I don't really understand this, can someone explain? Why can't they just create a engine or whatever that lets them use any track with any time of day or a few weather options? Why wouldn't that be easier than using pre-baked lighting? Is the issue that they think it wouldn't look as good?
Personally I would give up some graphical fanciness if I could pick any track at any time of day with a choice of weather.
Gotta cut corners on them launch games.
I wonder if he thinks their game will be better than Driveclub in any significant way... Everything I've seen from Driveclub blows this game out of the water.
DC isn't even a sim. I will be buying it day one, but it's an apples to oranges comparison. Sims are definitely more complicated to create since you have much more calculations to run to keep things "real". This is more for weather, not night time driving.I wonder if he thinks their game will be better than Driveclub in any significant way... Everything I've seen from Driveclub blows this game out of the water.
but now you can barely make out the corners, or see the car ahead of you because of all the water in your face and have to completely re-adjust you brake points to compensate for sliding and visibility
so what was their excuse for forza 3/4? old hardware?
Oh, I honestly thought stuff like weather and nighttime racing was in Forza 4? Never played any of them, but that's what I understood.
do you know what a simulation isThis is fucking embarrassing.
Welcome to the next generation of racing games, where its the same but worse but hey LOOKATHESEGRAFIX
More like, it had to be released for X1 launch."This game had to release before GT6. Sorry."
Huh, so that's their lead in for "It's going to be DLC."is not a minor thing, it is not a 'add a little bit of time, throw it in' thing
do you know what a simulation is
or care for changes they make to driving models?
First sim to have livery + full weather/night wins in my book. Ill go 100% all in on it.
Do you mean the calculations for the physics of every car? How intensive are those really? I would think most of the processing is done in graphics.DC isn't even a sim. I will be buying it day one, but it's an apples to oranges comparison. Sims are definitely more complicated to create since you have much more calculations to run to keep things "real". This is more for weather, not night time driving.
Not including night time makes no sense to me. Hopefully it's all in 6.
First sim to have livery + full weather/night wins in my book. Ill go 100% all in on it.
lol thats nearly every PC sim
yeah let's make it harder to see and slippery. I don't understand people.
So Project Cars?
The game is as youll probably have come to realise now, is a visual treat. Instead of choosing to incorporate weather conditions which Greenawalt comments would actually take a game that has simulation physics and take it to a level where I dont even think our assists could make it easy, Turn 10 decided to invest in the games graphics and its HTR lighting. Thats abundantly clear when you care to look around at the games high detail textures, huge draw distances and naturally impressive rendering of the cars themselves.
Eurogamer: Gran Turismo has weather effects and night racing. Why doesn't Forza 4? Have you explored the possibility?
Dan Greenawalt: Every version we explore night and weather. We whittle down thousands of ideas, and we have these autonomous teams. We hire specialists. We build the game like an onion. At its core is a drop-dead amazing simulation engine. But we always assume we're wrong, and then find the best way to make it better. It's that commitment that makes me confident we have the strongest simulation, because we build partnerships other companies just can't, and we have a commitment to getting it right at our core.
We then build assists and fun gameplay and things on top of it without ever sacrificing that. Well, part of that is a solid 60 frames per second. And I mean solid. When you start doing multiple projected shadows off of the front of the car... we have 16 players, so 16 cars times two, so 32 projected shadows. That is a very graphically intense thing.
Now, that's totally possible on the Xbox 360, but it means the specialists we have in graphics would need to work on that problem, and it would be a hard problem. The hard problem we chose to take on with our graphics this version was Image Based Lighting, and working with Hollywood. Every version, we look at this long list of features we would do, and they are divided into these different autonomous groups that have the specialists that could actually do it. We just can't take a network developer and say, hey, why don't you do a new particle system. It's not that they're smart guys, but we hired them because they are so good at delivering network code.
Graphically, doing huge particle effects, we would have to have that group that was developing IBL, and that took a long time for us to get it right. We had to implement a whole new way of thinking through the partnership with Hollywood. We'd have to have them working on that from the ground up. So that's the type of thing where we could do it. We could do it on this hardware. But it didn't prioritise higher than IBL, because the IBL and the way the game looks now is stunning, and it's universal. It helps everybody, no matter what type of player you are, having a beautiful looking game that runs at 60 frames per second is awesome.
The things I've read on forums, people saying, well, I wish they didn't do this feature - first, that shows a lack of respect for the people who are going to love that feature, which is fine. I don't expect gamers to respect people the way I do. But, the assumption in that statement is, we have 350 people, why don't you just move them all on to this other thing I want?
It's like, I can't move artists onto it. That's not going to help. I can't move networking devs. I can't move my physics developers. I can't move my AI developers. To hire the best in the industry takes years. Years. To hire the type of guys we get, you have to take people from Hollywood and other game companies. It's the only way you get senior talent. So you can't just decide, we want to do more, let's just staff up.
Adding night and weather to an existing course "is not a minor thing, it is not a 'add a little bit of time, throw it in' thing," Greenawalt said. "When we do things, we do it all the way. That means physics, that means changing conditions, that means everything. So that is not the sort of thing that is easily undertaken in a patch.
So, what about building a new course around rain and darkness? Greenawalt explains, To build a new track that would work at night and in wet would mean a bespoke track. Everything we build is bespoke."
To start from the bottom up means at least another nine months of development -- that's just to get the course up and running, never mind modifying it with new water and car physics, and new lighting.
"If we wanted to make one of those tracks work with the added particles or projected shadows, and of course adding the physics to do something like night and wet, it means re-engaging those tracks. Im not trying to give an excuse, Im trying to give context as to why this is an order of magnitude higher than something like Drag and Tag, and other things were looking at from the community.
Greenawalt explained that "its fair that people ask for the features they want, and were here to make fans happy." He knows that both night racing and weather are staples of the genre. "Its not where we chose to put our investment in Forza Motorsport 5. We chose to be 1080p and 60 frames per-second, and have that solid performance.
lol.yeah let's make it harder to see and slippery. I don't understand people.
"Thats just not our focus with Forza 6, and would have taken resources away from our new smellovision feature. Whats a new car without that new car smell?"But hey I'm totally sure Forza 6 will have it.
So it won't be in Forza 6. Thanks for the heads up.
yeah let's make it harder to see and slippery. I don't understand people.
It's too hard to drive in the rain. Dan Greenawalt, Forza 3, 2009:
Graphically the 360 could do it, but it would be hard to pull off. 60fps is really important. Dan Greenawalt, Forza 4, 2011:
Hey man, it's really hard to do. Also, 60fps is really important. Dan Greenawalt, Forza 5, 2013:
But hey I'm totally sure Forza 6 will have it.
$0.99 per rain droplet.
$2.49 for the Moon Pack
sounds like a blast....