I'd love to see the.. game.
But these images are supposed to be using the actual in game engine and effects right?
I'd love to see the.. game.
But these images are supposed to be using the actual in game engine and effects right?
No, probably the equivalent of Autovista or replay mode in Forza 4.
The paint shaders and lighting in Autovista always look vastly better than gameplay in Forza.
I think so. With 8GB of RAM that's what I would expect in a next generation game, the textures are really improved.But these images are supposed to be using the actual in game engine and effects right?
No, probably the equivalent of Autovista or replay mode in Forza 4.
The paint shaders and lighting in Autovista always look vastly better than gameplay in Forza.
gameplay assets... they confirmed
Personally I don't get all the "toony" comments. Looks quite un-toony me. Just something to complain about?
Tommy McClain
The Maple Valley track is our next destination and this is a pretty decent example of how the artists' sometimes-wacky lighting schemes have been dialled back significantly in the sequel. It's most noticeable on the car itself where a bright reflection/bloom combo has been removed. High-frequency aliasing on the engine grills above the engine is lessened, and there's a more pleasing-looking shader in effect for the rear cover lights.
Forza 1 and Forza 2 exhibited it best with their lighting and artstyle improving since F3.Another circuit that the Forza games have in common is the New York track, also found in the most recent Gran Turismo titles. Lighting has been adjusted dramatically to produce an overall more pleasing look. Once again, some of the oddly bizarre artistic decisions here have been adjusted to look closer to reality: for example, the reflection on the car in Forza 3 is no longer brighter than the sky it is supposed to be reflecting (!) and the definition of the reflections themselves is also much improved.
While the system [Image Based Lighting] is clearly a major upgrade from Forza 3 - which often looks rather flat in comparison - there are some drawbacks. Firstly, Turn 10 does not appear to have implemented a filmic tone-map, which limits the dynamic range of the lighting and can lead to both black and white crush.