Q: We’ve announced that FM2 will be 60fps at 720p. Can you talk a bit about some of the other techniques we’ll be employing to make FM2 look next-gen?
JW: "We’re really taking full advantage of the immense graphics horsepower of the Xbox 360 to do some incredible things visually. Of course we’re 60fps at 720p, as you mention, but we’re also adding effects and features such as 4X anti-aliasing (no jaggies!), motion blur, high dynamic range lighting, global illumination and per-pixel car reflections updated at full frame rate. I could go on and on. Really a ton of stuff. Too much to list here."
Q: Actually, we should probably stop here or else we'll get caught by the fuzz. So are all the cars and tracks getting a boost in polygon counts in the models?
JW: "For sure. Nothing is making it into FM2 without significant work to make it truly "next-gen." This includes not only considerably more polygons but also a lot more texture resolution. This meant that we had to go back and recreate a lot of our textures from scratch, no simple “up-scaling” here. I can’t stand it when games combine new content that is of a noticeably higher visual quality and detail with older content that shipped in the last version."
Q: With our mention in the press release about using motion blur, the vocal minority are concerned that too much motion blur would actually be distracting for the Forza Motorsport experience. Can you talk about how motion blur would work in FM2?
JW: "Yes, this is something I care deeply about. I actually share the same concern. It can definitely have a negative impact on gameplay and the visuals if overdone. Far too often we see games over doing motion blur. It’s a very computationally expensive effect so maybe they do it to make sure people know it’s there.
"Now of course we have incredible power at our disposal and we’re committed to having realistic motion blur in Forza Motorsport 2. That said it has to be done to a level that supports both gameplay and the visual immersion of the game. It’s one of those kinds of effects that, when done right, can sometimes be overlooked by players but if you were to turn it off suddenly you would really notice the difference. We try to combine all of these complex visual effects, including motion blur, together in a very realistic and immersive way. The player may not understand or even be aware of everything we’re doing visually, no single effect may stand out above the others, they just know it looks right."