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Forza 2 Info From IGN (PGR3 Update To Add Force Feedback?)

Well after listening to the accessories guy on nelson's podcast, and reading that, all I can say is:

DAY ONE PURCHASE FORZA 2 + FF WHEEL

Awesome about PGR3 support for the wheel too, though I may not need that game anymore after Forza 2, 60fps FTW.
 
Awesome, another Risi car for Forza.


chespace said:
Plus, for Friday's Turn 10 Weekly Pitpass Report, I talk to our art director on all the eyecandy and graphical tech happening in Forza 2.

Ruh roh. ....ill try to be nice ;)

Edit:

Oh missed this odd paragraph..

How does the Xbox 360 wheel differ to other force feedback wheels?

Dan Greenawalt: When you look at other force feedback wheels, they base the feedback on friction.[Uh...they wouldnt be true force feedback wheels if they just based feedback on friction, what wheels is he referring to because its not the recent logitech TFF wheels?] In a real car those things are correlated but they’re not equal to each other. Our wheel will actually go limp when you’re understeering and subtly track your tyres back into alignment – although you’ll probably go into snap oversteer straight away.[As do all of the TFF wheels released in the last 6 years afik.] And to stop us needing to use force feedback to represent friction coming through the wheels we’ve got rumble. That way you can get a full 3D feedback system. All your control feedback is coming through the wheel, and any additional feedback – like hitting ruts or getting bumped by another car – comes from the rumble.[That would kind of suck since running in a rut or getting hit by a car should actually put a turning force on the wheel.] Other wheels use their force feedback to do both and never give you the accurate feedback you need. [Again, what wheels and games is this dude playing?]Our wheel is going to give people a much more robust driving experience and a much better idea of what it’s like to actually steer these cars.[I hope so]
 
What difference has the Xbox 360 made to the physics and graphics?

Dan Greenawalt: Now that we’re on Xbox 360 we can do 60 frames per second and keeping the physics at the same speed as the first game. In fact, for some key areas we’re increasing the speed of our physics. That’s where this all ties back into Sebring. It’s not the most visually impressive track – it’s kinda flat – but the track surface has all these little ruts and steps in the concrete that put incredible pressure on the physics engine. As a physics geek that’s what got me excited because I knew we were going to be beating the hell out of the cars and they’d be rocking all over the place. So it was kind of a strategic choice to show off the complexity of our physics, but it’s also great fun to drive!

It's nice to see they are aiming high in regards to track surface. IMO, Sebring has the worst track surface of any permanent circuit in the world. Ridiculously bad. If they can accurately reproduce that, every other circuit should be a cake walk.

chespace said:
The Risi Competizione F430GT sponsorship: http://forzamotorsport.net/052406-02.htm

What kind of perks are in it for you? Please do tell!

I've always been a big Mika Salo fan, so interview stat!

Gek54 said:
How does the Xbox 360 wheel differ to other force feedback wheels?

Dan Greenawalt: When you look at other force feedback wheels, they base the feedback on friction.[Uh...they wouldnt be true force feedback wheels if they just based feedback on friction, what wheels is he referring to because its not the recent logitech TFF wheels?] In a real car those things are correlated but they’re not equal to each other. Our wheel will actually go limp when you’re understeering and subtly track your tyres back into alignment – although you’ll probably go into snap oversteer straight away.[As do all of the TFF wheels released in the last 6 years afik.] And to stop us needing to use force feedback to represent friction coming through the wheels we’ve got rumble. That way you can get a full 3D feedback system. All your control feedback is coming through the wheel, and any additional feedback – like hitting ruts or getting bumped by another car – comes from the rumble.[That would kind of suck since running in a rut or getting hit by a car should actually put a turning force on the wheel.] Other wheels use their force feedback to do both and never give you the accurate feedback you need. [Again, what wheels and games is this dude playing?]Our wheel is going to give people a much more robust driving experience and a much better idea of what it’s like to actually steer these cars.[I hope so]

He more or less disregarded the question to tell people more about the advantages of FF. He is quite obviously speaking in context of Xbox products, which is pretty standard PR fare. No need to go out of your way to not read between the lines.
 
Pittpass Report - Volume 2

...
Q: Now that E3 has come and gone, how do you think reaction among the press and the fans has been to our teaser trailer? Was it what you were looking for?

John Wendl: "Absolutely! Reactions have been overwhelmingly positive. The video accomplished exactly what we needed it to which was to get everyone excited about Forza Motorsport 2 coming to Xbox 360 this holiday. We also tried to communicate, in a visually interesting way, some of the unique features of the game. Really just give people a taste of what’s to come."

Q: You were instrumental in directing and shaping that video. It was pretty dazzling...

JW: "Thanks. I worked with a team to create the video using actual “in-game” assets and combined them with visual effects, such as motion blur, global illumination and high dynamic range lighting, that are either already working in the build or are very close to completion."

Q: We’ve announced that FM2 will be 60fps at 720p. Can you talk a bit about some of the other techniques we’ll be employing to make FM2 look next-gen?

JW: "We’re really taking full advantage of the immense graphics horsepower of the Xbox 360 to do some incredible things visually. Of course we’re 60fps at 720p, as you mention, but we’re also adding effects and features such as 4X anti-aliasing (no jaggies!), motion blur, high dynamic range lighting, global illumination and per-pixel car reflections updated at full frame rate. I could go on and on. Really a ton of stuff. Too much to list here."

Q: Actually, we should probably stop here or else we'll get caught by the fuzz. So are all the cars and tracks getting a boost in polygon counts in the models?

JW: "For sure. Nothing is making it into FM2 without significant work to make it truly "next-gen." This includes not only considerably more polygons but also a lot more texture resolution. This meant that we had to go back and recreate a lot of our textures from scratch, no simple “up-scaling” here. I can’t stand it when games combine new content that is of a noticeably higher visual quality and detail with older content that shipped in the last version."

Q: With our mention in the press release about using motion blur, the vocal minority are concerned that too much motion blur would actually be distracting for the Forza Motorsport experience. Can you talk about how motion blur would work in FM2?

JW: "Yes, this is something I care deeply about. I actually share the same concern. It can definitely have a negative impact on gameplay and the visuals if overdone. Far too often we see games over doing motion blur. It’s a very computationally expensive effect so maybe they do it to make sure people know it’s there.

"Now of course we have incredible power at our disposal and we’re committed to having realistic motion blur in Forza Motorsport 2. That said it has to be done to a level that supports both gameplay and the visual immersion of the game. It’s one of those kinds of effects that, when done right, can sometimes be overlooked by players but if you were to turn it off suddenly you would really notice the difference. We try to combine all of these complex visual effects, including motion blur, together in a very realistic and immersive way. The player may not understand or even be aware of everything we’re doing visually, no single effect may stand out above the others, they just know it looks right."
...

Check out the rest of the report HERE


Gek's redundant concerns:
The blur kept the trailer from looking anywhere near like real life and he said he worked with the CG trailer team to create effects that he wants to be in the game such as the motion blur. I really hope Wendl can pull off this 'immersive motion blur'. Im still concerned it will look more like a film than real life. Heres hoping though.
 
Gek54 said:
Check out the rest of the report HERE

Gek's redundant concerns:
The blur kept the trailer from looking anywhere near like real life and he said he worked with the CG trailer team to create effects that he wants to be in the game such as the motion blur. I really hope Wendl can pull off this 'immersive motion blur'. Im still concerned it will look more like a film than real life. Heres hoping though.

Nice update.

I always thought Forza1 had been created by machines in an underground facility somewhere out in the Mojave. It is nice to see MGS has hired actual people this time around.

Seriously though, I'm digging this more visible approach. Motorsports junkies making games is what I wanted to hear. Everything flows from there, and it sounds like they understand that.

Gek, yeah, should be interesting. I'm willing to give them the benefit of the doubt at this point. Acknowledging the limits of blur is a good start. I'm no PGR3 blur-hater, but that mostly stemmed from having a cockpit view where the majority of the screen was moving the same speed as you. Jumping outside of the car (which apparently will be the only kind of Forza2 views), blur does become more jarring. They are going to have to find a nice balance.
 
Gek54 said:
Check out the rest of the report HERE


Gek's redundant concerns:
The blur kept the trailer from looking anywhere near like real life and he said he worked with the CG trailer team to create effects that he wants to be in the game such as the motion blur. I really hope Wendl can pull off this 'immersive motion blur'. Im still concerned it will look more like a film than real life. Heres hoping though.
Motion blur if done right can be awesome. I don't know if you've seen Table Tennis running on a 360 already, but this game uses motion blur all the time. But unless you freeze a frame, it's totally invisible. It just adds to the speed sensation, and it rocks.
I don't think anyone is able to notice the blur when the game runs at a perfect 60 fps, but it's there alright
http://images.xboxyde.com/misc/tt.jpg
 
PGR3's motion blur has made me a pure hater of the effect. and until i see it done right, if that's even possible, i will continue to despise it.
 
shpankey said:
PGR3's motion blur has made me a pure hater of the effect. and until i see it done right, if that's even possible, i will continue to despise it.
Take a look at my 60 fps video of Table Tennis I've just put on xboxyde, and let me know what you think. This is IMHO motion blur done right.
 
Blimblim said:
Motion blur if done right can be awesome. It just adds to the speed sensation, and it rocks.

Thats my problem with it, I dont want a sim to artificialy distort my sensation of speed. If an over the top game calls for a stylized dramatic visual effect like motion blur then great, but this is Forza, supposedly its trying to be an immersive SIMULATION both physically and visually. To be honest, I really dont like the blur in Table Tennis either and Id much rather have the option to turn it off. It looks more like crappy TV footage than real life. Hell its 60fps but the blur makes it look more like 30fps or rather it looks like its running on a crappy LCD with ghosting. One step forward, two steps back. Blur only works against the suspension of disbelief.
 
Yet, in real life, when you're driving at high speeds, objects and places flying past your eyes do blur -- so what's unrealistic or un-sim about blurring?
 
Blur is an effect created by our brains to give us a sense of direction.

Games running at 60fps can cause our brains to create this effect as well, but it depends on the size of the display.

The ideal situation is to have a game running at 60fps with motion blur (used in the right amount of course). But it's so expensive that I would not put it in the game (if I were a developer).

But motion blur will add a whole lot to the realism of the game. Ask anyone who's driven over 100 mph, things will blur no matter how fast you try to track a surface with your eyes.
 
chespace said:
Yet, in real life, when you're driving at high speeds, objects and places flying past your eyes do blur -- so what's unrealistic or un-sim about blurring?

True but if fast moving objects blur for you in real life then why do you need a game to ADD blur to fast moving objects on the screen if the eye should be bluring images natrually?

In real life I can choose what object I wish to track and if I can track it then its no longer blurred but if a game is adding blur then it is deciding for me where my center of focus should be and any object I wish to track gets smeared. When that happens say good bye to suspension of disbelief.

Fight for Freeform said:
Ask anyone who's driven over 100 mph, things will blur no matter how fast you try to track a surface with your eyes.

True but you dont magically lose motion blur if a game doesnt add it. A road moving 100ph should naturally blur in the game you are playing as it would in real life. Artificial blur is unnecisary.
 
chespace said:
Yet, in real life, when you're driving at high speeds, objects and places flying past your eyes do blur -- so what's unrealistic or un-sim about blurring?


I think I understand Gek's point. I'm not interested in hyper-reality, but if blur is done properly I don't see the problem in using it for the sake of immersion. After all, if one is to mimic the reality of high-speed motion then some blur is necessary it would seem.

How the Forza developers achieve that sense of speed means little to me as long as it's believable. For instance, I thought that the blur effect in MotoGP 2 (PC) was overdone a bit, but then I've never rocketed down the front stretch of Mugello @ 200mph either. ;p
 
Gek54 said:
True but if fast moving objects blur for you in real life then why do you need a game to ADD blur to fast moving objects on the screen if the eye should be bluring images natrually?

It's not your eye, it's your brain trying to make sense of information your eye captured. Blur should be added because there will be objects that you cannot track as they are going too fast.

In real life I can choose what object I wish to track and if I can track it then its no longer blurred but if a game is adding blur then it is deciding for me where my center of focus should be and any object I wish to track gets smeared. When that happens say good bye to suspension of disbelief.

Your point makes sense if the game start blurring objects that should be trackable by the eye, as they are travelling slow enough. And this is what we're all talking about when it comes to doing it in an appropriate fashion.

This is why, IMO, a racer should have it first noticable when going over 100Kph, even more noticable when going faster, and so on. Secondly, the movement of an object and the ability of tracking it down is all relative to the 2D plane of the screen. I thought that in PGR3 somethings blurred when they shouldn't have as they were up ahead and relative to the screen they didn't move that much (though relative to the car they were coming at you at a fast speed). I'm probably not making myself clear here so I'll stop. :P
 
Gek54 said:
True but if fast moving objects blur for you in real life then why do you need a game to ADD blur to fast moving objects on the screen if the eye should be bluring images natrually?

In real life I can choose what object I wish to track and if I can track it then its no longer blurred but if a game is adding blur then it is deciding for me where my center of focus should be and any object I wish to track gets smeared. When that happens say good bye to suspension of disbelief.



True but you dont magically lose motion blur if a game doesnt add it. A road moving 100ph should naturally blur in the game you are playing as it would in real life. Artificial blur is unnecisary.

Ah okay, I see your point. Have there ever been a racing game that has achieved this?
 
Gek54 said:
True but if fast moving objects blur for you in real life then why do you need a game to ADD blur to fast moving objects on the screen if the eye should be bluring images natrually?

In real life I can choose what object I wish to track and if I can track it then its no longer blurred but if a game is adding blur then it is deciding for me where my center of focus should be and any object I wish to track gets smeared. When that happens say good bye to suspension of disbelief.



True but you dont magically lose motion blur if a game doesnt add it. A road moving 100ph should naturally blur in the game you are playing as it would in real life. Artificial blur is unnecisary.


Without the aid of motion blur do we know how many fps are necessary to create the perception of 200mph in a video game? Are there any studies out there that establish baselines? In your scenario it seems logical to me that fps should scale relative to some proportion of the speed being represented?
 
Gek54 said:
True but you dont magically lose motion blur if a game doesnt add it. A road moving 100ph should naturally blur in the game you are playing as it would in real life. Artificial blur is unnecisary.

You need artificial blur because most displays are too small and your brain does not recreate the blur that it usually would.

Your vision's focal point is about the size of a dime. And so driving a car in real life and while on a 27" screen is different. Your brain won't blur as much on a small screen as you can easily track everything on it.

And so it's ideal for the sake of immersion and realism to have the game simulate it. Thus it will look very much like a television broadcast, where cameras really sit in vehicles and capture everything the driver sees.
 
Gek54 said:
True but if fast moving objects blur for you in real life then why do you need a game to ADD blur to fast moving objects on the screen if the eye should be bluring images natrually?

In real life I can choose what object I wish to track and if I can track it then its no longer blurred but if a game is adding blur then it is deciding for me where my center of focus should be and any object I wish to track gets smeared. When that happens say good bye to suspension of disbelief.



True but you dont magically lose motion blur if a game doesnt add it. A road moving 100ph should naturally blur in the game you are playing as it would in real life. Artificial blur is unnecisary.

uh you're wrong.

a 60fps game is rendering the game world every 16.6 ms.

when you're driving your eye is sampling at much higher rate. motion blur is needed to add in the information that was lost between frame N and frame N+1.

imagine the real world is rendering at 1000fps (one frame per millisecond), that means for every 1/60th of a second your eye is getting information from 16.6 frames.

so if you want realistic 60hz graphics, you want those 16.6 frames blurred together in the resulting 60fps image, instead of just the one that games render today.
 
All this added realism in racing games is fantastic and everything, but what about people like me who just want to pick up the game and play for 30mins... go back to work, then procrastinate a little more later on?

What kept me away from games such as the GT series were the steep learning curves you needed to endure before you could play the game properly. Get licenses before you can play? Fuck that.

So yeah, how will Forza2 cater for lazy people like me? or should i stay away from simulators? hehehe :D
 
hellfire said:
uh you're wrong.

a 60fps game is rendering the game world every 16.6 ms.

when you're driving your eye is sampling at much higher rate. motion blur is needed to add in the information that was lost between frame N and frame N+1.

imagine the real world is rendering at 1000fps (one frame per millisecond), that means for every 1/60th of a second your eye is getting information from 16.6 frames.

so if you want realistic 60hz graphics, you want those 16.6 frames blurred together in the resulting 60fps image, instead of just the one that games render today.

I was thinking the exact same thing at first but you have to remember that the object in its entirety should be N+1 and it shouldnt have a blur trail only because the frame rate is not faster than the human eye. The result is a decrease in the image quality due to smearing of the details and edges of the object in motion and that is the last thing you want to experience when you are needing to judge motion accurately. Works acceptably well for film but since when does film provide an immersive visual reality?

In all of my PC sims I tweak them until I can get them running around 70-72fps and only then does it appear that I am actually there racing. Of course 60fps is the limit for console for the obvious reasons but even then I am one who will not tolerate blur in a racing sim. If Forza 2 does not allow the blur to be switched off then I will have to pass on the game.


Fight for Freeform said:
You need artificial blur because most displays are too small and your brain does not recreate the blur that it usually would.

Your vision's focal point is about the size of a dime. And so driving a car in real life and while on a 27" screen is different. Your brain won't blur as much on a small screen as you can easily track everything on it.

And so it's ideal for the sake of immersion and realism to have the game simulate it. Thus it will look very much like a television broadcast, where cameras really sit in vehicles and capture everything the driver sees.

So becuase some people have televisions that are too small, the rest of us with good sized HD sets should have to suffer with blur? Thats is just about the weakest excuse I have seen in this thread. I believe the point for wanting a game to run at 60fps was that it looks more like real life than TV broadcast.

Now if they just make blur an option which the vast majority of racing games do, then there should be no problem.
 
-=DoAvl=- said:
All this added realism in racing games is fantastic and everything, but what about people like me who just want to pick up the game and play for 30mins... go back to work, then procrastinate a little more later on?

What kept me away from games such as the GT series were the steep learning curves you needed to endure before you could play the game properly. Get licenses before you can play? Fuck that.

So yeah, how will Forza2 cater for lazy people like me? or should i stay away from simulators? hehehe :D

Not for people like you. But it is rewarding once you get past that initial barrier.
 
just tell the devs to drop the whole motion blur altogether. supposedly it's very costly in performance anyhow and i bet everyone would be much more impressed if all that power was used somewhere more constructive... say, like... Anisotropic Filtering! for the love of God, get them to add about 4x or even 8x of that. AF is crucial in a racing game imo.

i guarantee you, almost universally, you put someone in front of two versions of your game: one has motion blur and no AF; the other has AF and no motion blur; i bet you every single solitary gamer in the world will pick the AF.

of course that's obviously only my theory. ;) but i do believe it! :D

motion blur, even if you like it, but with blurry ass non AF'ed roads just looks awful. even fans of motion blur would prefer AF over it. i hate PGR3's roads. the blurriest shit i've seen maybe ever. and i hate PGR3's motion blur. it's the double blur whammy.
 
Alright, this is kind of an awesome little thing we've kicked off over at http://forzamotorsport.net. It's a contest to create the most kick ass Forza 2 faceplate. Not that I'm saying we're going to mass produce them, but I am coming up with a prize for the winner.

I know there are a lot of talented photoshop freaks here. You guys should whip something up.

http://forums.forzamotorsport.net/forums/2/4415/ShowPost.aspx#4415

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and yet, the GT-R is the hottest of the three. ;) thumbs up gek.

(but there's just something about that damned F430GT that's so sexy. especially with our vinyl on it :P)

Forza2FP1.jpg
 
Russ said:
of us with good sized HD sets should have to suffer with blur? Thats is just about the weakest excuse I have seen in this thread.

By "set" you mean projector, right?

How many gamers do you think are playing games on a projector?

Secondly, motion blur is used to make it look more like real life.

Here's a simple example. Watch a car drive by you, and look at it's rims. You'll see motion blur. A game could run at 60 fps and without motion blur, it will look artificial. Your brain may blur it if it's in your peripheral engine. And so if you had a display big enough where you were focusing on the road ahead of you and the surroundings would blur, things would look natural without motion blur. But I recently did some tests while I was driving on the highway (and followed a Lambourgini at 160kph down QE2 :)) and noticed that even when looking directly at the road and surroundings I couldn't track anything nearby and it was blurred.

I agree with shpanky though. As I said, I'd focus on other things before motion blur if I were a dev, and AF is a big thing IMO. Secondly I am not that confident that developers will implement motion blur correctly for a while.
 
Fight for Freeform said:
Here's a simple example. Watch a car drive by you, and look at it's rims. You'll see motion blur.

If the game a zero blur added, fast moving objects will still blur in your head naturaly if you are not able to track them. You wont all of a sudden have a, unnatural power to track fast moving objects pefectly becuase the game doesnt add blur. Why does everyone think this is the case?? Last time I checked the cars in GT4 would still naturally blur by the camera with out the game adding any blur. Yes even the 2D rims appeared to blur when car picked up speed. The only reason to add blur is to make it look more like CG film. Its a great effect for CGi movie animators who are going for the film look but it doesnt belong in a sim that is going for an immersive reality.
 
Gek54 said:
If the game a zero blur added, fast moving objects will still blur in your head naturaly if you are not able to track them. You wont all of a sudden have a super human power to track fast moving objects pefectly becuase the game doesnt add blur. Why does everyone think this is the case?? Last time I checked the cars in GT4 would still naturally blur by the camera with out the game adding any blur. Yes even the 2D rims appeared to blur when car picked up speed. The only reason to add blur is to make it look more like CG film. Its a great effect for CGi movie animators who are going for the film look but it doesnt belong in a sim that is going for an immersive reality.

you're saying that cars and rims are blurring in GT4 as it's running at 60fps? i don't think so. i've never really experienced any blur with any of the GT games. the fact is, if the game is only running at 60fps, then it's probably not as smooth as real life (hence, it's not moving fast enough for your brain to blur surroundings naturally).
 
I am against the practice of switching out rim models for motionblurred ones while in motion, because the transition and end result looks like crap in 99% of the cases.
 
chespace said:
you're saying that cars and rims are blurring in GT4 as it's running at 60fps? i don't think so. i've never really experienced any blur with any of the GT games. the fact is, if the game is only running at 60fps, then it's probably not as smooth as real life (hence, it's not moving fast enough for your brain to blur surroundings naturally).

Check it out for yourself.

True 60fps doesnt appear to be perfectly smooth but GT4 looks bloody great in motion with no blur. If your guys can pull off blur while still looking as good as GT4 in motion then more power to them.

I am playing GT4 right now and if I stare at the car ahead of me the track and walls blur but if I track a point on the track or on a wall that object stays perfectly cear. How will I be able to do that if Forza 2 blurs artifically?

Hyoushi said:
I am against the practice of switching out rim models for motionblurred ones while in motion, because the transition and end result looks like crap in 99% of the cases.

The lower poly rims, at least in GT4, are not syntheticly motion blurred. Forza 1 did switch the wheels in and out durring the race though.
 
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