play the game can find your type of fun elsewhere.

Dubai looks like a fun way of folks easing into the game. They can try to get a 1966 F1 car around the Green Hell later.
 

Mascot

Member
Those of you who want some uber-hard "realistic" experience that excludes my kids being able to play the game can find your type of fun elsewhere.

That's why having all that 'hidden' in a hardcore mode would be the best idea.

I don't think anyone is advocating FM casting off its soul by suddenly morphing into iRacing for Xbox, but having optional concessions to actual motorport would ultimately broaden FM's appeal, not narrow it.
 
I agree here, the game should appeal to both and the hardcore side can definitely be catered better for. It can merely be hidden away in specific hardcore modes. Casuals wouldn't even need to play them to complete the game.
 

terrible

Banned
Prague is alright but I do feel like their older fantasy tracks were top tier by comparison. Another older track I want again: Rally di Positano. The long version from Forza 3 (I think?) was epic. I think only the shorter track was in Forza 4, correct me if I'm wrong.

I'm all for fictional tracks. I really like them when they are designed well.
 

willbsn13

Member
The cynic in me says that these suits could be ripe for microtransactions, especially if they come with stat boosts (a la FM6 boost cards)!!!!!

So far they've said the suits will be rewards in the career mode, showcases and in forzathon.I'd guess that Microtransactions won't be in at launch, but will be added later in, just like FH2, FM6 and FH3.
 

c0de

Member
Prague is alright but I do feel like their older fantasy tracks were top tier by comparison. Another older track I want again: Rally di Positano. The long version from Forza 3 (I think?) was epic. I think only the shorter track was in Forza 4, correct me if I'm wrong.

I'm all for fictional tracks. I really like them when they are designed well.

I hope that one Forza in the future will have all fantasy tracks that they once implemented.
 

GHG

Gold Member
Those look great but man, the AI ... they leave the door open in corners and once you're side by side, they ram into you.

That's the Drivatars for you... I really really hoe they are improved before the final release.

The cynic in me says that these suits could be ripe for microtransactions, especially if they come with stat boosts (a la FM6 boost cards)!!!!!

Shhhh, don't give them ideas.

That dubai track is truly awful tbh.

T10 hasn't be able to come up with a remotely decent fantasy track since Camino...

Oh look, it's yet another constant radius corner! whoo! Nice challenging undulations? Naw... Nice section of straight to break up the monotonous boring constant radius corners? Hell naw...

The problem with the Dubai track is it's not really "fantasy". The race track they have created in the game shares a lot of the characterises of the roads here, hence its boring.

They would have been far better off choosing Japan or Scotland as a fantasy location to do a mountain pass road.
 

Grassy

Member
Prague is alright but I do feel like their older fantasy tracks were top tier by comparison. Another older track I want again: Rally di Positano. The long version from Forza 3 (I think?) was epic. I think only the shorter track was in Forza 4, correct me if I'm wrong.

I'm all for fictional tracks. I really like them when they are designed well.

Only the short version of Positano was in Forza 4, I remember because it had fucking R1 class races on it...they were a mess.

Camino Viejo and Fujimi Kaido need to return as well. Sedona is pretty much the only fantasy track I don't want to see again.
 

Mascot

Member
Only the short version of Positano was in Forza 4, I remember because it had fucking R1 class races on it...they were a mess.

Ah, you fucker. I'd managed to wipe that shitstorm from my memory.

What on earth were Turn 10 thinking? R1 races on narrow cobbled streets. Jesus.
 

CaVaYeRo

Member
This, x100.

Anything on FFB and steering? They just needed to rework that to make it decent for wheel users, to make you feel connected to your tyres once again. If not, it will still be a waste of equipment and a game just for controller-users.

Ok, update from our own interview with Dan:

https://www.gamereactor.eu/news/544423/FFB+options+on+Forza+7+wheel+users+are+going+to+flip+a+lid/

"Oh wheel users are going to flip a lid. There's so many peripherals available on PC. We basically went through our forums, we went through other people's forums, we were looking at all the fan-requested wheels, then we just started getting them hooked-up through Windows 10, through UWP, so the fan-requested wheels all work: Logitech, you name it.

"But on top of that we had one of our physics engineers actually dedicated to really tuning that wheel, we had race car drivers come in, Tanner Foust comes in all the time, we've got other guest race car drivers, they come in and they really help us dialling the force feedback on all devices, Xbox One as well. The amount of options you have as a wheel user has dramatically increased, it's much more in line to what you would expect of a PC racing game. So I think our wheel users are going to be overjoyed".

Our guy pretty specifically asked about FOV but he didn't answer to that. 21:9 and multi-monitor on PC are confirmed though. And interestingly enough, 4K investigation and techniques made the game run better on original Xbox One and low-end PC.

(More on physics and stuff on the full interview at the link).
 
Only the short version of Positano was in Forza 4, I remember because it had fucking R1 class races on it...they were a mess.

Camino Viejo and Fujimi Kaido need to return as well. Sedona is pretty much the only fantasy track I don't want to see again.

If this means you're pro sidewinder, there is a special place in hell for you.
 

terrible

Banned
Only the short version of Positano was in Forza 4, I remember because it had fucking R1 class races on it...they were a mess.

Camino Viejo and Fujimi Kaido need to return as well. Sedona is pretty much the only fantasy track I don't want to see again.

Yeah it was not a good track for anything over A Class I'd say. Super fun with slower cars though.

New York was kind of fun too. I wonder why they don't make a bunch of new fantasy tracks with each release. They clearly have some talent there. Is it just monstrously time consuming to get them looking good on current gen systems or something?
 
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