[sorry for talking about this in this thread BUT seeing as Alex the original article writer is here and it is a direct response to his post...]
Hey Alex,
A while back, June 2013, the Forza devs made a statement on their use of materials for their Forza 5 game
ref: http://www.nowgamer.com/features/19...dware_building_tracks_drivatar_explained.html
This sounds like Voxel Cone Tracing no?! Wasn't sure back then BUT from you're post it sounds like this technique.
Great find. I didn't see that before. He's clearly referring to some type of procedural textures with dynamic light interaction, but not necessarily SVO cone tracing. Microsoft Game Studio licensed Allegorithmic's Subtsance engine for procedural textures(well procedurals "lite", as they refer to them as "smart textures")along with a number of other prominent publishers. So not surprising to see it in Forza.
Whether or not he's actually using cone tracing or HDR lighting or some other global illumination technique, either way it confirms they're using both: procedural textures and at least partial global illumination. And you can see there's some dynamic lighting from the sun going on in forza.
But no I wouldn't go as far as confirmation of SVO cone tracing, because I don't see why they would stick with cube maps for reflections in that case. Unless they are ONLY using SVO cone tracing as a plugin to target that very specific effect. And when it comes to hacking rasterized graphics with things like this, that's way beyond my understanding. Every dev house has their own programmers which come up with their own hacks which only they know and come up with. It's a big mess if you ask me.
Having said that, I'm pretty sure the first dev that uses SVO cone tracing or any type of ray tracing as their base lighting engine, they will scream it from the top of the world. And you'll know it when you start looking at reflections, transparencies, refractions. It's hard to miss. That game will have reflective surfaces, water, and refractive surfaces all over the place to show it off.
Forza does appear to me to be using some sort of dynamic illumination and procedural textures for the car paint. So that's cool. But if you're going to use SVO cone tracing, reflections and global illumination as well as indirect lighting would be the primary reason. It's because you want those things. And ditching cube maps for refelctions would be one of the main reasons