Tripolygon
Banned
Took too long.Wait. isn't games supposed to be about the content and not about 1080p/60fps on Xbox One? Where's that cloud they were touting?
Took too long.Wait. isn't games supposed to be about the content and not about 1080p/60fps on Xbox One? Where's that cloud they were touting?
sunglare.jpgyeah let's make it harder to see and slippery. I don't understand people.
Delicious passive-aggressive thread whining.Slow news day at GAF
I don't know about you, but my physics are totally different in night time.
Sure it does, the position of the sun and moon affects gravity ever so slightly.
IDK if this is true but it sounds true.
Those statements make me appreciate GT that much more. The lack of dynamic lighting is what makes it so difficult from what I understand. You have to have a separate set of textures that correspond to the lighting conditions of the track. So every track needs to have multiple sets of textures for each time of day and weather condition. FUUUUUUU....
I do agree with Dan in the aspect of 60 fps. That is paramount in a racing sim. Just wish they would learn to include dynamic time change and dynamic weather.
Pretty sure GT doesn't project shadows for each headlight, you can fake that stuff well enough.
ITT: Some people don't understand the cost and timespan of development.
Either that or I'm shit at detecting sarcasm? Things take time, money, R&D, etc.
New lighting and physics models for something like nighttime and rain (respectively) are basically new features entirely in a sim racing game.
Forza 5 is not even a Forza game let alone a next gen title. It sad that, they think everything is ok. Forza 6 will just be forza 5 with some of the missing cars and tracks from forza 4. It am shocked every time I go an look to buy a car in forza 5 that the veyron is dlc. It make me feel like I got jacked out of my 60 bucks. Ohh you want to check out the world's fastest street car in a game you just paid for? Ohh that will be another 10 bucks!
how about rfactor?
I'll gladly admit my ignorance as to why night racing requires a different physics model. Can you enlighten me?
lol.
Next thing you know they'll include garbage like hairpins and chicanes on the tracks to force you to slow down. I aint got time for that nonsense.
this is a simulator - are real races raced in the dark?
this is a simulator - are real races raced in the dark?
I'm done with FM, FH is where its at.
I don't understand why they can't just bake the lighting for a night course.
I mean I understand s day > night transition is impossible with the current engine but it should be pretty simple to just make a level darker.
Pretty sure GT doesn't project shadows for each headlight, you can fake that stuff well enough.
So true. I recently picked up Horizon and it is so much more enjoyable the main series.
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.
this is a simulator - are real races raced in the dark?
this is a simulator - are real races raced in the dark?
What a fucking mess of a game.
Track and air temperatures need to be simulated dynamically as they have relatively profound effects on race cars.
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.
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.
I'll gladly admit my ignorance as to why night racing requires a different physics model. Can you enlighten me?
As tracks cool down lap times really speed up and tires last longer.
I don't understand why they can't just bake the lighting for a night course.
I mean I understand s day > night transition is impossible with the current engine but it should be pretty simple to just make a level darker.
Pretty sure GT doesn't project shadows for each headlight, you can fake that stuff well enough.
I'll gladly admit my ignorance as to why night racing requires a different physics model. Can you enlighten me?
Nighttime racing & weather "isn't a minor thing" to add in Forza (on the Xbox One)
I want that Rally game MSFT had on the original XB to come back. Didn't it have crazy night time snow circuits? It was really fun and looked great.
Not sure how it held up as a serious sim though.
sounds like a blast....
Thanks for the reply. I thought of that after I posted. However, why not handle it similar to what Nascar Racing 2003 did?
In that game you could set the ambient temperature when setting up a race. In fact, it was cheat of sorts because cold temps could mask a poor handling car. As I remember it, the temp was not dynamic, it was fixed.
I think Greenwalt mentioned he didn't want to go half-way and do something as simple as baked lighting. I'm not an artist/tech director but while I think you could get away with baking some parts, you'd probably want some dynamism in terms of the headlights and shadows cast from at least the player vehicle headlights when hitting other cars or objects on the track.
T10 would probably then go all-in/in-depth on how headlight reflections affect their car shaders, the road, objects on the track, do a cost-benefit analysis on how it hits performance (does it mean they sacrifice some of the processing normally given to their physics model? do they downgrade visuals in someway... when they're already trying to improve the visuals to be realistic lighting conditions? Do they reduce the number of cars on the track?) after that. How does this affect MP if you expect to have multiple player-controller cars casting shadows from their headlights?
Combine this with rain (at night) and then further research goes into how your lighting and shaders need to react.
Suggesting major tweaks like this aren't really cheap. They need to be researched and tested to see how it affects the overall quality of the game, performance, etc.
I said respectively.
I work in the industry but I'm not a car nut so please excuse some of my admitted ignorance if I got any racing-specific stuff wrong.
It is. It's about simulating the entire gamut of race conditions. Not just perfect racing conditions.
It can have you on the edge of your seat.