[360] Forza Motorsport 3

im just going off of screens and what not, but what id like to see, that neither forza nor gt has, is damage, appearance and drivability (forza has damage to the way it drives), to the rims that will make the car wobble or refuse to move

I found the damage on the demo weak. I choose all the possible settings to maximum damage and lack of assists for realism. The collisions I had while driving did not affect my car's driving at all.

Perhaps I have to hit my car at extreme speeds head on with a wall? :???:
 
Tbh, damage in FM3 doesn't look much different than FM2. (tbh i could not see a difference, but i haven't played FM2 in a good while)

Do the scratches appear where you crash or scripted like FM2?
 
ive been just gawking at the game, there is tire flexing going on.

it's much more nicer looking than GRID and PGR4, the drawing distance is pretty far for the gravel.
 
Car damage can be adjusted in the options menu.

Also I don't want to disappoint you but the starting line grid car models don't transfer to in-game driving. Also when watching replays with the close-up side pace camera you can see the cars have much lower polygon detail. There is a lot of LOD going on. With that said regular race replay camera looks ok.

Is that the part that runs in 30fps in PS360's framerate measure video?
 
There are leaderboards now, and through this you can also access hotlap and drift modes (which is what the leaderboards track), which is nice. Just tried it with the lancer for 10 laps, got a 1.11.7. If you guys are racing to add me to your friends list please ;) I'm currently in the top 1% with that time (at 255), but it won't be fun competing with the top times pretty soon I reckon.
 
Is that the part that runs in 30fps in PS360's framerate measure video?

I'm not sure what video you're referring to, but it's the short 5 second part where you see your car from different angles at the starting line with the camera vibrating.
 
So can anyone confirm if its 0,2,4x AA during racing?

Demo is downloading at my friends house, will see it in person tonight.

Could some of the jaggies be attributed to different xbox scaling methods on 720p vs 1080p HDTVs?
 
hmmmmm, well Ive come to some sort of conclusion.


i believe there seems to be polygon rationing during replays, and in closeups during replays, the car is smooth in many places but in other areas it seems to be scaled.

2sajjup.jpg


during replays all of the vehicles seem to be leveled out to the same amount of polygons, with the selling of the tires having the same amount of polygons. (if any can grab me a replay shot of the same car that would be great)

during gameplay only your vehicle seems to receive an increase in polys while other vehicles fluctuate. (depending on how close they are to you)

the environment is a different story it's very pretty.:yes:
 
also cockpit mode is 30 fps, with that said we defiantly are playing an old build.:smile2:

god damn, I'm liking the beat of a song in this demo, kinda smooth.:cool:
 
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also cockpit mode is 30 fps, with that said we're defiantly are playing an old build.:smile2:

god damn, I'm liking the beat of a song in this demo, kinda smooth.:cool:

I thought that Che on Neogaf already confirmed that the demo was 60 fps for cockpit mode.
Been playing the demo and don't notice any drop in fps for cockpit.
 
So, how do the physics/ driving model compare to GT5:p for realism?
(My demo's still dowloading, only 12% :cry:)

Well I tried the Mitsubishi cars in both Forza 3 and GT5P demos and they controlled fairly similar.

The biggest difference though was on how your or other cars loose grip when they touch each other.


My impressions so far tell me that they were very very similar though and I will need to check again in more depth to tell for sure
 
After putting some time into Forza 2 recently, the differences in this demo are immediately noticeable. The graphical upgrade is pretty much obvious and they addressed the most glaring issue (aliasing). It's much less noticeable, especially when your actively racing. That's not to say it's not noticeable. It's just not as bad as Forza 2 where you really couldn't miss it. Graphically, the game met my expectations based on the media we have seen previously. The track looks good (as I'm watching replays; when racing I am too focused on the job at hand to notice much beyond the next turn and the other cars) and I'm really looking forward to having access to the full selection.

As always, though, for me gameplay > graphics (which may make you ask why I'm a member here :p). The handling changes from F2 to F3 are immediately noticeable. The somewhat binary "feeling" of losing and regaining traction (as if your tires were magnets and the road was metal) of Forza 2 is gone and replaced by a more elastic "feeling" in Forza 3. The tires seem to hang onto the road for a split second before finally fully losing grip and seem to grab at the road before regaining it. I never had a problem with the driving model in Forza 2, but this immediately seemed better. Tires also seem to just generally be grippier and what was probably excessive oversteer in RWD cars in F2 is gone. I learned to modulate the gas in F2 well enough that I could avoid it most of the time, but it really dulled my aggressiveness exiting corners in that game. I don't honestly know between F2 and F3 which is more realistic in that aspect, but F3 is definitely more fun. That's not to say that you can't throw the ass-end out if you want. It's just that you don't have to work so hard not to.

I'll leave it at that. There are others who are better suited to give extensive impressions and i haven't even busted out my wheel yet. That's the stuff that jumps out at me, though. Overall, I had high expectations and those expectations were met and there's still more about this game that has yet to be demonstrated.

Edit: Oh yeah, almost forgot. Leaderboards are a nice addition. I could see myself jumping in just to see if I could improve on a lap time, which is something I never did in the prior games.
 
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Well I tried the Mitsubishi cars in both Forza 3 and GT5P demos and they controlled fairly similar.

The biggest difference though was on how your or other cars loose grip when they touch each other.


My impressions so far tell me that they were very very similar though and I will need to check again in more depth to tell for sure

Lol, that's exactly what I'm going to do too, I also have the GT5:p demo.
From that I always thought GT5:p's physics were a bit off (or maybe it was just the insane amount of tire squeal constantly present). It seemed harder than real life, definitely harder than Forza 2 and I don't think cars are that hard to drive in real life.

Also the Mitsubishi in the Forza 3 demo is a GSR, not the Evo from the Prologue demo, so there should be some differences.
 
anyways, yes I'm absolutely certain the car's polygons are pretty good during gamplay but not during replays.

x25c9f.jpg


the selling of the car is smoother in gameplay.....................(i find that kinda odd, cause replays are 30 fps...........so wouldn't that mean an increase in car detail?)
 
anyways, yes I'm absolutely certain the car's polygons are pretty good during gamplay but not during replays.

That make's zero sense, it would be completely the opposite of every other racing game's replay mode.

All this talk of differing polycounts and LOD models at least confirms that they aren't using the tesselator unfortunately :cry: (at least on the car models).
 
That make's zero sense, it would be completely the opposite of every other racing game's replay mode.

All this talk of differing polycounts and LOD models at least confirms that they aren't using the tesselator unfortunately :cry: (at least on the car models).


to the best of my knowledge.........no tesselator is being used.

I'm playing the demo right now i can confirm 8 things,

ingame tire flexing, in that shot i posted you see a little flexing going on.

car damage has 3 settings you can toggle, and everyone that's made a capture of gameplay seemed to be using the weakest setting.

replays play at 30 fps

replays have nice depth of field but your car's polys decrease.....(as oddly as it sounds it's the truth)

cars don't look that saturated compared to snap shots.

some cars get more choices of colors than others, i wish the audi had more choices.:cry:

you only get one track to racing in.

and lastly, the demo doesn't seem to allow you to make snap shots.

i freaking love the car color selection screen, i wish i could use it as a screen saver.
 
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