4/3/2023 0 Comments Forza driveclub gameplayTrees appear more lifelike, while texture detail is given a boost on some tracks. The repositioning of art assets is often joined by tweaks in other areas too. The Prague circuit is an interesting example, where rows of trees that overhang the road are removed in one section of the track, thus opening up the exquisite view of the historical architecture on show. Artistic alterations are made to some tracks in order to open up the landscape and better realise the level of detail on offer. Courses previously available in Forza 5 also see an upgrade: Sebring features the addition of fences erected on the sides of the track, while extra vehicles are seen in the background. The new Rio de Janeiro track showcases a higher level of graphical complexity than anything seen in Forza 5, with long draw distances and densely packed scenery filled with buildings, spectators, and plenty of incidental detail. Turn 10 has managed to squeeze yet more from the minuscule 16.67ms render-time available for each frame, resulting in a tangible increase in detail over Forza 5. Adjustments in the lighting model occasionally deliver a slightly cleaner image compared to Forza 5, but the difference is minimal at best. Coverage is regularly disrupted by how shading and post-processing are implemented in any given scene, often making it seem like there is little to no AA at all. Essentially, it's an alternative implementation similar to MSAA and suffers from many of the same flaws. Forza 6 (like, we assume, its predecessor) uses EQAA for anti-aliasing, an AMD-specific hardware AA solution that sees sample fragment storage decoupled from coverage computations, thus allowing more flexibility from a memory/performance perspective. An in-depth video analysis, covering off what's new in Forza Motorsport 6 from a tech perspective and how the game improves over its predecessor.īasic image quality appears similar to Forza 5, and so jaggies and shimmering across sub-pixel elements and fine details are commonplace across the scene. However, one major takeaway is that the studio hasn't thrown away much of the work it did on its predecessor - Turn 10 seems happy that it got the basics right on its first try, so we are seeing an iterative improvement from one game to the next, as opposed to the more dramatic leap we saw between Forza Motorsport 2 and its successor on Xbox 360. From a technological standpoint, Turn 10 also brings about some welcome additions to the engine, though perhaps understandably, the insistence on targeting that unrelentingly solid 60fps still comes with some compromises. A much larger roster of cars and tracks is joined by new features such as wet weather and night-time races, in addition to a better structured single-player mode free from micro-transactions. Lighting could also appear quite harsh, while the lack of anisotropic filtering on elements of the presentation meant that the increase in texture detail on the roads was blurred out just a few feet away from the camera.įree from the time constraints of a console launch deadline, Forza 6 is a more substantial game than its predecessor, providing both more content and some eagerly awaited gameplay modes. On top of that, the transition to the new engine clearly had implications for the volume of content the team was able to include, and there were a number of shortcomings: fewer cars and tracks than Forza 4 and a handling model that felt a little too excitable. In technical terms Forza 5 remains a solid start for the series on Microsoft's new console, but it seems that Turn 10 was still feeling its way around the Xbox One architecture, carefully trying to balance a next-gen leap in graphical quality with the studio's uncompromising stance on 1080p60 gameplay. The new game is an object lesson in refinement, and its predecessor starts to look just a little rough around the edges by comparison. Forza Motorsport 6 is an important release then - it demonstrates what one of the most talented first-party development teams can achieve with a clear two-year run on final Xbox One hardware. For the most part, Turn 10 achieved a solid 1080p60 - an impressive achievement bearing in mind that most of the production occurred on unfinished hardware, with Microsoft engineers still tuning the hardware as the studio entered the final months of development. In retrospect, Forza Motorsport 5 was something of a technological miracle bearing in mind the tumultuous Xbox One launch, characterised by rushed software and obvious technical challenges in working with the new console.
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