[360] Forza Motorsport 3


Awesome, one of my favourite tracks from Forza 1 is back. Downhill Fujimi-Kaido in a WRX/Evo was a blast. :smile:


Anyone else notice they've replaced the 3D models in the car select screen with pictures? Probably for the best as the interface looks much faster. I hated Forza 2's SLOOOW menus.

But gee, the car models really look good in that video. I'm impressed that they model the undercarriage as well.

image_forza_motorsport_3-11561-1856_0008.jpg


Some of the ground textures aren't pretty bad though
 
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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
 
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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 don't have the video at hand ATM, but I don't recall them doing the interior in that video either and they most certainly model those.
 
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.

They could use a basic schematic for the underside, but I wouldn't think it would even be worth the effort. In real life most of us, even if we saw the car, would never see the underside of the car. The number of people who know what the underside of a sports car looks like, and the subset of those who would be upset because while modeled it wasn't exact is so small it probably doesn't necessitate the time, effort, and difficulty of capturing and modelling the underside. Then again they could have schematics and just go from there. Which, if they were modeling, makes more sense as it would not be easy to get the underside and the percision to model the underside does not require the same percision as the exterior. An inch off here or there isn't going to be noticable so I am not sure underside scanning is even reasonable.

But I am sure some motorhead will disagree.
 
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.
 
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 isn't coming directly from sun or the clouds, trees and other objects are obstructing the light's path.:rolleyes:

the sun isn't directly over the environment, it's angled, and the sun is slightly setting into the sunset.

http://cdn.forzamotorsport.net/uploadedImages/Media/Images/Forza_3_Ferrari_Day_2/2008%20Ferrari%2071%20Tafel%20Racing%20F430GT%20_1_1.jpg

see the orange light.

http://cdn.forzamotorsport.net/uplo...y_2/2008 Ferrari 90 Farbacher Racing _3_1.jpg

Ouch, that's just a bizarre picture. The asphalt detail is still fabulous, but that side cobblestone texture is just horrendous.

Regards,
SB

yeah i saw that too, everything else in the environment looks good except the stone work, 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
 
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The footage on gamersyde looks really good ... great sense of depth and pretty good colors and lighting.
 
.............
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)

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.
 

I came away from this one with a very mixed feeling. It almost gives me a very arcade like vibe - it almost seems like the lovechild of a Sega Rally track mixed with a Ridge Racer 6/7 track. The track from the demo, while it has hints of the same kind of art style, definitely errs on the side of realism, but this track feels the opposite - this track looks like the latest and greatest racing game that you could find in the arcades, and somehow feels out of place because of it.

That said, if Forza 3 can shake it's moniker of being a sim, there's definitely room for the game to expand to a larger demographic with tracks like this

There's two more technical things I got out of this footage - considering the amount of polygon stepping I've seen, I don't think the game uses tesselation for the most part, although there might be sections where it does - but my first guess right now that at least in-game, it's not used. Second, the brake lights don't seem to be lights. They're just really flat and don't look particularly great - in fact, they stand out as one of the weakest bits of an otherwise mostly really good looking game. This is certainly a large step up from Forza 2, that's for sure.
 
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

The thing is ingame racing snaps dont show it being that crisp. Probably due to not being downsampled ingame so no free AF and increased detail pronounciation. Also dont count out GRID if you have seen it with AF. ;)

Anyways I'll guess in some weeks people will be able to do ingame captures (Digital Foundry?)..
 
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.

that wasn't a stab.:smile:

neither game is perfect. and if you're the sort of person who's looking for faults (like some of the people we have here) you're going to find them, but don't expect others not to be already looking for faults in other games as well.;)


the foliage looks very good in gameplay, i like the variation in the trees and bushes, nothing seems to be repeated very often.

the last vid with the ride through the city was pretty interesting, the lights fluctuated pretty well when entering in and out of the shaded spots.
 
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http://au.xbox360.ign.com/articles/102/1026124p1.html

A good interview, I like how he explains the reasoning behind why stuff isn't in the game.

Why gear changing isn't animated:

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)​


And they do model the undercarriage of each car:

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…

The physics are looking more and more impressive, each time they talk about it, they're modelling body flex now :smile:
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.
 
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