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

It actually does aquaplane, aquaplaning doesn't have to cause a disaster or a real loss of control of the vehicle.
Ah that makes much more sense for the discussion, though I do disagree with you on the aquaplaning happening there (it's still a bit hard to tell and I'm not totally sure either). For me the car the front doesn't really look like it's risen on water (it wouldn't be on top of the puddle still), it dips into the puddle quite well and it still turns on the front wheels a bit while in the puddle. Still, it's tough for me to really say what it does from that angle and not being able to tell the actual depth of the puddle and it's relation to the height of the car. I totally missed that you meant that the front was actually aquaplaning for a moment since I got the impression that Alan never meant that it aquaplaned at all, apologies for that :)
 
It depends. If the puddle is on one side of the car only (or deeper on one side), the friction delta between left and right will make it pull heavily to one side.

Correct, I did mention that, but this doesn't look to be the case.

But I understand now what Trojan x meant, there's so much more you could be simulating, but frankly I wasn't expecting much more than this.
Forza is NOT that hardcore.
 
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The tires do fly. :)





It depends. If the puddle is on one side of the car only (or deeper on one side), the friction delta between left and right will make it pull heavily to one side.

Correct, I did mention that, but this doesn't look to be the case.

But I understand now what Trojan x meant, there's so much more you could be simulating, but frankly I wasn't expecting much more than this.
Forza is NOT that hardcore.

......

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Car gets pulled right exactly as it should at 80-90 mph...causes instant deceleration and a good wall bump.
 
Damn, these gifs are incredible. I can't wait 3 more months for this. It's all well and good saying it doesn't have dynamic weather or time of day, but at least FM6 does everything it does properly.
 
Not to derail the puddle talk, but man does Rio look a heckuva lot more interesting to drive than most of T10's other fantasy tracks. It shares nothing with the FM1 original, but seemingly for the better. Good mix of corners, great elevation changes, and, of course, those vistas. Shit looks properly stunning.
 
Not to derail the puddle talk, but man does Rio look a heckuva lot more interesting to drive than most of T10's other fantasy tracks. It shares nothing with the FM1 original, but seemingly for the better. Good mix of corners, great elevation changes, and, of course, those vistas. Shit looks properly stunning.

Looks like a great F1 track!
 
It's just a visual effect guys... wait why are you trying to keep your car straight? guys?
You're not helping though, I'm not sure anyone actually said "it's just a visual effect". It's good no doubt, but as said there is still potential for much more and everyone has a right to opinion on the matter of what satisfies them, even though it might be a lot to expect for the restrictions the dev schedule and core tenents put. Anyway, isn't it time to retire discussion from a such small part of the big picture, especially since it's becoming rather antagonizing from different sides?

That Rio track looks both stunning and a lot of fun to drive. I also totally missed that there's a preview video for the G920 XBO wheel. Doesn't seem like it's worth the RRP even though it's a solid wheel.
 
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In my view, the car does aquaplane (look how the speed stay constant or get slower even with full throtle), then when the car goes back in contact with the tarmac, the car is pushed to the right, since only two/three tires are in contact. And its stay straight forward when it aquaplanes with all wheels.
 
This caught my eye in the features description:

Newer fans can turn on assists that will help them around the track – experts can turn them off and take advantage of our brand new simulation improvements like new tire compounds and improved suspension architecture modeling.

Does 'new' simply refer to the addition of rain tires, or are we finally going back to the FM2 system of being able to choose from soft, medium, or hard slicks to prioritize grip over durability, or vice versa?

If Helios or BADNED could chime in, it'd be appreciated.
 
In my view, the car does aquaplane (look how the speed stay constant or get slower even with full throtle), then when the car goes back in contact with the tarmac, the car is pushed to the right, since only two/three tires are in contact. And its stay straight forward when it aquaplanes with all wheels.

It's obvious they do, lol. I think we can end any argument there.


Also, just noticed the white care saving it....well done AI.

Wait.
Hold on.
Stop.

The in game music. Wtf. Did they seriously use that dynamic orchestra crap again? No other in game music?

Won't matter with custom soundtracks in the near future.

As confident as I was saying we'd see Jet Force Gemini before the conference and expecting software Backwards Compatibility. Both were there :)

Can honestly say I didn't pay attention to the music...goes back to see. (I play with music off.)
 
Wait.
Hold on.
Stop.

The in game music. Wtf. Did they seriously use that dynamic orchestra crap again? No other in game music?
 
I'm just pleased that this is seemingly the second game ever/first sim to have actual hinderance puddles, as opposed to a trackwide grip reduction with the puddles just being for show.

GT5 and GT6? The on track visual pooling maybe shit due to lack of memory, but they calculate the effects of driving through varying stages of standing water when real grip is enabled.
 
The thing that bothers me most is that if this was any other racing game then people wouldn't question when the developers said something is in the game. We end up in this same argument every time a new Forza Motorsport comes out.
 
Does 'new' simply refer to the addition of rain tires, or are we finally going back to the FM2 system of being able to choose from soft, medium, or hard slicks to prioritize grip over durability, or vice versa?
Would love that. In the arstechnica article it only talked about new tires in regards to different types of cars, like properly simulating biasply so it could be just that, but I really do hope tire compounds are in.
The thing that bothers me most is that if this was any other racing game then people wouldn't question when the developers said something is in the game. We end up in this same argument every time a new Forza Motorsport comes out.
What's that though? I haven't seen anyone question feature being in so far, so I find the whole "anti-forza" being discussed a bit premature and antagonizing for not much of a reason. And again, it feels that it's drawing a lot away from the actual detailed discussion.
 
GT5 and GT6? The on track visual pooling maybe shit due to lack of memory, but they calculate the effects of driving through varying stages of standing water when real grip is enabled.

Are you sure? Regardless of setting, I've never felt anything other than an overall grip reduction on either game. None of it is visible either.
 
I can't wait for this, 1080p 60fps locked not dynamic etc but iv'e got project cars for that on my Ps4 from 30 odd fps to 60fps. Respect to turn 10.
 
at first I was disappointed by the lack of dynamic time of day but after watching some more videos with all that impovements and features I must say that I am really impressed nonetheless.
Especially that this is still 60fps/1080p game but now with more cars,rain and overall improved graphics.
Impressive stuff.
 
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Reflections in the cockpit view looks different. Seems like it take some miliseconds to refresh with some kind of transition between them.
 
Is there anywhere I can get a rundown on new features, modes, career mode, etc? Was kinda peeved that they didn't talk much about the game at MS' presser yesterday.
 
Reflections in the cockpit view looks different. Seems like it take some miliseconds to refresh with some kind of transition between them.

I think it was just a weird artifact of IBL in the second gif. It only did a weird switch entering the tunnel, then it followed the lights of the tunnel perfectly.
 
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The tires do fly. :)










......

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Car gets pulled right exactly as it should at 80-90 mph...causes instant deceleration and a good wall bump.


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Reflections in the cockpit view looks different. Seems like it take some miliseconds to refresh with some kind of transition between them.

The tyres and interactions of them are great. I wish DriveClub did this and I really hope GT7 has this and better.

All Racing games need to have this in as well as damage - sick to death of invisible barriers ffs. It's 2015.

Well done T10. Well done.
 
Reflections in the cockpit view looks different. Seems like it take some miliseconds to refresh with some kind of transition between them.
First one isn't loading for me, but the second one looks like reflection captures (reflection spheres) aren't quite at the right places and/or the blending doesn't quite manage the change. If it's that (which I think since I've managed to make create similar errors in various engines too mostly cos I'm no tech artist) then it shouldn't be necessarily a hard thing to fix and could be done in the final polish phase.

EDIT: Speaking of reflections, my internet is failing me and gifs or videos aren't loading well, but could someone check whether other cars are in car paint reflections (not in hoodcam since it could use the screen mirroring technique)? I'm quite interested in trying to decipher what kind of set they are going with in terms of managing the PBR materials and track reflections. I reckon it's a mixture of some form SSR for the track and baked reflection actors for most materials and mixing between, but would love to analyze it further since I could be very well off.
 
Mentions they recaptured Indianapolis Motor Speedway.

Wonder if Laguna Seca has an update, wasn't that somewhat out of date too?

Forza's configuration of the track hasn't existed for the better part of a decade. The changes over the years have mostly been to things like runoffs and barrier placement, (particularly at turn 6), to accommodate MotoGP races.

As for Turn 10 recapturing the track, I'm not holding my breath, but you never know.
 
Holy shit these snippets. I will get this game no matter what, even if I have to miss out on Fallout 4 and Rise of the Tomb Raider day one.
 
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