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Thread: Forza 4 - GT5 Graphics comparison

  1. #11
    bradbear117's Avatar
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    Im pretty lame at racers but I have forza3 and DL'ed the Forza4 demo. I cant tell the difference between the 2.

    Its still just awsome expensive cars spinning out and craashing into every barrier

  2. #12
    fayainz's Avatar
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    At least in Forza 4 when you crash your car doesn't go... "thunk"... that always annoyed me. I'll be doing what any racing enthusiast does, own both Forza 4 and GT5
    My wallet is going to hate me but I have needs damit!
    Last edited by fayainz; 07-10-2011 at 04:29 PM.

  3. #13

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    Quote Originally Posted by Isengard View Post
    Forza 4 looks better, but from what I've seen it looks like it runs at 30fps compared to 60fps in GT5. Playing GT5 makes you realise just how much of a diffidence that framerate makes to the feel of the handling.
    Incorrect - all Forza games run at 60FPS all the time. GT5 does not.

    Looking good! Getting the LCE next Friday.

    EDIT: The only thing I dont like about Forza 4's graphics is that sometimes the highlighting is a bit overdone. Look at the sky - you cant see too much. I prefer GT5's sky.

  4. #14
    cRashed's Avatar
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    let the comparisons begin........Can't wait to get my hands on forza 4

  5. #15
    Robin's Avatar
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    Quote Originally Posted by Ancalagon View Post
    Incorrect - all Forza games run at 60FPS all the time. GT5 does not.

    Looking good! Getting the LCE next Friday.

    EDIT: The only thing I dont like about Forza 4's graphics is that sometimes the highlighting is a bit overdone. Look at the sky - you cant see too much. I prefer GT5's sky.
    I agree. The sky and some parts of the tracks look too bright

  6. #16
    weakest_link's Avatar
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    Quote Originally Posted by bradbear117 View Post
    Im pretty lame at racers but I have forza3 and DL'ed the Forza4 demo. I cant tell the difference between the 2.

    Its still just awsome expensive cars spinning out and craashing into every barrier
    ROFL i couldnt agree more ... though im slowly learning the ways of the mountain ... sideways


    A tree never hits an automobile except in self-defence.

  7. #17
    Ron Burgundy Dohc-WP's Avatar
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    Quote Originally Posted by weakest_link View Post
    ROFL i couldnt agree more ... though im slowly learning the ways of the mountain ... sideways
    there is a big improvement in the handling between the 458 (dlc car) in forza 3 and the 458 in the forza 4 demo so i dont know how you guys a claim there is no difference between 3 and 4, and the graphics is also vastly improved over the third one. the only downer i see is the lack of new tracks and the removal of the new york circuit from forza 4.

  8. #18

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    Yeah I noticed a big difference in the handling. Sliding is easier.

    There are 5 new tracks I think. Infineon, Indianapolis, Bernese Alps, Hockenheim Ring and I think one other.

  9. #19
    No Hobbits Allowed Isengard's Avatar
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    I watched the gametrailers review. It looks good, but the lack of night time races and weather is a little disappointing. I'm still quite happy with GT5 at this point.

  10. #20
    Ron Burgundy Dohc-WP's Avatar
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    Quote Originally Posted by Isengard View Post
    I watched the gametrailers review. It looks good, but the lack of night time races and weather is a little disappointing. I'm still quite happy with GT5 at this point.
    Dan greenwalt released a statement regarding that which i think makes sense.

    What can you tell us about night racing and weather effects in Forza 4?



    Forza Motorsport includes alternate times of day for a small number of environments, but those alternates do not include dark night or weather effects. For Forza 4, the majority of our graphical investment went into our new image-based lighting (IBL) model, as well as new material shaders, which give our cars and tracks such a realistic, detailed look. With IBL, supporting the general look of night is not particularly hard. However, we take frame rate pretty seriously—we believe that having a solid 60 frames per second (FPS) experience with no tearing is very important for a simulation racing game. Delivering night is about more than just getting the general look right. As we found on the original Forza Motorsport, having multiple headlight projections with multiple cast shadows is computationally heavy—even using clever tricks like we did on the less powerful original Xbox platform. This makes delivering a strong night racing experience very difficult at 60 FPS without significant compromise.



    Regarding weather conditions, we do simulate different track temperatures. However, we did not get tire data for wet conditions from our tire partners at Pirelli. We do have SAE data about wet conditions, but it’s nowhere near as comprehensive as our Pirelli data. In order to simulate wet correctly, we’d like to get custom real-world test data to input into our system. Of course, physics isn’t the only difficult aspect of delivering wet conditions. Creating believable weather effects also depends upon gobs of particles and lots of shiny, reflective surfaces. There are several tricks for doing this, but it would still have made delivering the new graphical fidelity of FM4 at a solid 60 FPS nearly impossible in our development timeframe.



    If we cut down on the number of cars on track, used original Xbox-generation car models, dropped to 30 FPS, or (and this would be the most effective solution) built specific tracks from the ground-up to have less detail and thus extra performance headroom, then night racing and/or weather conditions may have been possible. Some of those trade-offs, we just were not willing to do. Others would require time that we used to develop other features in the game—specifically, the new graphical look of the game in general. Night and weather are features we will continue to evaluate as the franchise continues. We’re waiting for the right time to deliver these features to our fans.
    Last edited by Dohc-WP; 10-10-2011 at 12:19 PM.

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