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First Forza Motorsport 6 Direct Feed at 60 fps(Gamersyde)

It looks great. I'm just personally not into how clean Forza looks. I much prefer the look of Driveclub or a Grid.
Well Forza tracks are based off real life tracks, so there's not that much they can do, where as driveclubs tracks at least are made up.

This is a bit of a weird question, but has there been any word on whether customisation will be as deep as 4 this time? I found the jump from 4 - 5 rather disappointing. In 4 you could do a specific engine swap, for example, put a Toyota MR2 Twin Turbo into a Trueno AE86, where as in Forza 5, it was very vague and generic "replace engine with better engine".
 
They better fix the music. I mean wtf if they use that dynamic orchestra music for the entire game. It's honestly so bad I'm debating a purchase.
 
Yeah, the only thing I'm wondering about is the menu music, can't we have FM3/4 menu music back?

So last gen

image_forza_motorsport_6-28655-3013_0003.jpg

image_forza_motorsport_6-28655-3013_0006.jpg

image_forza_motorsport_6-28655-3013_0010.jpg


And I guess you never played Forza 5.

Ugh, completely unwatchable, hideous!

Considering all the track details, draw distance, 3D crowd, # of cars, IQ, Physics, trackside objects like tires popping out on crashes, superior audio sfx, rock solid 60fps, 1080p resolution, and now WEATHER.

There's definitely room to trash talk this game. Not to mention the other god damn shit T10 is doing that no one else is ffs. FFS.
 
Post patch PCars on PS4 is pretty much a locked 60fps, even with a 30 grid line up, decent AA, dynamic weather and dynamic time of day. I'm sure post patch it's better on the Xbox One too. It does have some mild tearing though. Having said that, I don't know why that all matters in a Forza 6 thread?

Have DF done a frame analysis of F6? Presumably it's a locked 60fps as per usual?
Come on mate," pretty much locked 60fps" I have this on Ps4 with the latest 1.4 patch and it's nowhere near locked 60fps especially with rain on. I know they are going to make further improvements to the fps with 1.5 patch but even then it' not locked.
 
They better fix the music. I mean wtf if they use that dynamic orchestra music for the entire game. It's honestly so bad I'm debating a purchase.

I liked it in the menus but in race it felt off. Definitely need the update to the OS so we can play our own racing playlists in the background without having to remain in snap mode.
 
I have been a bit disappointed by Forza 5, which was good but actually a let down compared to 4. But THIS is rekindling my love for the series.
 
Lots of attempts to downplay 1080/60 in this thread..

Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?
 
Lots of attempts to downplay 1080/60 in this thread..

Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?

Cuz we gotta complain about something, otherwise we actually might be happy and content. No one wants that. It's lame.

I've pre-ordered all 3.

I can't wait to feel the tram lines and cobble stones through my tx steering wheel as Prague on 5 felt amazing.

Oh man I'm in for a treat. Never experienced a good wheel before.
 
Lots of attempts to downplay 1080/60 in this thread..

Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?

Heh... On the flip side I used to hear that 1080p doesn't matter that much and that you can't really tell the difference between that and 900/720p.

All depends on what side of the fence people are sitting on I guess.
 
Rain looks really great, 60fps always looks tremendous. Day time looks fine, too. I only watched the 1080/60 stream, didn't download it, so there was a certain amount of smudginess associated with that which took away from the loveliness.
 
Heh... On the flip side I used to hear that 1080p doesn't matter that much and that you can't really tell the difference between that and 900/720p.

All depends on what side of the fence people are sitting on I guess.

Maybe because its being used as a metric to show it is more impressive than project cars especially for an xbox one game. But sure you can twist it that way if you want.
 
Heh... On the flip side I used to hear that 1080p doesn't matter that much and that you can't really tell the difference between that and 900/720p.

All depends on what side of the fence people are sitting on I guess.

Yep but locked 60 fps is 60 fps, you can have poor graphics whatever the resolution.
 
Night racing looks nice, but at day it looks pretty rough sometimes (especially the the low poly buildings at the beginning). The lighting makes the cars look "flat" sometimes too.

But well, on the gameplay-side it will probably still be the best racing sim on consoles - so I couldn't care less.
 
Dear lord do you see that puddle

60fps puddle at that.

On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?

I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..

T10 amping up dat realism wit dem details
 
60fps puddle at that.

On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?

I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..

T10 amping up dat realism wit dem details

I think it was in flat out. Best game.
 
60fps puddle at that.

On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?

I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..

T10 amping up dat realism wit dem details

Grid and the Shift games have loose tire walls that break apart but yeah, nothing like what you've described.
 
Why is that car games always look so good? I mean seriously, why?
Technically, it boils down to a few simple things.

1. It's about cars and cars are generally easier to render than people/creatures. We know a lot about the material charasteristics of car paint and the material itself stays relatively same meaning that the master paint material itself can be surpisinly high detailed and all the instances (the individual cars and their different paint pieces) are a set and reasonable shader cost. Car animations also take less memory than pre-made humanoid animations even though it all has to physics driven, it can be a more manageable performance cost.

2. It's a scenario that is largely static with not that many moving components. It gives a lot of room for baking stuff, for hand-optimization, for easier LOD control etc. For example in the case of F6, majority of the environment lighting is static, the reflections are pre-baked probes/envmaps, the shadows are largely pre-baked onto the terrain. It simply gives a lot of room to optimize since you know a lot about the different scenarios. Technically depending on the situation there aren't that many different objects either and you can minimize draw calls by simply static batching the environments etc.

There are handful of more reasons too, but you can quickly see the differences in rendering when comparing racing games to other genres. As a scenario it simply lends itself to making the most out of common 3D rendering pipeline and production.

As for the video itself, stunning stuff and filled with many lovely details. Thanks Blim and Helios!
 
2. It's a scenario that is largely static with not that many moving components. It gives a lot of room for baking stuff, for hand-optimization, for easier LOD control etc. For example in the case of F6, majority of the environment lighting is static, the reflections are pre-baked probes/envmaps, the shadows are largely pre-baked onto the terrain. It simply gives a lot of room to optimize since you know a lot about the different scenarios. Technically depending on the situation there aren't that many different objects either and you can minimize draw calls by simply static batching the environments etc.

Does pre-baked imply reflections only show off static objects? Because you can see flying helicopters on car body reflections in Forza 5.
 
Does pre-baked imply reflections only show off static objects? Because you can see flying helicopters on car body reflections in Forza 5.
Bonnet camera or other views?

But no, it doesn't necessarily always mean it, at least not with todays different technologies. You can mix it with Screen Space Reflections (which I believe F6 is using for the ground) for a better real-time representation. You can also try to "animate" certain reflection captures in hope of making it look convincing or do a special realtime cubemap render of those specific elements to mix into the static reflection. You can also always just hope the static reflection is convincing enough, but I doubt that's what F5 is doing if the third person view is reflecting moving objects.

So far I think F6 is generally (excluding rearview mirror) using some combinations of different methods; the base environment reflection seems to be static evidenced by some slightly noticeable changes in the reflection update (changing reflection capture/sphere), but I think it's also mixing SSR or realtime reflections in some special cases. It also seems to be using SSR maybe mixed with static reflection for track materials. Keep in mind I'm no expert on the matter, but it's something that comes up with my work and I find it immensly interesting.
 
I guess those who are saying it looks like a last gen game were fooled by last gen's constant use of super high res bullshots. Now the gameplay here looks like a last gen bullshot running at 1080p / 60fps. That's pretty "next gen" to me.
 
60fps puddle at that.

On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?

I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..

T10 amping up dat realism wit dem details
Wish I had a gif on hand of The Crew for this.

Every tyre on a circuit course is dynamic for some reason, and driving into them would cause them to hilariously explode outwards in every direction, to the point that you could see them flying from the map camera.
 
Technically, it boils down to a few simple things.

1. It's about cars and cars are generally easier to render than people/creatures. We know a lot about the material charasteristics of car paint and the material itself stays relatively same meaning that the master paint material itself can be surpisinly high detailed and all the instances (the individual cars and their different paint pieces) are a set and reasonable shader cost. Car animations also take less memory than pre-made humanoid animations even though it all has to physics driven, it can be a more manageable performance cost.

2. It's a scenario that is largely static with not that many moving components. It gives a lot of room for baking stuff, for hand-optimization, for easier LOD control etc. For example in the case of F6, majority of the environment lighting is static, the reflections are pre-baked probes/envmaps, the shadows are largely pre-baked onto the terrain. It simply gives a lot of room to optimize since you know a lot about the different scenarios. Technically depending on the situation there aren't that many different objects either and you can minimize draw calls by simply static batching the environments etc.

There are handful of more reasons too, but you can quickly see the differences in rendering when comparing racing games to other genres. As a scenario it simply lends itself to making the most out of common 3D rendering pipeline and production.

As for the video itself, stunning stuff and filled with many lovely details. Thanks Blim and Helios!

Damn. Thanks for taking the time to give me a pretty comprehensive rundown. I believe I got the gist of it. The game is stunning.
 
Lots of attempts to downplay 1080/60 in this thread..

Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?

Not sure I'm seeing that

I hope T10 stay committed to 1080/60 and make the best graphics you can, cut your cloth accordingly. When they see a drop below 60 in testing they fix that shit.

There's plenty of driving games out there running sub 60fps, lets not drag Forza Motorsports down there. You already have Horizon under the Forza moniker and a ton more.
 
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