[360] Forza Motorsport 3

Don't get fooled by that close up of the car/tire at the start. It's rendered using a different engine, at 30 fps.

Proof here:

well no it's still part of gameplay.

and just to confirm things for your self,

load up the 2009 ferrari and check the tail lights during gameplay and then during replays.

the tail lights are smoother in gameplay.
 
Single button racing works well. My 5yo son on his first race used the rewind ~ 3 times and with the auto brake was able to finish 2nd. He was quite excited racing with cars around him the entire time. These two features alone, along with all the skill scaling, make the game a lot more accessible.
 
car damage has 3 settings you can toggle, and everyone that's made a capture of gameplay seemed to be using the weakest setting.

They don't look any different, they just effect the driving in varying degrees as far as I can tell. I put it in "simulator" mode and went head on, I get the same damage looks (scratched paint, missing bumper, etc.) , but the car will drive differently.
 
Single button racing works well. My 5yo son on his first race used the rewind ~ 3 times and with the auto brake was able to finish 2nd. He was quite excited racing with cars around him the entire time. These two features alone, along with all the skill scaling, make the game a lot more accessible.

Oh yess, a racing game that my elder ('87) brother can finally play! :LOL:

And yes, he even fails at arcade NFS by the way. ;)
 
well, i played played a lot today i'm done now.

i like the metallic red on the Lancer Evo, cam out nice looking on the track.

it's a pretty nice looking track for a demo, i was expecting to see what taking photos is like but that wasn't available.

framerate was extremely stable, no skips, hiccups or lag what so ever.

i did see some bushes that their textures weren't loading at all, i hope the developers already saw that or will see that some time soon.

i liked the demo, I'm going to play lots more some time soon.

my two cents about the demo
 
Anybody know why the A pillars in cockpit view is so friggen huge? It looks rediculous. Also I noticed that the steering wheel has a baked light map texture that just looks stupid when you turn the wheel. The texture moves with the wheel ..lol. Why don't they just use a specular map? I also notice the driver is really slow in turning the wheel with a linear motion so it doesn't matter if you jerk the wheel or not the animation is the same. The cockput view is not a strong point of FM3.
 
Realtime reflections on the rims is a nice addition compared to FM2

http://www.youtube.com/watch?v=IszJMoJt7Dk

The car model at the begining of a race is the same as the one found in the menus, then it switches to a simplier model when the course starts. I don't think the gameplay model is different from the replay one. I was expecting a higher poly model during replays too. Maybe it's only for photo mode, then i wonder if the high model car will appear after taking the photo, or during the photomode itself when we can play with the camera, we'll have to wait until the games comes out to find out.
 
The car model at the begining of a race is the same as the one found in the menus, then it switches to a simplier model when the course starts. I don't think the gameplay model is different from the replay one. I was expecting a higher poly model during replays too. Maybe it's only for photo mode, then i wonder if the high model car will appear after taking the photo, or during the photomode itself when we can play with the camera, we'll have to wait until the games comes out to find out.

hmmm, odd, replays are 30 fps....what is it's reason for it to hit a sudden slowdown...it's all the same isn't it?
 
maybe added effects, less aliasing, and others cars having higher poly, i don't know.
But for sure replay models are less detailed than during the closeups right before a race.
 
maybe added effects, less aliasing, and others cars having higher poly, i don't know.
But for sure replay models are less detailed than during the closeups right before a race.

hmmmm, just motion blur and depth of field is all i notice added, the AA amd car detail looks much the same to me.

what about right when you finish a race, the car continues on going as the AI pilots it, and the framerate hits a drop there. do the cars get bumped up at that point?
 
I think I understand one of the reasons why it feels as if the cockpit view isn't 60fps - there is considerable lag between the controller input (my steering) and the steering animation on screen. Maybe that's what's giving me the impression it's not quite 60fps. I've found other people complain about this lag on variouis forums independently, so it must be something - maybe it's that.
 
Anybody know why the A pillars in cockpit view is so friggen huge? It looks rediculous. Also I noticed that the steering wheel has a baked light map texture that just looks stupid when you turn the wheel. The texture moves with the wheel ..lol. Why don't they just use a specular map? I also notice the driver is really slow in turning the wheel with a linear motion so it doesn't matter if you jerk the wheel or not the animation is the same. The cockput view is not a strong point of FM3.

I agree with you about the cockpit view lacking in quality. IMO the best cockpit has been PGR's cockpit it had a lot more effects going on also did anyone notice that the driver doesn't have a gear shifting animation it makes me believe this demo is more like an early build, that or Turn 10 just forgot to add it.
 
I think I understand one of the reasons why it feels as if the cockpit view isn't 60fps - there is considerable lag between the controller input (my steering) and the steering animation on screen. Maybe that's what's giving me the impression it's not quite 60fps. I've found other people complain about this lag on variouis forums independently, so it must be something - maybe it's that.

Is there actual noticeable input lag? I'm sure Turn 10 would have kept it at the minimum like Forza 2 did (see the DF article).

Or is it just the hand animation that is lagging?

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Unfortunately it does seem to be the case that the uber-detailed models we got all excited for only feature in the selection screen and the pre-race animation, in gameplay and dissapointingly even replays these are switched to much lower detail models. Does GT5 do anything like this? I'm pretty sure the highest LOD models feature in replays in GT5:p.

Certainly it isn't as big as the difference in F3, judging by these screens posted in the GAF demo thread:

The ones on the top are from the car select menu, the others taken from replay mode.

3952183377_d92d388b6e_b.jpg

http://farm4.static.flickr.com/3198/3952962078_080b4041f1_b.jpg
http://farm4.static.flickr.com/3517/3952959846_78e7cc1eed_b.jpg
http://farm3.static.flickr.com/2467/3952952618_608f69a737_b.jpg
http://farm3.static.flickr.com/2485/3952181137_d1bb3cc643_b.jpg

The texture resolution on decals is also noticeably lower.

Really, why isnt a first party dev like Turn 10 using Xenos' tesselator? Especially when they tout that Forza 3 was made with help of "computer graphics specialist from across Microsoft"

ModNote: We don't need a gallery for discussion
 
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I agree with you about the cockpit view lacking in quality. IMO the best cockpit has been PGR's cockpit it had a lot more effects going on also did anyone notice that the driver doesn't have a gear shifting animation it makes me believe this demo is more like an early build, that or Turn 10 just forgot to add it.

The lack of gear shifting animation has been discussed at length. It's neither any early build, or Turn 10 "just forgetting about it" - they left it out because it was very difficult to accomplish to an acceptable standard.
 
by the way I noticed yesterday bay playing the forza 2 demo that during replay the pilot shifts gears, you can clearly see the animation.
 
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