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Forza Motorsport 6 has "wet weather, 3D puddles and night races" + more

Haven't read the entire thread, so..........

I've heard that weather and time of day aren't dynamic?, is this true?
Yes, not dynamic, preset. Some tracks have night and or wet.


Man, that interview with Dan posted above is great. Endurance stints on select tracks that make sense sounds fantastic!
 
T10, you did it again....


Ultimate Edition digitally preordered....


$133 CND tax in.....

Oh well, hobbies are not cheap....
 
1)Can anyone tell me if this game can be played on PC, via streaming to Windows 10?

2)If yes to #1, what kind of PC controllers will we be able to use?

3)If we have a force feedback PC wheel that doesn't work on the Xbone, will it work on Forza 6 via Xbone>PC streaming?

4)If yes to #3, will the force feedback work?
 
1)Can anyone tell me if this game can be played on PC, via streaming to Windows 10?

2)If yes to #1, what kind of PC controllers will we be able to use?

3)If we have a force feedback PC wheel that doesn't work on the Xbone, will it work on Forza 6 via Xbone>PC streaming?

4)If yes to #3, will the force feedback work?

If it is streamable, as far as I'm aware you can only control it with would be plugged into the Xbox.
 
f6011pppd.jpg
 
Holy shit it looks good, I can see what they mean by "3D puddles" now.

Watched a direct feed video of someone driving on Brands Hatch, and there was a huge puddle that had taken up half the road at the bottom of paddock bend, don't think I've ever seen "flood puddles" like that before in any racing game.

If FM can get the "racing experience" down, then it could surpass PCars.......

Dynamic weather and lightning is the most important part of the experience from pCARS though.
 
I have no idea how they did it, but they did it.

This is easily the most technically impressive racer this gen. All those effects and still 1080p60.

That's going to be open to debate. It certainly looks good, but without dynamic tod or weather it is kinda not that great. Good news they are hitting 1080/60 though.
 
Can anyone comment on the dynamic nature of the track itself?

That part in the trailer where a car hits a tyre barrier and sends them flying.... WOW....

I hope that is in the game.
 
Concessions would have to be made somewhere, a rock solid 1080/60 is non negotiable for T10.

Oh I agree and it's good to see them sticking by that. I'm just saying that it's "easily the most technically impressive racer this gen" is VERY open to debate by what we've already seen with Project Cars and Driveclub so far.
 
Oh I agree and it's good to see them sticking by that. I'm just saying that it's "easily the most technically impressive racer this gen" is VERY open to debate by what we've already seen with Project Cars and Driveclub so far.

I personally like the way each of the three have taken a stance on what they want from a game, stuck to it, and run with it.

Think it's quite possible for all to coexist, they all do something a little different, and are all good in their own right.
 
That's going to be open to debate. It certainly looks good, but without dynamic tod or weather it is kinda not that great. Good news they are hitting 1080/60 though.
Yeah, I would never say that baked is technically more impressive because of how massive the difference in systems design, performance, artistic design and balancing is between dynamic and baked lighting and effects. Visually it's supposed to more impressive as it gives developers so much more control artistically and opens up so many more avenues of performance and systems optimizations that it really isn't the same though.

That said, from a user perspective, static/baked usually does look and run better if it's what you prefer. For me, T10 have made a great job in making the game look stunning though, even if I do like the extra dynamics in gameplay over full-on balanced art and performance.

I personally like the way each of the three have taken a stance on what they want from a game, stuck to it, and run with it.

Think it's quite possible for all to coexist, they all do something a little different, and are all good in their own right.
Exactly. By having all these different games and ways the tackle certain subjects, us, the players get so much more variety in the genre. It's great that all developers are opting to do things differently because there is no such thing as the right way of doing things, game development and design is filled with compromises that you have to take and that creates more experiences for us.
 
I forget how it was in FM5 but can I do an "ultimate edition" with the physical copy?

Based on FM5, you can't. You can buy the Limited Edition, which is like the digital Deluxe Edition. Then you add the car pass, and you essentially have the Ultimate Edition but at about $10 more.
 
Without dynamic TOD/dynamic lighting, they can't really do dynamic weather. The two go hand-in-hand.

I'm sure that dynamic TOD would bring with it some other compromises like shadow resolution if they wanted to keep the resolution and frame rate.

I don't think that the track drying or the weather changing would necessarily be a GPU hit. Probably just the CPU. But without the dynamic lighting, the weather changing wouldn't look right. So why even bother implementing it, and all the systems to simulate it if they can't get it right.

Maybe next time around they will have the time to implement those systems and will also find the right compromises to implement them.
 
What 40mph?, I've hit big puddles doing nearly twice that, and I'm still in one piece.
I agree, 40 mph isn't that much speed, I'm sure I've hit puddles almost as big on highway with at least that much speed and no problems. I'm not sure if racetracks should create that big puddles though, but it's probably a design choice to increase the effect and dynamics of the gameplay.
 
Looks like the 3D puddles does nothing other then - depending on the depth of the puddle - affect the stirring/movement of the car and create splashes. Doesn't seem to do any of the out-of-the-box thinking that I talked about a few pages back. Oh well, I knew they would do that... shallow offerings. Predicable.
 
Not having dynamic changes to weather as you race is a shame but I still welcome wet racing.

Think of it like codemasters F1 games, the gap between qualitying and racing would change the weather and you never knew what you were racing in until it happened.

Hopefully there's more then just DOWNPOUR and DRY in forza 6
 
I'm not sure if racetracks should create that big puddles though, but it's probably a design choice to increase the effect and dynamics of the gameplay.

Oh, they do, have you not watched the marshalls furiously sweeping standing water of the track at Sepang?

(that said, they generally don't race when they are there)
 
Looks like the 3D puddles does nothing other than affect the stirring/movement of the car and create splashes. Doesn't seem to do any of the out-of-the-box thinking that I talked about a few pages back. Oh well, I knew they would do that... shallow offerings. Predicable.

Dude really?

Have you even driven through a puddle?

What else do they do other than affect the movement and steering of the vehicle?

What did you think was going to happen?

Firstly a race track is much smoother with oil and tyres lacking grip. So you've been through puddles on a corner like that at 70mph no problem?

Cars that drive in the wet are also fitted with tires to help keep traction in those kind of situations and honestly it completely depends on the control of the driver.

I've driven into puddles at 50+ in my Crown Victoria and I'm still here to tell the story.
 
I personally like the way each of the three have taken a stance on what they want from a game, stuck to it, and run with it.

Think it's quite possible for all to coexist, they all do something a little different, and are all good in their own right.

Exactly. By having all these different games and ways the tackle certain subjects, us, the players get so much more variety in the genre. It's great that all developers are opting to do things differently because there is no such thing as the right way of doing things, game development and design is filled with compromises that you have to take and that creates more experiences for us.

Get the heck out of here with that reasonable, sensible talk! This is a Forza thread, is it not?! Fighting, console wars, comparisons, complaining! There can be only one winner!
it's really racing game fans on either system

Seriously, this gen started a bit dry but all of a sudden we're coming into a fantastic age of the genre on either console.
Just awesome choices/options now and coming down the line.
 
Firstly a race track is much smoother with oil and tyres lacking grip. So you've been through puddles on a corner like that at 70mph no problem?

Lets say 60 then, yes, I've unwittingly hit big puddles on rural roads like that and not ended up in a flaming wreck.

Not convinced I'd agree that a racetrack has less grip than a public road either.
 
Lets say 60 then, yes, I've unwittingly hit big puddles on rural roads like that and not ended up in a flaming wreck.

Not convinced I'd agree that a racetrack has less grip than a public road either.

That doesn't matter anyway as a track car in the rain has better tires to deal with the situation.
 
Rio blows me away. The city itself is crazy detailed, the vistas show it off in full, but its the most from the crashing waves and the patches of clouds trapped in the mountains that really impress. If these visuals were the trade off for baked lighting and weather, it was worth it!
 
Man, times have changed, gaming must be in a good place when all we can do is pick holes at how 3D puddles aren't having the right affect!
 
Satisfying splash

ezgif.com-cropgzuk0.gif

Thanks for the feedback folks, I guess when I look at this I'm not looking at the speed, because speed varies on grip and depth of the puddle.

What I see here is a car hitting a deep puddle, so deep that when there is too much water the car is actually driving on water because the tyres can't disperse all of it.

Driving through a puddle is all well and good, but braking, turning, the forces on a race track are far higher than on the road.

Its a nice visual effect though, time for me to jump back to editing, Dan G interview on the way later today.
 
Very nice, but if a car hit a puddle like that at speed it would generally be a one way ticket aquaplaning straight to the barrier.

Thanks for the feedback folks, I guess when I look at this I'm not looking at the speed, because speed varies on grip and depth of the puddle.

What I see here is a car hitting a deep puddle, so deep that when there is too much water the car is actually driving on water because the tyres can't disperse all of it.

Driving through a puddle is all well and good, but braking, turning, the forces on a race track are far higher than on the road.

Its a nice visual effect though, time for me to jump back to editing, Dan G interview on the way later today.


Did you not notice how before he hit the puddle that he straightened the car, drove evenly into the puddle and slowed down(he didn't brake but coasted) to around 45 mph before even hitting it?

It makes your comment look silly.

Calling it a nice visual effect sounds so disingenuous and makes me want to stop viewing Team VVV content....
 
If you look up, most tests with normal road tyres shows aquaplaning happening at 75-80km/h. I mentioned before that by the (apparent) size of the puddles formed at brands hatch, they'd be considered a hazard and the race would be flagged or even suspended.
 
Thanks for the feedback folks, I guess when I look at this I'm not looking at the speed, because speed varies on grip and depth of the puddle.

What I see here is a car hitting a deep puddle, so deep that when there is too much water the car is actually driving on water because the tyres can't disperse all of it.

Driving through a puddle is all well and good, but braking, turning, the forces on a race track are far higher than on the road.

Its a nice visual effect though, time for me to jump back to editing, Dan G interview on the way later today.

1) The driver isn't braking through the puddle

2) The driver isn't steering, notice he/she straightens up prior to the puddle

3) The driver isn't accelerating, you can see they are feathering the throttle.

To try and discredit is by saying "it's a nice visual affect" is a bit weak, especially when we don't know the technical details behind the affect said puddle is having on the game physics.

I sincerely hope VVV isn't becoming a PCars mouthpiece
 
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