Finally played the demo. I thought it looked great. Not sure what some people don't like about it. The Audi looks badass.
So I played the demo for 2 hours straight today [yea 2 hrs for demo lol] & I noticed some stuffs that I think bothers me a bit:
1) Why are cars in this game so hard to oversteer & slip out even when I am playing without any kind of assists ? In other sim games my car tends to slip even with slight mistake & spin but its not so here...its very forgiving
Dude, use the assists Better racers will be asked to take off more assists. e.g. If I am blowing you away I could go to manual to level the field.
We will see how all the cars feel (I have played a lot of sims where spinning out isn't super easy) as well as how that decision holds up when racing other AI cars / online. One thing I did notice is that while you slide out less often you do bleed a lot of speed if you don't take a good line.
I would be interested what a professional, or someone who has raced a specific car a lot at high speeds (Phil?), could relate how it compares. Comparing one sim to another sim to another sim doesn't relate much.
I would guess that it is much like graphics: finding a sweet spot of compromises. You could have an exceptional physics mode for tires and aerodynamics but impact and shocks may be off which may make the end result less than the sum of the parts. Ditto some racers seem to do really well hotlapping with no other cars but the second you add a variable (racing along non-optimal lines, contact, going slightly off road, etc) the experience changes a lot.
One thing I have seen in FM3 is it is a looooot more forgiving for giong off course (no radical slowdown or spin outs) but since the game really rewards driving well losing a second or two is huuuuuge. Ditto oversteering. It isn't a guarantee spinout (while still quite possible!! it isn;t like that part of the game is gone) you eat up speed like there is no tomorrow. FM2 had these elements but "losing traction" from contact or a bad corner (oversteer to compensate for coming in too hot e.g.) felt like you were fighting to "get off the ice" so to speak. FM3 seems to have a bigger range between "losing speed" and "losing traction."
How realistic that is I don't know because I cap off at 65mph in real life
As i've said before some of the sim veterans at GAF think it's due to the elevation changes in the track, because it hardly seems likely that Turn 10 would dumb down the physics just to make the game more accessible. If they did, they would be significant backlash.
Certainly in my time with the demo while I definitely noticed it was harder to induce oversteer than in F2, it certainly was still there (with TC and STM off) especially in the RWD California and GT3. I even managed to drift the Mini.
Digital Foundry has an article up on the demo:
http://www.eurogamer.net/articles/digitalfoundry-tech-analysis-forza-3-demo
Next: Using negative LOD bias on road textures is generally less demanding than adaptive AF. It makes no sense to say that the developers choose negative LOD over AF because they had GPU time to spare, they wouldn't choose negative LOD over AF if it was BOTH uglier and more expensive. They choose negative LOD over AF even though it's uglier because it's cheaper.
Does local MP have AI? I can only wish LAN had split screen + AI ... but I do want to know if local MP has AI or not.
Btw tried the Shift demo ... I am not sure what the fuss is about. For 30fps I thought PGR4 looked a lot better, and as far as a sim goes, I wasn't feeling the love at all. I like racing games, but I like my less serious racers in the GRiD/DiRT style, and my sims like GT/FM (or rFactor, etc). In terms of a middle ground I found that Toca is about as much as I can stomach. Shift just didn't appeal at all to me. Didn't feel right at all, very disconnected. FM3, on the other hand, I feel very conscious of how the wheels feel on the pavement.