Forza 5 [XO] *large pics inside*

Man that above screenshot is terrible, compared to the pre-release bullshots, people should really take them to task about this. Ive never understodd why people find it OK to be lied to in this way.
And just in case people think its me knocking the xbox
gran tourismo on sony is also guilty of this eg
GranTurismo4_PS2_Editeur_001.jpg

Im pretty sure it didnt look like this when youre actually playing on the playstation 2.
the crowd looks the same as the forza screenshot, though without the nazi salutes :)

The crowd in GT4 actually was real, polygonal 3D. No cardboard cutouts, though super low poly. Of course, in the background or in a stadium there would be a cardboard crowd, but still, we are talking 2004 here.

http://www.youtube.com/watch?v=_UVIL4VAgao this video is native 1080P through PCSX, you can see the crowd clearly.

This is 2010 GT5. Looks like a big step back:
http://www.youtube.com/watch?v=2tlI-uhhJSQ

Though there were 3D crowds as well, especially apparent in the Nordward stages, photographers would trial your car, and spectators would back away if you hit the barrier, as illustrated here:
eiger-nordwand-short-track_4.jpg
 
The crowd in GT4 actually was real, polygonal 3D. No cardboard cutouts, though super low poly
never played a GT game or in fact any playstation game except buzz so I cant say for certain but if the crowds 3d animated there then its terrible, you can see the guy in the white,shirt with blue cap in exactly the same pose.
though I wasnt talking about the crowd but more the bullshot that sony have used here, eg no aliasing etc. When you play the actual game on the playstation 2. It wont look like that.
 
Has anyone played this with a wheel

I believe there is only one wheel available: Thrustmaster TX Racing Wheel. None of the 360 wheels are compatible. Probably a small subset of users using that combo.

Tommy McClain
 
Some car models have bad snap oversteer in the game, and I had an old Porsche that acted the same way in real life. Have not yet tried some cars that I have raced, so I will report back on that soon. My family is too interested in the X1, darn all-in-one junk! lol
 
The crowd in GT4 actually was real, polygonal 3D. No cardboard cutouts, though super low poly. Of course, in the background or in a stadium there would be a cardboard crowd, but still, we are talking 2004 here.

http://www.youtube.com/watch?v=_UVIL4VAgao this video is native 1080P through PCSX, you can see the crowd clearly.

This is 2010 GT5. Looks like a big step back:
http://www.youtube.com/watch?v=2tlI-uhhJSQ

Though there were 3D crowds as well, especially apparent in the Nordward stages, photographers would trial your car, and spectators would back away if you hit the barrier, as illustrated here:
eiger-nordwand-short-track_4.jpg

Crowds in GT4 werent polygonal if i recall even if they give that impression
 
Supplied is a still from the trailer which had an "all ingame footage" -disclaimer.

In the opening post is says
2) it's confirmed realtime rendering with gameplay assets, deal with it.

forza5.jpg


Let's just say that if it's indeed realtime rendering with gameplay assets, then color me impressed: to me this will be the most impressive game on any platform, including PC.

edit: this is from the opening post, the first page: http://forum.beyond3d.com/showthread.php?t=63580

forzaone9rzq7.gif


They really nailed the 'wet surface' shader on the tire. Quite excellent, as I would have easy mistaken this .gif for real life. And to think this is early generation stuff. Simply amazing.
 
I can't believe they're only using trilinear filtering for textures! That's probably what the original Forza on the first Xbox used.

We have to be cautious that they weren't playing in easy mode or with assists on. That's something reviews should be clear about.

I hardly think Eurogamer would let a sim noob review Forza 5...

The reviewer was Martin Robinsion, their features editor who is apparently 'passionate about driving games'

He did their FM4 review too and this is what he said then:

It's got a little more personality to the touch, too. Forza 3 marked a step away from the sterility of the first two games, seeing a taste for oversteer that's developed and further refined here. Cars are never less than lively, with even the lower tier models all too happy to step out of line with a tickle of the throttle. Finding the limit of adhesion is easy thanks to some generous feedback - no doubt helped by Pirelli's involvement in this department - and Turn 10 ensure that you'll spend much of your time operating in and around this zone.

Indeed, Forza 4 is often so eager to kick the rear end out that it can feel more akin to Project Gotham than any of its more serious-minded competition. A reward mechanic that's the distant cousin of Bizarre's Kudos goes hand in hand with the abundance of mid-corner oversteer, a soft chime greeting every well-taken corner, graceful drift or successful pass.

So if he's now saying the handling model is more tail happy than Forza 4 that's not good - for a putative sim racer.

Some car models have bad snap oversteer in the game, and I had an old Porsche that acted the same way in real life. Have not yet tried some cars that I have raced, so I will report back on that soon. My family is too interested in the X1, darn all-in-one junk! lol

I have a Polo GTI and it is ridiculously adjustable in Forza 4; you're able to frequently drift around corners, whereas in real life it behaves like a typical FWD car and will understeer if pushed too hard.
 
Supplied is a still from the trailer which had an "all ingame footage" -disclaimer.

Let's just say that if it's indeed realtime rendering with gameplay assets

Its not.

Even for pre-rendered CG it doesn't look good.

They were passing off that video as "actual in game footage" in the television commercial :rolleyes:.
 
I can't believe they're only using trilinear filtering for textures! That's probably what the original Forza on the first Xbox used.



I hardly think Eurogamer would let a sim noob review Forza 5...

The reviewer was Martin Robinsion, their features editor who is apparently 'passionate about driving games'

He did their FM4 review too and this is what he said then:



So if he's now saying the handling model is more tail happy than Forza 4 that's not good - for a putative sim racer.



I have a Polo GTI and it is ridiculously adjustable in Forza 4; you're able to frequently drift around corners, whereas in real life it behaves like a typical FWD car and will understeer if pushed too hard.
Yup, I also noticed the AF is not the game's forte, but the game looks beyond gorgeous.

Quick impressions (good and bad):

Good

- This game looks beautiful, beautiful, beautiful. On a calibrated HDTV this is truly a sight to behold!!

- Forza 5 has the best cockpit camera I've seen in a racing game. In other racing games, including all the Forzas, I just liked it but it didn't help me much and I often switched to the hood camera or bumper camera.

In Forza 5, however, I got used to it in a jiffy and I didn't even tested the rest of the cameras because I don't want to.

I don't know if it was the unrealistic shadowing in other racing games in cockpit view, the artificial look of the car's interior because of that or the non windshield thing, but it was never my favourite option.

In the end I can't explain why it is so good for me!

I think that it is because of the dashboard reflections on the windshield. You can see your driver there, and it gives a sense of depth no other racing game has shown to date. :smile2:

It might be because it feels like real life for once.

- Drivatars work (more on that in the bad impressions)

- Lens flare is more realistic than it seemed to be on videos. Mostly the sun's lighting than the lens flare itself.

Videos don't do justice to it. When your car is facing the sun, the sun's light bathes everything. The HDR looks amazing (more on HDR below)

- Rainbow coloured patches are visible on the windshield. Amazing, amazing stuff.

- The windshield reflections should become a standard from now on. I don't feel like playing a racing game where the cockpit feel void of depth anymore.

Think of driving in real life without a windshield.

- The game doesn't just encourage people to try to win the race for the sake of it. The first three positions grant you a Gold medal. I like that, it's all about your driving skills, not your position -it's so difficult to overtake in some tracks-.

- The Career is much better than the boring career in all the previous Forzas.

- The helicopters in the sky above the tracks.

- Much better interface than previous Forza games.

Bad:

- The drivatars try to imitate their real life counterparts, and each one behaves differently, but the races can become a mess.

Some drivatars in a 16 player game were from random people, 3 of them belonged to 3 Xbox Live friends.

One of my Xbox Live friends has a drivatar which races fast but ramming everyone at sight, making some races a true PITA, almost unplayable if you want to end the race clean. :???:

After many frustrating races, increasing the difficulty level to Expert -I chose Skilled initially, but quickly got the hang of the cockpit view thanks to its awesomeness- drivatars helped, they space out a little more.

- I raced enough to build a Drivatar, but I didn't like the conditions to build it at first.

The problem is that you are playing career races against other people's Drivatar and like in real life the traffic and things that can happen are not entirely dependent on you. :rolleyes:

That's realistic, but when Drivatars are ramming you and you want to race clean you feel like restarting the race, which can be frustrating.

As I said, one of the Drivatars was a true killer, and it was constant, so in that sense perhaps they got him right -the other Drivatars weren't nowhere near as him-, but I would love to drive around empty tracks to gather data and share my Drivatar.

I think that a better approach would be let you drive alone to gather data of your racing tendencies then drive along people to measure how aggressive or clean you are.

- The game is aliased despite being an obvious native 1080p game. Nothing major but I wonder why they didn't enable AA during Autovista at least, during replays... etc.

- The AF seems to be low.

(((interference))) I'd wholeheartedly recommend you to try this game at a friend's house or somewhere else. It's certainly worth it. Trust me on this one. Try it on a decent TV and you are in for a treat.

Photos don't make it justice. And videos... well, it's not the same than the real thing.
 
Soooo much aliasing. :( For me, personally, somewhat ruins an otherwise good looking game.

Regards,
SB
It doesn't look so bad, NFS Rivals is native 1080p but has more aliased edges. I have both games and it is quite obvious the high resolution is there.

Forza 5 is aliased too, though, but it's not as bad as with NFS Rivals. F5 is still a great looking game, seriously.
 
I think that it is because of the dashboard reflections on the windshield. You can see your driver there, and it gives a sense of depth no other racing game has shown to date. :smile2:

It might be because it feels like real life for once.

- Lens flare is more realistic than it seemed to be on videos. Mostly the sun's lighting than the lens flare itself.

Videos don't do justice to it. When your car is facing the sun, the sun's light bathes everything. The HDR looks amazing (more on HDR below)

- Rainbow coloured patches are visible on the windshield. Amazing, amazing stuff.

- The windshield reflections should become a standard from now on. I don't feel like playing a racing game where the cockpit feel void of depth anymore.

Think of driving in real life without a windshield.

Yep I noticed that the windshield reflections adds a very real feeling to the cockpit view. The reflections also changes in intensity depending on the direction of the sunlight relative to the car...it's very realistic yet subtle.:love:
 
I was watching DF's "Next Gen Now" 1080p60 Forza gameplay clip on my PS3 and wasn't that impressed.

Aliasing is a clear issue and I really dislike how the game looks quite 'cartoony', the overly saturated colours of the Prague track reminded me of a level from Bioshock Infinite or something.

I really don't understand Turn 10's art choices.
 
Maybe the aliasing isn't noticeable in motion while playing, but for us people just viewing videos with all the attention on visuals, the aliasing is visible and there. The Image looks very rough due to it.Pretty the game is, photorealistic it is not, but thats how Forza has always been.
 
I've watched all of the 60fps Gamersyde videos and I see very minimal aliasing. The most aliasing I saw was a couple secs during race intro of the Scion FRS and McLaren. During the driving sequences it's there but very minimal. Strange why some people are trying to blow it out of proportion...1080P 60fps...super smooth...X1 exclusive.
 
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Maybe the aliasing isn't noticeable in motion while playing, but for us people just viewing videos with all the attention on visuals, the aliasing is visible and there. The Image looks very rough due to it.Pretty the game is, photorealistic it is not, but thats how Forza has always been.
Yes, the game is pretty, I think. The Top Gear track is almost photorealistic, so it is Silverstone. Others not so much.

As for the aliasing, it exists, but not when you are focused on driving. I mean, you are just watching somewhere else. I love the cockpit view so much, yay.

What surprises me the most about the AA is that they don't use it in Photo Mode, nor in AutoVista nor Replays. Why not?? :p

It puzzles me, because they could go up to 8xAA and the console would love it anyways.

During a race it is a different story. But previous Forza games had poor AA that they ramped up when in Replays, Autovista, during the countdown before beginning a race and when you were in Photo mode.
 
Additionally, I want to say that games are maturing. By that I mean that they are more informative than they were.

In my Forza 4 days buying some DLC or having one of the Limited Edition cars was like having any other car. I knew some of the cars by memory, but sometimes I got confused and didn't know which cars were awarded with your copy, DLC, and the cars featured in the disc.

Nothing wrong with that, but I prefer the new approach where the cars have their actual name, but those awarded with the Limited Edition are named after the LE.

So in the car list you can choose a car from to begin a new career, there is an Audi RS3 called Audi RS3 Limited Collectors Edition. Audi RS3 LCE.

Knowing that I selected it from the get go. Hadn't I know that I would probably choose that car or a different one, but it wouldn't be the same.

I hope they did this with all the Limited Edition cars, it's helpful.

Gotta say too that the DLC is quite expensive. I can quite undertand that every car in the future will have Autovista and will look better than ever thanks to the new technologies and graphics that next gen permits.

But 60€ for six packs of DLC is a large amount of money.

Being a launch title and having every car featured in Autovista, which means they aren't using any old asset, I can quite understand why there are only 200+ cars included at launch.

This makes them worthy, despite the comparatively lesser amount of them.
 
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