I'm not following why you think they're not using dynamic shadows.
If they were dynamic, wouldn't they be moving in those screenshots?
I'm not following why you think they're not using dynamic shadows.
If they were dynamic, wouldn't they be moving in those screenshots?
...but again, this is really old footage (notice that it only has 8 cars, while the final game will have 16 cars on track)
I may be wrong, but I was under the impression that 16 cars is only supported in multiplayer, while the SP races will still run a maximum of 8 cars?
compared to forza 3, there will be 90 cars added, 25 auto vista cars, some tracks will be removed, but other tracks will be added, also certain track will feature an alternate time of day, but cars won't have working headlights or light projection.
Also the lighting model changed.
Not too bad for such a small team, and they did this in 2 years so compliments go out to Turn10
http://forzamotorsport.net/en-us/underthehood2/
Small team? I thought their workforce is bigger than PD?
Small team? I thought their workforce is bigger than PD?
http://www.polyphony.co.jp/english/
they have 110 people, and I believe Turn10 turn 10 has around 50, that is including PR and community managers.
Btw, also "paint your car" is gone this time, although it could return as DLC
Last I read, Turn10 has a lot of temporary employees and outsourcing of model creation. At peak times those are over 200 people working simultaneously I believe. PD's number includes all their car modellers.
Last I read, Turn10 has a lot of temporary employees and outsourcing of model creation. At peak times those are over 200 people working simultaneously I believe. PD's number includes all their car modellers.
Topped up to 200 people in Forza 1How has the development team size grown from Forza 1 on Xbox to Forza 3?
DG: I'll give you a little bit of nitty-gritty here. So, we had, I think about 24 full-time employees on Forza 1. And we then bolstered that staff with probably 70 contract staff that were on for most of the project -- a couple of years. And then we outsourced a lot of our artwork to a group in India and a group in Vietnam. That made it so that all-in, we were probably 200 people, that's my guess.
Then in Forza 2, we got up to about 250. We increased our [full-time] staff, increased our [contract] staff, and increased the number of people in India and Vietnam. And now, for Forza 3, we're just over 300, all-in, with again [contract], [full-time], and a fully-burdened outsource group. And that's been pretty much since the beginning.
We grew immediately, so as soon as we shipped Forza 2, all of the [full-timers] took some time off, the [contract staff] kind of went away for a little bit, we disengaged with our outsourcers, and then within three months, we were back fully-burdened. We were up about 200 people, and 300 within a few months after that.
12 in signle player races and 16 in multiplayer and these screens are from 3-4 month old build.
Hot Damn! So the direct-feed screenshots were fake?
This looks totally awesome! And better yet, it seems like 'alternate time of day' is in this time.
Can't wait to play this with my cousin (who has a forza 3rd multi screen setup )
I hate marketing trickle with a passion. It makes me more frustrated with the product than it does for generating hype. E3 is one thing, a month out from release I just want to know what the hell is in the game (fully).
Forza 4 in the American Top Gear, you can notice a lot the improved lighting on the track.
http://www.youtube.com/watch?v=VApBkb79G2o
Some pictures from the show:
http://imgur.com/a/RwB4Z