Official Forza 6 Thread: The Definitive Racing Sim

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Dynamic day/night never made sense to me. It's not realistic. Same could be said about the weather as well. It usually doesn't just come out of nowhere.
 
Dynamic day/night never made sense to me. It's not realistic. Same could be said about the weather as well. It usually doesn't just come out of nowhere.

I agree, normally there's 3 rounds, it's not very realistic to go from day to night in 3 rounds.
 
Actually I hope it will be possible to turn night driving and rain off, I hate to race in those conditions. Sunny days racing is fine for me :-)
 
Dynamic day/night never made sense to me. It's not realistic. Same could be said about the weather as well. It usually doesn't just come out of nowhere.

Dynamic day & night would be great for endurance races.

As for weather, that is why it is dynamic. It starts out clear, clouds roll in, rain falls.
 
Not in the span of a race that takes minutes.

Of course it can. you can go from clear to cloudy to rainy in seconds. Obviously you have never been to England.

I do get your point, though, and do agree to an extent. However, it worked fantastically well in Project CARS. Plus, it would be nice to have for longer/endurance races. I mean LE Man 24 hour with Dynamic time & weather :bow:
 
Of course it can. you can go from clear to cloudy to rainy in seconds. Obviously you have never been to England.

I do get your point, though, and do agree to an extent. However, it worked fantastically well in Project CARS. Plus, it would be nice to have for longer/endurance races. I mean LE Man 24 hour with Dynamic time & weather :bow:
If it takes you 24 hours to complete it, I agree. I'd be ok with it to be reality based.
 
If it takes you 24 hours to complete it, I agree. I'd be ok with it to be reality based.

Doesn't need to be 24 hours. Could be 1 hour, 2, 3, 4 hours. It is still plenty of time for it to be true to life.

Have you ever done an endurance race in a racing game before? after 2 hours I am beat.
 
Dynamic weather would make the tire physics exponentially more complicated. For day/night alone you'd really have to factor in the track slowly cooling as the sun sets and all the changes to the track conditions as that happens. Same with rain. You wouldn't want the track conditions to suddenly just jump from dry to wet.

My guess is they modeled 4 different conditions - day/night each with wet or dry.
 
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If it takes you 24 hours to complete it, I agree. I'd be ok with it to be reality based.

I really don't hope we have to do 24 hour races. !!!!, 3 laps is fine with me.

But as an option for reality based ppl 24 hour races will be fine, then they can see the shift from day / night / day . :-P
 
Dynamic weather would make the tire physics exponentially more complicated. For day/night alone you'd really have to factor in the track slowly cooling as the sun sets and all the changes to the track conditions as that happens. Same with rain. You wouldn't want the track conditions to suddenly just jump from dry to wet.
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My guess is they modeled 4 different conditions - day/night each with wet or dry. Turn 10 is fanatical when it comes to tire physics. Even in interview it was stated that this was not a simplistic, take away traction model for rain. Every surface has different properties when wet and even to the degree they are wet...all be it controlled degrees since it doesn't would like weather will be dynamic. Puddles where even studied and modeled from the real life tracks.
 
Turn10 decided not to incorporate night racing at tracks that don't host night races and rain at those tracks that don't see rain very often.
eg Yas Marina (it does happen actually, maybe about 7-14 days a year)

Thanks for that Turn10 :-)
 
Of course it can. you can go from clear to cloudy to rainy in seconds. Obviously you have never been to England.

I do get your point, though, and do agree to an extent. However, it worked fantastically well in Project CARS. Plus, it would be nice to have for longer/endurance races. I mean LE Man 24 hour with Dynamic time & weather :bow:

Actually it's horrible in project cars, they say it's 60fps but when it starts raining it drops and when night and Rain kick in together then you are lucky to top 30fps which is terrible

I prefer a stable framerate in a racing game, rather than dynamic weather, and I'm sure T10 will deliver
 
I wonder if 1080/60fps will be impressive to folks now. Forza 5 had a lot of naysayer with whole "anybody can do that" back then because they thought this gen would have a lot of that 1080p 60fps, but still the only game I know of completely locked 60fps and 1080p, even most remasters aren't even locked.

If they do it again, that'll be insane with better visuals, day/night, more cars onscreen, and weather. Actually just saying all that it seems impossible.

Just watched the lambo vid at night, the polish is amazing, it looks like they have been working on this for 5 years with how smooth and detailed everything is. I love how the car goes dark in and then flames shoot out of the exhaust and light up the car.

http://www.gamersyde.com/hqstream_forza_motorsport_6_e315_sebring_night-34934_en.html
 
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I wonder if 1080/60fps will be impressive to folks now. Forza 5 had a lot of naysayer with whole "anybody can do that" back then because they thought this gen would have a lot of that 1080p 60fps, but still the only game I know of completely locked 60fps and 1080p, even most remasters aren't even locked.

If they do it again, that'll be insane with better visuals, day/night, more cars onscreen, and weather. Actually just saying all that it seems impossible.

Just watched the lambo vid at night, the polish is amazing, it looks like they have been working on this for 5 years with how smooth and detailed everything is. I love how the car goes dark in and then flames shoot out of the exhaust and light up the car.

http://www.gamersyde.com/hqstream_forza_motorsport_6_e315_sebring_night-34934_en.html
Man that looks good! Good find bud. Already got this game on pre order.
 
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After reading and why they made that decision. I'll all in and still Project Cars is now Project sh*t.
 
Actually it's horrible in project cars, they say it's 60fps but when it starts raining it drops and when night and Rain kick in together then you are lucky to top 30fps which is terrible

I prefer a stable framerate in a racing game, rather than dynamic weather, and I'm sure T10 will deliver

That is a separate thing entirely, imo.

The feature in P'cars worked great. The performance of the game wasn't great in general anyway.

I do agree with you, though. Performance is king and should be of paramount importance.
 
Driving at night on a plasma TV is going to be insane. Inky blacks combined with an actual driving at night experience.
 
Good news: Night racing and rain
Bad news: I read somewhere that Greenwalt said night and rain only happen on certain tracks. And both night and rain can't happen at the same time (too hard to do).

Here's a good info recap some guy did.

http://forums.forzamotorsport.net/turn10_postsm314074_FM6---E3.aspx#post_314074

  • Console - - - Xbox One only. Link Link
  • Release Date - - - September 15 North America and Asia, September 17 Japan, September 18 Europe etc. Early access play with Ultimate Edition. Link Link
  • Editions - - - Standard/Deluxe/Ultimate digital editions, retail will at least sell a physical Standard edition. Deluxe includes VIP, Ultimate includes VIP + Car Pass + Early Access. Pre-order bonuses included. Link Link
  • Pre-Order/Load - - - Pre-order starting at E3 through September 15 release. Ultimate Edition owners start play on September 10. Digital and Retailer bonus DLC cars are livery versions of standard cars in game. All pre-orders get Ten Year Anniversary cars. Link Link
  • DLC - - - VIP and Car Pass (currently Bundle Only), Fast & Furious Car Pack, six monthly packs beginning in October with 7 cars each, pre-order cars and Ten Year Anniversary livery/tuned cars announced. Link
  • Achievements - - - (no info)
  • Resolution - - - "it’s all running at a rock-solid 60 frames per second at 1080p resolution." Link
  • Tracks - - - 26 locales and more than 100 ribbons. All FM5 tracks return in FM6, "including ten newly captured tracks". Rio de Jeneiro, Brands Hatch, Watkins Glen, Daytona International Speedway, and revised Indianapolis Motor Speedway announced at E3. Link Link Link
  • Manufacturers - - - 80 different manufacturers Link
  • Car count - - - 450+ cars at launch, all Forzavista quality. 100 cars identified at E3 (car list included). Link
  • Car types - - - Pre-war, GT race cars, hypercars, production cars announced. Link
  • Car functions - - - (no info on movable convertible tops, windows, wiper toggle, lights toggle, horn while racing)
  • Weather - - - Rain at specific tracks, no dynamic weather, no night & rain at the same time. Link
  • Night - - - (Conflicting reports on night/day transition from Eurogamer and Games Radar.) Night temps affect tire grip, no night & rain at the same time. Link Link Link
  • Physics - - - 148 surface types, porosity in materials, 3D puddles cause hydroplaning, wet physics calculated by coefficient of friction (not a simple multiplier), night track temps affect tire grip, tire sidewalls compress, improved engine called ForzaTech. Link Link
  • Audio - - - Improved audio physics. "even the sound of the rain will change based on your camera angle, whether it's inside or outside the car" Link Link
  • Music - - - Orchestrated in-game music, no radio stations. Link
  • Grid - - - 24 cars on track online or offline Link
  • Drivatars - - - Revised using data from previous games, Drivatars imported from FM5 and FH2, new Professional setting option restricts Drivatars from griefing. Link Link
  • Avatar - - - "also new are female avatars" (no info on helmet/suit customization) Link
  • Upgrades - - - Upgrades are similar to FM5. New tire compounds have been added. Fast & Furious DLC may hint at hood intakes? Link Link
  • Tuning - - - Tuning is similar to FM5. Link
  • Damage - - - Full damage. (no info on optional accelerated tire/fuel rate)
  • UGC import - - - "you’ll be able to port all of your tunes and liveries from both Forza Motorsport 5 and Forza Horizon 2 into Forza Motorsport 6." Link
  • Paintable surfaces - - - (no info on combo special paints, helmets, windows, rims, callipers, or specific body panels)
  • Unicorn cars - - - No unicorn cars, players rewarded with Forza Rewards cars and credits. Link Link
  • Forza Rewards - - - Increasing to 8 Tiers, provides monthly rewards and up to 7 cars when you start FM6. Link
  • Assists - - - Assists are the same as in FM5 (based on E3 playable floor demo). Assist "Mods" challenges let you earn credits for choosing harder assists. Link Link
  • Penalty area - - - Quicksand removed, interactive tire barriers prevent corner cutting and wall riding. Link
  • Career - - - more than 70 hours of gameplay, “Stories of Motorsport” vignettes, "80 one-off showcase races as well as six full-fledged career paths through different racing branches (super street, grand touring, pro racing, sport icons, and Ultimate)" Link Link
  • Tokens - - - Not included, may return later for player choice. Link
  • Economy - - - Credit economy, credits for racing, Forza Reward credits. Link Link
  • Auction House - - - Not included. Link
  • Storefronts - - - Not included, but the ability to track usage of your tunes and designs has been improved. Link
  • Top Gear - - - Top Gear test track is in, Hammond and May provide career vignettes with other personalities. LinkLink
  • Endurance racing - - - Based on stints/driver time. Link
  • Clubs - - - Not included, but new League system in multiplayer joins players of similar skill and temperament.Link
  • Searchable Lobbies - - - Not included. Link
  • Lobby tuning - - - (no info)
  • Qualifying - - - No qualifying, but there are warm-up laps before races. Link
  • Spectating - - - Online spectating in multiplayer included. Link
  • Photomode - - - (no info)
  • Replay - - - (no info)
  • Split screen - - - Included. (no info on guests sharing your garage, or Drivatars in split screen) Link
  • Multimonitor - - - Not included. E3 triple screen was custom built just for the E3 floor demo. Link Link
  • Virtual Reality - - - Forza shown in Oculus Rift. "You can play your favorite Xbox One games, like Halo, Forza, Sunset Overdrive and more". (no info on Hololens) Link Link
  • Kinect - - - No specific Kinect features, use Kinect as normal with Xbox One (snap function) Link
  • Peripherals - - - New Elite Xbox One controller allows paddle shifting and saved settings. Logitech and Fanatec offer wheels and pedals for the Xbox One. Link Link Link
  • SmartGlass - - - (no info)
  • Autocross - - - "you’ll also unlock Showcase events, which are short vignettes that let the player experience unique race modes – like Autocross and endurance racing" Link
  • Drag racing - - - (no info)
  • Drifting - - - (no info)
  • Rally - - - (no info)
  • Track Day - - - (no info)
  • Multiclass - - - (no info)
  • Tag - - - (no info)
  • Cat & Mouse - - - (no info)
  • Bowling/obstacles - - - (no info)
  • Soccer - - - (no info)
 
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Dynamic day/night never made sense to me. It's not realistic. Same could be said about the weather as well. It usually doesn't just come out of nowhere.
To me, having dynamic day/night and weather seems like overkill and not realistic.

Anyone playing a racer will play a match doing maybe 10, 15 or 20 minutes worth of laps at a time on a track. Having the time of day change from light to dark as if Mother Nature is changing at 50x the normal speed is weird. It makes for more variety and colours, but it's forced.

Sports and real life military fights happen in the day and night. Yet you don't see their video game counterpart forcing day/night cycles in a baseball game or a MP map where one minute it's morning sun Call of Duty, and then by the 6th minute it's midnight.
 
Good news: Night racing and rain
Bad news: I read somewhere that Greenwalt said night and rain only happen on certain tracks.

Actually that's a good thing, rain at Yas Marina would be a joke

"Turn10 decided not to incorporate night racing at tracks that don't host night races and rain at those tracks that don't see rain very often."
 
So good.gif

I hope the career mode has had an overhaul too. One thing I wasn't a fan of was the structure of career mode. Became boring.
 
A game that sold a million copies at full pop and still going the crowdfunding route? Wow.

Makes sense though. Why fund game development with your own balance sheet or bank loan at 8% interest loan, when you can get millions of dollars of free loans from gamers. And even better, if the game's CEO want to scrap the game, they still keep gamers' money.

Kickstarter is a fantastic way to grab cash without going through the normal process of application, proving to loan managers a business case, and paying interest on outstanding loans.

All the while, the original intent of Kickstarter was probably guys in their basement trying to get $20,000 to make a game since they were unemployment programmers, or a group of guys wanting to make a board game or card game they always wanted to make, but didn't have the $50,000 to hire artists and source packaging and materials.

Now, Kickstarter has turned into $50 million Star Citizens, funding established racing games like Project Cars, and helping fund a well known game franchise called Shenmue.

Site should be renamed BigBudgetStarter.
 
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