Forza 5 [XO] *large pics inside*

This is what I mean by it looks cartoony.
It's like a racer set in Bioshock Infinite, and there's way too much bloom too!

And I really hope they fix the pop out in the rear view mirror launch, it's quite distracting.

Doesnt look cartoony to me :smile:
Of course the lighting in GT is more realistic, but there is a definite improvement from 4. Neither cartoony but still not as real as GT's
I love what I see and I like it much more than DriveClub.
 
Absolutely true. Of course on the reverse side, there's a lot of PS3 owners that will be happy with all the great games coming out for them sitll this year.

But as a typical early adopter, I really like it. I'm going to say it again though - if Forza / Microsoft forces me to buy yet another wheel for their platform, then they may as well not have bothered. Which would be a shame, because this track is definitely one of the best designed ones that I've seen from Turn 10 so far.
They are going to make adapters for those who bought truly expensive hardware this generation, but I don't know if this applies to wheels though.

I have the official MS wheel in perfect condition and it would be a pity not being able to use it again on the X1

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(((interference))), the quite evident pop in you can see in the rear view mirror is one of the most distracting things in the game, only surpassed by the quality of the front panel reflections. I don't remember any videogame doing that before, amazing stuff
 
Gosh dang the youtubes of this look so good! I dont care about racing games but it still shows a generation leap imo. That in one of the supposed visually tapped out genres too.


The fact we have 30 FPS reflections and mirrors just proves we ALREADY need more power LOL, and this gen hasn't even started yet.
 
PGR3 resolution was 1024x600 and see how the generation ended up in terms of performance. I think everything is forgivable when we the next generation didn't even begin for now. I most certainly wouldn't waste precious GPU cycles and processing power in something as meaningless as a rear view mirror if I can help it.
 
The new ForzaVista featured in a video. The level of detail is exceedingly high and this can make Forza 5 owners extremely vain :eek:

 
Forza 5 will have better Anti-aliasing, especially on 4k TVs.

http://news.softpedia.com/news/Forz...ti-Aliasing-Especially-on-4K-TVs-364424.shtml

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That doesn't read as better AA on 4k TVs to me. It reads more as Aliasing will be less noticeable due to upscaling blurring high contrast edges. In a way it could be thought of as the TV doing the AA via upscaling algorithms (assuming no simple pixel doubling).

The benefits however, are that any scaling artifacts from going from 1080p to 2160p are going to be absolutely unnoticeable as you won't be able to tell a 1080p source from a 2160p source at typical living room distances on typical HDTV screens (30"-70") anyway.

Except possibly for things like high contrast text or high contrast edges. Where the blurring should make a 1080p upscaled image on a 4k TV look better than a 1080p image on a 1080p TV of the same size. Blurring isn't the best word to use but is basically what is going on. Instead of 1 pixel of X color next to 1 pixel of Y color. You'll have a gradient of 2x2 pixel block next to another gradient of a 2x2 pixel block which should allow for a smoother transition of a high contrast edge traversing multiple pixels (in a 1080p source).

Now if you could distinguish the individual pixels of a 2160p display at typical viewing distances (you can't) then it would look worse, blurry. But since your eye is highly unlikely to be able to distinguish a 2x2 2160p block from a 1 pixel 1080p block, it should end up looking better.

Regards,
SB
 
That's a pretty bad interpretation (the article linking to the article) of what he actually said:

“When you have a really bright sky it’s going to create a high contrast which makes lines look jagged. So, what we had with Froza 4, was a game that was running at 720p and now with Forza 5 we have 1080p and 60fps and there’s a lot of post processing going on as well.
This probably means post-AA (big surprise ;))

“So, is that going to solve the jaggy line issue entirely? I think it will still be there in the louvers because it would look that way even with a digital camera. While we’ve taken big leaps and bounds with tech, the idea of completely eliminating the jagged lines technically, it would require a 4K resolution or something like that.”
The main gist of what he was saying should be pretty clear to us, whether it be 2x2 SSAA on 1080p displays or 4K native + view distances etc. i.e. render at a bullshot resolution.
 
That just seems to mean that if they want o eliminate jaggies, they will have to render the image at 4k resolutions , which isn't practical.

Its a pretty general statement. Nothing to infer there.
 
Ummm, I already explained that's not true in the audio thread.
ha ha, didn't you already explain that Shifty? Or am I just having a bad case of deja vu? :LOL:

Well, yes seriously, I read that so I am going to edit the previous post to make it more Beyond3D compatible -best forum ever, btw, imho-.

Cheers Shifty!
 
According to this news every material used to create the objects in Forza 5 - from the tarmac covering the tracks down to the leather on the car's seats – has 3 layers of virtual paint and all react to light differently. :smile:

Forza 4 cars were composed between 54 and 60 unique materials, and cars in Forza 5 are composed of around 1300. :oops:

Besides that, the stunning attention to detail is so great that cars' manufacturers don't allow developers to show corrosion and rust. Pure and sheer stunning beauty running at 1080p and 60fps.

This level of care and attention is possible, naturally, thanks to Xbox One's substantially superior RAM allowance. To put it all in hard numbers, Forza 4's cars were composed of between 54 and 60 unique materials. Those of Forza 5 are composed of around 1300, and Garcia insists that "we haven't hit the limit of what we can do".
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Check out the news here:

http://www.oxm.co.uk/56724/previews...h-its-paces/?cid=OTC-RSS&attr=OXM-General-RSS
 
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The cars do look beautiful ! :) Are these shots also from whatever it has like GT's photomode? I mean who would put super high res brush marks on rims during gameplay ?
 
The cars do look beautiful ! :) Are these shots also from whatever it has like GT's photomode? I mean who would put super high res brush marks on rims during gameplay ?

Yeah, but i have said in the Drive Club thread i hope they improve in the same way the road textures/shaders.
 
So the tarmac and leather in the seats have 3 layers of paint , also cars are composed of around 1300 materials ... but TOD, weather and night races are cut .
It's nice to see where their priorities are .
 
The cars do look beautiful ! :) Are these shots also from whatever it has like GT's photomode? I mean who would put super high res brush marks on rims during gameplay ?

I think they are from something that you could call 'in-between', which is AutoVista mode. This allows you to investigate the car in detail (get in the car, open the trunk, pop the hood, etc.), while the car is parked in a garage. The graphics are still realtime, but all resources just go into rendering the car as nicely as possible. The previous 360 version of Forza supported AutoVista mode for some 20-30 cars I think (out of, what, 430 cars in total?).
 
Still no more word on the wheels? My MS Official is gathering dust right now and I wore out the upshift. Even still have one of those powerbricks that overheats. Still would be better than buying a new one.

For the time of day/ weather - shouldn't this be a cloud benefit possibility? One of the instances specifically mentioned for a better game where the cloud would be the difference?
 
If you have a track designed with lighting pre-baked, it's not going to be easy to do real-time lighting from the cloud.
 
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