I actually heard that the undercarriage is basic for every car and not based on their real life counterparts. That part under the car may be present in this one but thats probably something they put because it is so much visible on the actual car
Where did you hear this?
I watched the little Pr doc on that 1000Hp car and they were using a system to map the car with yellow tape and a laser (I think). They did the exterior and interior, they never went under the car.
I watched the little Pr doc on that 1000Hp car and they were using a system to map the car with yellow tape and a laser (I think). They did the exterior and interior, they never went under the car.
If the sky and world were that color in real life, the reflections of clouds on the car would be brownish-yellow and the sun would be red because it's being filtered through layers of smoke. I live in Southern California, so I get to see this every fire season.the lighting seems to very a bit, these shots have near real life lighting in the environments.
http://cdn.forzamotorsport.net/uplo...Day_2/2003 Ferrari Challenge Stradale_3_1.jpg
http://cdn.forzamotorsport.net/uplo.../2008 Ferrari 71 Tafel Racing F430GT _4_1.jpg
Some of the ground textures aren't pretty bad though
If the sky and world were that color in real life, the reflections of clouds on the car would be brownish-yellow and the sun would be red because it's being filtered through layers of smoke. I live in Southern California, so I get to see this every fire season.
Ouch, that's just a bizarre picture. The asphalt detail is still fabulous, but that side cobblestone texture is just horrendous.
Regards,
SB
.............
at least it's not like GT's where certain whole sections of the environments have low-rez textures. (both buildings, ground textures as well as other props)
this has to be the sharpest ground textures Ive seen yet in a console racing game. (i have both GRID and DIRT, and neither game has such stained and marked gravel as what Ive seen this game produced)
http://cdn.forzamotorsport.net/uplo...3_Ferrari_Day_1/1999 Ferrari 360 Modena_2.jpg
http://cdn.forzamotorsport.net/uplo...za_3_Made_in_Japan/FM3_Lexus_ISF_1.jpg?n=1231
http://i34.tinypic.com/359026s.jpg
Can you please cut down on this? There's no reason why we can't have strictly Forza 3 discussion in this thread or a GT discussion in the GT thread and so on. Every other forum is filled with comparisons and cheap shots that end up with big dick contests for endless pages. We try to keep that off here. There's a Forza vs GT thread I believe if you do a search if you really must make a comparison.
IGN AU/IGN Readers: When you change gears, will the driver actually change gears with his hand?
John Wendl: He doesn't, right now. We just couldn't get that feature in in time, unfortunately. It was something we looked at, we had it close, but it was a little too buggy for us to put in… what we couldn't reconcile was that it was a very detailed hand with fingers and it actually grips the wheel, and it was difficult to get him to let go of the wheel and do this (moves hand off wheel) without his fingers passing through the wheel, because you don't actually do real collision detection on the wheel, and depending on how it was turned, there's a lot to work out there to get it, and we just felt like the visual trade-off there was too great. We'd rather have it not do it than look bad. And a lot of cars these days have paddle shifters so you're not going to be doing that anyway, so that's how I've rationalised it at least. (Laughs)
IGN AU/IGN Readers: Is it possible to roll your car or launch it into the air?
John Wendl: Yeah, you're able to roll the car now, so we've modelled under-carriages and suspension for every car in the game. Every car can be damaged, every car can be rolled, and already we're starting to see some spectacular results of that as you get multiple cars together…
IGN AU/IGN Readers: How much of the processing power is dedicated to the 360 frames a second physics processing?
John Wendl: Well, you have two primary restraints on any system like this. One is the CPU and one's the GPU. The GPU is used primarily for graphics, the CPU is used primarily for some graphics set-up, but it's also used for audio and physics in particular; physics and gameplay. So a good portion of the CPU bandwidth actually goes towards running the physics simulation, as well as the AI. And then the GPU is almost completely consumed with displaying the game at 60 frames a second visually. But we're doing things with physics that no other games are coming close to, with things like tyre flex. We model chassis flex. It's beyond just a rigid body physics system. We're doing things that race teams aren't actually even doing…
We work with Michelin and McLaren, and groups like that. McLaren really helped us with our aero modelling, because they've taken aero modelling to places that – y'know, how the air moves over the car and the turbulence it creates and what it does, so we partnered with them on that, and with Michelin on our tyre physics, so we're actually doing visual tyre deformation now. We do tyre temperature on the outside, middle and the other outside of the tyre. We do gas temperatures inside the tyre, which modify pressure, tread compounds, slip angle, all that stuff. We measure all that – it's calculating a tonne of things, to get the car to feel just right.
So that [way] a big old heavy classic Mustang with a twisty chassis and tall tyres will feel that way. Even though it's got a lot of horsepower, on paper it might look like it's a fast car, but once you get out on a race track, because of the limitations in the tyres, in the chassis flex, and how the suspension's set up, it's actually not that fast around a race track, compared to a new modern car. A lot of games you won't feel that difference because – honestly – they're not that different, and you have to simulate all these things to get that feeling, and whether you even know about it and can articulate that or not, you just know it feels right.
That, combined with sampling the physics at 360 hertz is critical because these cars can reach 200 miles an hour, and at 200 miles an hour at 60 hertz, you've covered almost ten feet, and there's a lot that can happen in ten feet that you're missing basically. At 360 hertz you're covering only about eight inches at that speed, so you just get a lot more fidelity and the car feels a lot more responsive.
Ouch, that's just a bizarre picture. The asphalt detail is still fabulous, but that side cobblestone texture is just horrendous.
Regards,
SB