The Big Forza 2 Thread *

Not only has he not played motorstorm and thinks its better game, he thinks its a better DRIVING SIM

Please, let's not start playing this game. Next thing you know we'll have discussions about the realism of the AI, the damage and physics model, which game does a better job of simulating driving in sand and mud, which game has more realistic weather effects, etc. :rolleyes: ;)
 
Please, let's not start playing this game. Next thing you know we'll have discussions about the realism of the AI, the damage and physics model, which game does a better job of simulating driving in sand and mud, which game has more realistic weather effects, etc.

So roll eyes and wink aside, what are you trying to say?
 
You don't know what a sim is, do you?

I think what he meant was that the driving sim is in itself a crappy genre, and therefore no amount of physics, AI, and graphics can negate that you're not blowing stuff up, getting in car chases, and careening off cliffs.
 
I think what he meant was that the driving sim is in itself a crappy genre, and therefore no amount of physics, AI, and graphics can negate that you're not blowing stuff up, getting in car chases, and careening off cliffs.
congrats
claptu2.gif
 
At this stage of development, and at this angle, the spinning rims look pretty bad. But did anyone notice the reflection of the vette in the nissan! That is technically an amazing feat. I seriously doubt that will be possible during gameplay. Click the image for the full-res shot.
 
I can believe it for photo mode... but I don't know aboot gameplay. A pretty bad rendering scenario (if not the worst case) in the game would probably be at the start of the race with all the cars reflecting off of one another and the environment, all on-screen. High hopes...

Is it just the angle making it so the left car isn't being reflected on the yellow car?
 
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At this stage of development, and at this angle, the spinning rims look pretty bad. But did anyone notice the reflection of the vette in the nissan! That is technically an amazing feat. I seriously doubt that will be possible during gameplay. Click the image for the full-res shot.

And you might also notice the nissan is not reflected back by the corvette. So they are probably using the same cubemap. So if the camera were moved to the right, you might well see the corvette reflected in the corvette reflected in the corvette reflected in the corvette refl


:yes:

either that or there are two versions of the reflections, one with cars, one without. The nissan is probably the players car in this instance

Thats my guess
 
either that or there are two versions of the reflections, one with cars, one without. The nissan is probably the players car in this instance

Thats my guess

I was thinking that too, but people also play with the external cam. It does make perfect sense to lighten the rendering load, but I'd hope for any stable 60fps game, they'd test with the worst case scenario -> external view, all cars on-screen, all reflections... everything.
 
I thinking what ever they are using for the reflection(realtime cubemaps?) is off, you can see the front the corvette in the reflection on the mazda.

if it is using some type of cubemap it looks like it may be rotated a few degrees the wrong way, which could explain why the mazda is not being reflected off the corvette

and is it me or does it look like the reflections are done per vertex, wouldn't they be smoother if done per pixel
 
and is it me or does it look like the reflections are done per vertex, wouldn't they be smoother if done per pixel
It does look like they don't do any correction to the shape of polygonal object via normal map or other means.

If they use normal cube maps it is given objects near in reflections do look wrong.
 
At this stage of development, and at this angle, the spinning rims look pretty bad. But did anyone notice the reflection of the vette in the nissan! That is technically an amazing feat. I seriously doubt that will be possible during gameplay. Click the image for the full-res shot.

Now thats a lot better than what it was shown before.
 
At this stage of development, and at this angle, the spinning rims look pretty bad. But did anyone notice the reflection of the vette in the nissan! That is technically an amazing feat. I seriously doubt that will be possible during gameplay. Click the image for the full-res shot.


The Vette needs better meshing…the backend is begging for improvement.
 
Seeing some of the CMR: DIRT shots (e.g. 1, 2, and 3), and now this ingame screenshot, I get the feeling that this is more along the lines of what Turn10 was aiming for in regards to what is one screen. e.g. The renders (like this and this and this) share a lot more in common in regards to color and appearance with DIRT than they do with their actual shots. Turn10 has said the game is still not done and features are slowly being enabled...

So on to my question: It appears the general "look" of the CGI is attainable. By this I am not suggesting anywhere near the CGI quality, but I am talking about the cars and the slightly 'tooney' look that has a decided rendered look (versus, say, GT5 which has thus far a more natural lighting and color model). So what are the FM2 shots missing technically, or have balanced differently, compared to the DIRT shots? Is it just a different artistic implimentation of the same technologies or are there substantial differences in how they are rendering the car models?

I ask this because it appears that the DIRT devs are artistically able to capture the general feel of the FM2 CGI models, and am curious if this is something the Turn10 team can target?
 
Seeing some of the CMR: DIRT shots (e.g. 1, 2, and 3), and now this ingame screenshot, I get the feeling that this is more along the lines of what Turn10 was aiming for in regards to what is one screen. e.g. The renders (like this and this and this) share a lot more in common in regards to color and appearance with DIRT than they do with their actual shots. Turn10 has said the game is still not done and features are slowly being enabled...

So on to my question: It appears the general "look" of the CGI is attainable. By this I am not suggesting anywhere near the CGI quality, but I am talking about the cars and the slightly 'tooney' look that has a decided rendered look (versus, say, GT5 which has thus far a more natural lighting and color model). So what are the FM2 shots missing technically, or have balanced differently, compared to the DIRT shots? Is it just a different artistic implimentation of the same technologies or are there substantial differences in how they are rendering the car models?

I ask this because it appears that the DIRT devs are artistically able to capture the general feel of the FM2 CGI models, and am curious if this is something the Turn10 team can target?

IMO,
it all comes down to how you output your colour range...
We don't see things in a linear way, our eyes are amazing really. Simple example is that if you turn on your headlights during the day, chances are you won't notice :) what game has ever realistically simulated that?

Even simple colour adjustment can have a significant effect on the look and feel of a scene...

eg:

forza1.jpg


A 10 min photoshop job with curves and such.

I'll also say I think the Dirt team are using lack of contrast an lack of saturation to draw the eye to the high contrast and higher saturated vehicles. The background is very muted. Also the blur helps a lot. In the pic above, I believe your eye is more drawn to the car in the bottom, where as it's drawn to the scenery more in the top picture.
 
Cover! Downgrade Grenade!!

Based on the recent changes on the Xbox.com site as well as comments by Che, the FM2 community manager, it seems Forza Motorsport 2 has been hit by a pretty big "downgrade grenade" (he he must mock other sites). The major ones that are sticking out:

- 12 cars (racers) reduced to 8 cars (racers)
- 4xMSAA reduced to 2xMSAA
- "Over 60 tracks" reduced to "Over 45 tracks"
- "18 environments" reduced to "12 environments"
- "13 real-world licensed circuits" reduced to "several real-world licensed circuits"

trackinfooldbk7.jpg


trackinfonewom3.jpg


Only the 8 cars has been confirmed, but I wouldn't expect a reply for Turn10 as they have been avoiding all these questions on their forums. Kind of dissappointing imo. I can understand a delay, but cutting a lot of features and content as well? FM1 was a great first effort, I just wish someone at MS was beating the dead horse, "1st party titles are intended to be flagship titles that sell the platform and differentiate it".

Hopefully the downgrade grenade was a dud and this isn't true, but considering their dev schedule (FM1 was released in May 2005; the tight schedule is emphasized by lack of media and CGIs) and the task of creating a flagship racer in an original 18 month window I don't think this is surprising :cry:
 
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