The Big Forza 2 Thread *

For some reason che said for the video to be 29 fps instead of 29.97 fps so that could make the difference to the lag. The game runs at 60 fps locked during gameplay and has a little DOF and blur in replay and that dropped it down to 30 fps.

blim blim (one of the people that runs xboxyde) said that the loss of one fps is what makes the new video look choppy.
 
Everything but the white roof effect looks pretty damn good to my eyes. I can't wait to get my hands on the game. I have always loved these kind of games loved the GT series liked the first forza.
 
Everything but the white roof effect looks pretty damn good to my eyes. ...

Exactly my feelings.
As much as I try and ignore it, I can't. They seem to be scaling up the reflections. Reflections should not be brighter than the object being reflected!
It's an artistic thing, and most people don't notice. Although it can look quite nice from a distance. Our eye can often 'see' a similar effect, it's just there are cases where it doesn't work (radioactive roof syndrome)

Note the bright white sky reflection in the bonnet (which is close to black):
mugello_race_38edit.png


Reflections are spectacuarly hard to do anyhow. Especially as in the real world, your eye does not focus on them (as they are stereo :p)... So while even if you realistically represent how bright a reflection may be, in a game everything is at focus level, so it still won't look quite right. I'm curious to one day try DOF in a reflection, matching DOF in the scene. It would be interesting to see the results.
 
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Everything but the white roof effect looks pretty damn good to my eyes. I can't wait to get my hands on the game. I have always loved these kind of games loved the GT series liked the first forza.

I like the environments, but the cars are somewhat disappointing still. Like you say, the white roof effect is weird (though I can see where it is coming from - if you look at certain car videos, you can see this effect occuring), and the colors of the cars all look bleached. Generally, the car-models keep being disappointing, but I suspect this bother will only a small group of people. Personally apart from the colors I find particularly the head and taillights very 'meh' on most car models. But I accept that this is a sacrifice made in favor of all the customisation options. Still, this is where I miss the anality of Gran Turismo most, I suppose. But it has tons of customisation and online features in its favor, which help me want the game. In the end, if I 'buy' the driving model - i.e. playing this game with a wheel convinces me - then I will want this game, and it will be my first reason to want a 360. I might still not get it because I hate Microsoft for its peripheral policy - but if the actual driving is good, then this should be an awesome game. It will be interesting to see if they get it right though, as they have a lot of catching up to do. So far there was nothing to compare it with, because previous games have been controller only.
 
i am getting confused with this framerate issues. if the game runs at 60fps, is it fixed all the time???

I think you're being mistaken because during gameplay, the FPS is locked at 60 whereas the replay mode is locked at 30fps with some additional pp effects. This is much akind to GT:HD.
 
I think you're being mistaken because during gameplay, the FPS is locked at 60 whereas the replay mode is locked at 30fps with some additional pp effects. This is much akind to GT:HD.

so i take that as framerate will always be 60 during real time gameplay :smile: without significant fall in framerates???
 
Perhaps if someone can provide us with a gameplay video?

Like this one? http://files.filefront.com/fm2_suzuka_gt_racewmv/;7299824;/fileinfo.html

I actually like the fact that since it's shot over-the-shoulder you can see the person operating the wheel in this one. It makes it more "real" to me. I've got some serious 3-screen-envy, though.

My impressions:

The graphics look very good and 60 fps is fantastic. The motion is as smooth as silk.

The damage modeling is clearly not physics-based, though. It looks pretty much like they do a, "Car A hits car B on rear-left section with X amount of force so pull up this pre-created damage model." instead of doing a physics-based deformation in real-time. Still, I am firmly in the camp of this type of damage modeling being better than none.

The driver is clearly not very skilled and is driving with all the assists on (you can see the driving line indicator).

The fact that during the driver's many mistakes and collisions it never seems that he gets hit from behind by one of the AI drivers speaks well for the quality of their programming IMO. This has happened to me quite frequently in other games I'm afraid. :oops:



Again, seeing this game actually being played by someone makes me want it even more than if I just saw a video of the on-screen racing (like a replay). The demo can't get here soon enough.
 
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Of course, "physics based" damage modeling means doing an elastic/plastic finite element analysis over a very complicated composite object... something that takes hours or even days on the most powerful CPU's out there. Don't expect to see "physics based" damage modeling in the next generation, or the next, or the next, and probably not the next either, likely the next few after that either.

p.s. - the software alone to do that kind of modeling costs thousands.

I don't believe those calculations need to be nearly that complex in order to achieve an acceptable result in a video game. Just like any other physical simulation you can greatly simplify the model at the expense of accuracy.

I fully expect a move away from pre-made damage models and one toward real-time deformation with the next generation of consoles.
 
I don't believe those calculations need to be nearly that complex in order to achieve an acceptable result in a video game. Just like any other physical simulation you can greatly simplify the model at the expense of accuracy.

I fully expect a move away from pre-made damage models and one toward real-time deformation with the next generation of consoles.

I've said it before this thread and I'll say it again. Live For Speed is doing this kind of damage now. Sure it needs some tweaking, but its a good start.
 
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