[360] Forza Motorsport 3

mountains geometry might be simple, but the great textures make them look really good.
in game car models must be lower poly than replay ones(or at least for AI controlled cars), if not, then why would the replay be 30fps ?
 
Funny post at Gaf, summarizing many people disillusionment with the T10 PR.

http://www.neogaf.com/forum/showpost.php?p=17763670&postcount=2305

"The E3 batch was taken back in early May, and given how the development process works, the game is improving just about daily, so the bottomline is that these screenshots are from a work-in-progress. Naturally, the game will actually look better by the time it comes out later this fall. The reason why you might have mistaken these screenshots as faked, touched-up, or embellished art is because Forza 3 is an exceedingly gorgeous game."

a key comment that i hope will play an essential roll in the cars receiving an increase in polys for the final build........i hope it's true, and i hope someone talked to turn10 about that.:smile:


there's no denying that the cars have curves, when you're playing it from a far you hardly notice a thing. and yes i'm hopping for the final build to be even better.;)

Yea, I definitely noted the lack of reflections in certain lighting conditions that make the cars look like plastic.

But there is still the issue of the low poly models they're using for replays/ gameplay. The fact that the showroom/pre race models are so good only highlights the disparity betweem the two sets of models.

Btw does anyone think the mountains in the demo track use tesselation? They are really detailed, possibly the best looking element of the demo.

no tesselator is being used anywhere. the environments are probably forza3's grates strength over many racing games, but i think it's the reason why the cars had to suffer. (at least for the demo, that's all i know)
 
mountains geometry might be simple, but the great textures make them look really good.
in game car models must be lower poly than replay ones(or at least for AI controlled cars), if not, then why would the replay be 30fps ?

i haven't got the slightest clue why it's 30 fps without the cars receiving any sort of increase.....makes no sense. if the cars aren't double in replays then it should be playing 60 fps.
 
i haven't got the slightest clue why it's 30 fps without the cars receiving any sort of increase.....makes no sense. if the cars aren't double in replays then it should be playing 60 fps.

Motion blur and depth of field. They're expensive, particularly on the 360.
 

I think Che or some other dev said demo represented pretty much final game, sadly regarding polygon count on cars but really nothing to make one pass on a great game. When other racers get same detective work threathment results will be similar.. :smile:
 
Maybe also increased FOV, no?

Yes, but taking into account that the cars in the distance also take up less power, increased FOV doesn't have to be a real problem.

Anyway, the game definitely passes my hotlapping test. I've had fun. Finally settled on 193th out of 341,815 laptimes entered for the Audi ... :D Now one more session with the Ferrari, and then I might be done with the demo though. Time for some new tracks and cars, and online play ... thankfully Gran Turismo PSP is coming out so it'll be easier to spend the time until the full game is out. ;)

By the way, I like che, I don't like Dan - he's always such a testosterone filled loudmouth. I guess it's his job, but I prefer a more modest style!
 
any know if Need for speed shift has similar polygon scaling in it's modes?

Same in all modes on PC. Dunno if ther is a hidden extra high poly model not used in game. Cars consisting of 2-3 LOD A-C, A being what seems upwards 2x or more polys than LOD B etc. Cockpits are full LOD but it isn't used for external view (baked in cockpit in car mesh) or it LODs down (in that case LOD levels inside LOD file). Cant test yet.
 
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got any pics to confirm it?

Nope but rims and curves are same on car selection screen and ingame. I assume "hidden" detail is same to (tire flexing mesh, deformation and loose car parts). I'll look into it more when I can test it.

Btw didn't think of it before but if damage is dynamic in Forza 3 then that would up poly count as the parts needs more polygons for parts that are going to deform. But if it swaps then no. AFAIK Shift and GRID has dynamic deformation.

EDIT: GRID has higher LOD car for selection screen and replays, about 2-2.5x polygon amount IIRC. First thing I fixed with the game for myself (highest LOD car in all places)! :LOL:
 
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I'm surprised no one else has mentioned this, imo the game does feel a little more 'arcade' even with all the driving aids off. You can floor the GT3 in 1st from a stand still and it won't spin!?

Well I did mention that it feels kind of arcady sometimes.

All the cars I tried except the Porsche model when they seemd to lose control sideways I could put them back in line by reverse steering similar to Sega Rally and Ridge Racer.

Not that much pronounced but it was there.

The Porche car though was a different matter. I lost control many times with that one and my car would spin
 
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Nope but rims and curves are same on car selection screen and ingame. I assume "hidden" detail is same to (tire flexing mesh, deformation and loose car parts). I'll look into it more when I can test it.

Btw didn't think of it before but if damage is dynamic in Forza 3 then that would up poly count as the parts needs more polygons for parts that are going to deform. But if it swaps then no. AFAIK Shift and GRID has dynamic deformation.

EDIT: GRID has higher LOD car for selection screen and replays, about 2-2.5x polygon amount IIRC. First thing I fixed with the game for myself (highest LOD car in all places)! :LOL:

hmmmmm, i have GRID and Burnout paradise, I'm not sure though if grid's got more polys, also the game runs at 30 fps in all modes.

I'm gonna check both on the car models anyways.:smile:

i like to try out a demo of N.F. shift, and see what that's like.
 
Ok i checked out GRID......it's been a while for me.:smile:

the cockpit mode in GRID is without a shadow of a doubt lesser than Forza3's.

and the reflections on the car that i was driving (nissan 350z) seemed pretty lowrez and they had a lot more bends in it which means the polys are pretty low.

car damage in GRID still seems better though, and GRID seem to have a better glare on the paint jobs. (NPC cars in GRID are lesser polygons than yours in both ingame and replays)
 
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Ok i checked out GRID......it's been a while for me.:smile:

the cockpit mode in GRID is without a shadow of a doubt lesser than Forza3's.

and the reflections on the car that i was driving (nissan 350z) the reflection in grid's cars seem pretty lowrez and they had a lot more bends in it which means the polys are pretty low.

car damage in GRID still seems better though, and GRID seem to have a little bit better glare on the paint jobs. (NPC cars in GRID are lesser polygons than yours in both ingame and replays)

Yep and your car skips a LOD "lod_cap_0" but it is avaiblable for short range in replay. Originally it has a value of 99 hence it is skipped. Well I cant comment much as I have it modded so all cars highest LOD and no LODing.


I have some screenshots I took some time ago for Shift and GRID. Cars are on both. Both still suffer from visible edges upclose and such like F3 and GT5 but the degree varies. About damage i think it boils down to GRID being arcady and like arcady games it seems they have more freedom regarding damages. Atleast it is funny to know Shift is built on a heavy duty sim engine (PGR2+).

Shift
http://img80.imageshack.us/img80/1033/shiftpc8.jpg
http://img406.imageshack.us/img406/4679/shiftpc7.jpg
http://img117.imageshack.us/img117/8625/shiftpc4.jpg

GRID highest LOD.
http://img32.imageshack.us/img32/8497/gridpc2.jpg
http://img87.imageshack.us/img87/7333/gridpc1.jpg
http://img35.imageshack.us/img35/7333/gridpc1.jpg


I'll take some GRID wheels shots, wait a moment. Btw what car?
 
Motion blur and depth of field. They're expensive, particularly on the 360.

How so? You don't have to split post process across cpu+gpu on 360, so you can glop motion blur + depth of field into other post process steps fairly cheaply. With luck, you could even get one of them almost free. Likewise, since texture sampling doesn't eat up alu's on 360, you can move sampler heavy code into an alu heavy post process step and potentially get it free.


Maybe also increased FOV, no?

Could be, it seems like there is more stuff visible in the replay camera. Or maybe they didn't have time to optimize replay mode, if I remember right even in car camera was at 30fps not that long ago.
 
Yep and your car skips a LOD "lod_cap_0" but it is avaiblable for short range in replay. Originally it has a value of 99 hence it is skipped. Well I cant comment much as I have it modded so all cars highest LOD and no LODing.


I have some screenshots I took some time ago for Shift and GRID. Cars are on both. Both still suffer from visible edges upclose and such like F3 and GT5 but the degree varies. About damage i think it boils down to GRID being arcady and like arcady games it seems they have more freedom regarding damages. Atleast it is funny to know Shift is built on a heavy duty sim engine (PGR2+).

Shift
http://img80.imageshack.us/img80/1033/shiftpc8.jpg
http://img406.imageshack.us/img406/4679/shiftpc7.jpg
http://img117.imageshack.us/img117/8625/shiftpc4.jpg

GRID highest LOD.
http://img32.imageshack.us/img32/8497/gridpc2.jpg
http://img87.imageshack.us/img87/7333/gridpc1.jpg
http://img35.imageshack.us/img35/7333/gridpc1.jpg

yeah GRID's arcady, but i love it's action packed Replay mode, all i did was crash into a wall and it looked so unbelievably dramatic. frankly i have to say i'm impressed with NF shift, those shots looked interesting.

I'll take some GRID wheels shots, wait a moment. Btw what car?

nissan 350z.
 
yeah GRID's arcady, but i love it's action packed Replay mode, all i did was crash into a wall and it looked so unbelievably dramatic. frankly i have to say i'm impressed with NF shift, those shots looked interesting.

Good games both.



nissan 350z.

hah before your reply I was already racing with a Pagani Zonda R so for the work I included 2 pics. Now ofcourse these are the highest LODs for model mesh but it is same for repaly and ingame race on my version (modded). Polygon wise and texture wise. Sadly I dont know the polygon count for these models but honestly seems even more than Shift except cockpits where Shift is much better. However cars in Shift still looks far far better due to shaders. This gen IMO boils down to shaders and general scene detail.

Pagani Zonda R ~profile
http://img41.imageshack.us/img41/7106/gridpagani1.jpg
http://img8.imageshack.us/img8/6255/gridpagani2.jpg

350z profile
http://img19.imageshack.us/img19/6122/grid350z1.jpg
http://img18.imageshack.us/img18/2942/grid350z2.jpg
http://img28.imageshack.us/img28/4163/grid350z3.jpg
http://img268.imageshack.us/img268/1033/grid350z4.jpg
http://img19.imageshack.us/img19/3494/grid350z5.jpg
 
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