The Big Forza 2 Thread *

It looks good, but still very fake. Do they intend to keep that look, whatever it's caused by (lighting, background environment, medium polycount, color palette,etc)?
 
It looks good, but still very fake. Do they intend to keep that look, whatever it's caused by (lighting, background environment, medium polycount, color palette,etc)?

Lighting doesn't match TBROTtm and color pallette seems to be a bit behind TBROT as well in realism, but BG environment and poly count? You're not suggesting these elements bring this title visually below TBROT are you?
:???:
 
Those are looking nice, although if they have removed the motion blur they might as well not show it in screenshots. Paint on the cars still needs work, but it is looking good overall. The grass adds a nice little layer of detail. Btw, anyone have a link to the NFS target render from early 2005 that was leaked along with the Fight Night head render?
 
4xMSAA was never changed, Turn 10 have no plans to downgrade it. so theoratically you are playing PGR3 photomode ingame with better lighting and damage, although polygons lack compared to that of PGR3

what chance PGR4 will have 4xMSAA, i don't know. Bizarre Creations rushed the game in 2005 and they still made quality game, imagine how PGR4 would look like :devilish:
 
Lighting doesn't match TBROTtm and color pallette seems to be a bit behind TBROT as well in realism, but BG environment and poly count? You're not suggesting these elements bring this title visually below TBROT are you?
:???:

What is TBROT? :oops:

The reason I suggested the poly count because if you look at the body of the car above the wheels, you can clearly see straight edges. They also seem to be lackin in detail. The background environment doesn't look too good to me either and generally fake looking, perhaps you should explain what makes it look real.
 
Those are looking nice, although if they have removed the motion blur they might as well not show it in screenshots. Paint on the cars still needs work, but it is looking good overall. The grass adds a nice little layer of detail. Btw, anyone have a link to the NFS target render from early 2005 that was leaked along with the Fight Night head render?

NG_needforspeed_nexetgen.jpg


It's funny, I think Forza 2 has met or surpassed that image environment wise, and lighting and car models I think GTHD Concept has met or surpassed it. But neither has met or surpassed it in both imho. You could say F1 Championship comes close in both, but it's kinda hard to tell with such different car models and this small screened NFS render.
 
I thought 4xAA was still confirmed. The only downgrades were the removal of some tracks, and the amount of cars going from 12 to 8. The 2xAA thing was a typo IIRC.

But ya, these are photomode I think...

Only 8 cars? thats pretty lame.

Does anyone knows how much poly's are used for the car models?
 
What is TBROT? :oops:

The reason I suggested the poly count because if you look at the body of the car above the wheels, you can clearly see straight edges. They also seem to be lackin in detail. The background environment doesn't look too good to me either and generally fake looking, perhaps you should explain what makes it look real.

The
Best
Racer
Out
There

Didn't want to bring up specific other titles for comparison but I probably should have spelled that out in my previous post.:oops:

I don't disagree that TBROT looks better overall but that is mostly due to their use of light/shadow. Poly level and backgrounds do not place TBROT's graphics above Forza2's though. Color pallette is another edge that TBROT has and I think Turn 10 can adjust their graphics to match given these two elements are adjustable and they seem to be headed down the right path.

Hopefully they continue to improve these aspects over the next few months. Good luck devs! I'm sure Sony will be keeping a close eye and working to outdo their efforts so Aim High!
 
I will be buying my 360 and the steering wheel soon. Finally, a reason to spend is approaching.
 
Is it me or is that running more than 2xAA?
32x or more :) also motion blur is using an insanely high number of samples, no way these shots are 'realtime'. Probably they're just rendered using the in game engine..
 
Back
Top