I'd say one of the chief reasons they can't run night effects and weather physics in Forza 5... Is because they're already pushing the limits of the console as far as they can right now.
Now, before I go further, I want to say this isn't a console superiority thing, or a PC master race thing. This is just the way I see it, and things could definitely improve with time.
With that disclaimer out of the way, here's my theory. Like the Xbox 360 and PS3 at launch, developers used to working with last-gen hardware still haven't learned all of the tricks to programming for the new systems. With time, of course, they'll be able to discover optimizations and shortcuts to open up a lot of the console's capability.
There is no real reason, technically speaking, they can't do complex physics simulation for rain, or high-resolution dynamic shadows. They just haven't figured out how they can do that, and also do high-resolution texture streaming, and rendering, and complex physics simulation WITH these things. As they do more work on the consoles, and get comfortable with them, they'll be able to do stuff like this. It's the same reason games for these consoles won't continue to be an uncompressed 50GB install for more than a year or two, because they'll learn how to squeeze more content into a smaller space.
So, if this worries you, don't let it. Both consoles are entirely capable of what most modern gaming PCs are, hardware-wise. The developers just need to learn how to leverage it.
Its because Micro$oft have your money now.
Now please put 500+ hours of gameplay for our top of the game lotus, or just buy it with microtransactions for only £32.50 (On top of the £50 game obv)
Next gen?
Next gen of micro-transactions...
I don't see why people would want night racing. Its meant to be a simulation game and track races don't take place at night. It should have weather effects though, they don't stop races because of some rain.
night racing is the shit. I remember doing it in Shift 2, beaming headlights everywhere, can't see shit, extremely loud cars everywhere, holy fuck it was intense.
I wish forza had more of a street feel to it like the first one, it had a few cool point to point tracks that were at night around some docks and shit. Sort of like PGR's feel.
Night racing in project gotham was [i]the shit.[/i]
because for some reason they went with baked lighting for the environment. not because it's hard, but because it would bloat the game's size so much you would need two blu-ray discs, one for daytime maps and one for night-time maps
[editline]sd[/editline]
not because of the "tremendous burden it put on the team" its just because its not in their reach because they chose a retardedly outdated way to cast shadows.
[QUOTE=Janus Vesta;43176202]I don't see why people would want night racing. Its meant to be a simulation game and track races don't take place at night. It should have weather effects though, they don't stop races because of some rain.[/QUOTE]
There are races at night. 24 hour races etc.
[QUOTE=woolio1;43175132]I'd say one of the chief reasons they can't run night effects and weather physics in Forza 5... Is because they're already pushing the limits of the console as far as they can right now.
Now, before I go further, I want to say this isn't a console superiority thing, or a PC master race thing. This is just the way I see it, and things could definitely improve with time.
With that disclaimer out of the way, here's my theory. Like the Xbox 360 and PS3 at launch, developers used to working with last-gen hardware still haven't learned all of the tricks to programming for the new systems. With time, of course, they'll be able to discover optimizations and shortcuts to open up a lot of the console's capability.
There is no real reason, technically speaking, they can't do complex physics simulation for rain, or high-resolution dynamic shadows. They just haven't figured out how they can do that, and also do high-resolution texture streaming, and rendering, and complex physics simulation WITH these things. As they do more work on the consoles, and get comfortable with them, they'll be able to do stuff like this. It's the same reason games for these consoles won't continue to be an uncompressed 50GB install for more than a year or two, because they'll learn how to squeeze more content into a smaller space.
So, if this worries you, don't let it. Both consoles are entirely capable of what most modern gaming PCs are, hardware-wise. The developers just need to learn how to leverage it.[/QUOTE]
They're not even close to pushing the console to its limits yet...
[QUOTE=gbtygfvyg;43176910]They're not even close to pushing the console to its limits yet...[/QUOTE]
I'm inclined to disagree, if only because of the way they're doing it. They're not pushing it to the limits with really amazing graphics, or gameplay, or dynamic lighting, or physics. They're pushing it to its limits with unoptimized code and uncompressed assets.
Both can easily strain a console, but one's a whole lot more fun. Gradually, of course, it'll shift. Just look at how last gen panned out.
what the fuck kind of dev team are bunch of shit heels who do not understand how important optimisation is especially working with console?
stop talking out of your ass man
[QUOTE=s0m3_guy;43177087]what the fuck kind of dev team are bunch of shit heels who do not understand how important optimisation is especially working with console?
stop talking out of your ass man[/QUOTE]
I think a lot of the launch games that look good aren't pushing the limits of the hardware, they're doing exactly what they did with the last console and saying Look, we have the horsepower to not need to compress this, or take a shortcut here and there. They're more brute forcing with the hardware, rather than fine tuning with it
In 3 years we're going to see some amazing shit come out when they're properly utilizing it
[QUOTE=s0m3_guy;43177087]what the fuck kind of dev team are bunch of shit heels who do not understand how important optimisation is especially working with console?
stop talking out of your ass man[/QUOTE]
When you're used to working with really restrictive hardware, and you're suddenly dropped into an almost limitless sandbox, you don't bother with optimization. If you don't agree, just look at the size differences between Assassin's Creed IV on Xbox 360 and Xbox One. The 360 version takes up 9.6GB installed, whereas the One version takes up over twice that. A lot of that is due to the uncompressed textures.
Consider that the dev kits for the new consoles only went out a few years ago, and were constantly changing during that period. Look at the scandal with Microsoft, and how they decided to add 32mb of SDRAM with a direct CPU path SIX MONTHS AGO. That is not enough time to build a game, from scratch, optimized for the console.
Also consider that the SDKs in use by both consoles were only finalized within the past year. Also consider that a majority of the games on both consoles out at launch are dual-releases, and were designed with the older hardware in mind. Also consider that, at the beginning of every console cycle, most games are consistently less optimized than games further in the release cycle.
TL;DR: They do understand how important optimization is, they just haven't had a chance to optimize their games completely yet. And, quite honestly, they haven't had to when you consider the PS4 and Xbox One are about as powerful as a modern mid-range desktop PC. They've got a lot of lee-way right now.
or maybe its cause theyre still a fuckin business
you seem to forget games arent entirely a technical basis, a lot of quality can be lost due to deadlines and to plans for future releases
break down all the anecdotal facts and comparisons you want, youre still talking about people who do this for a living, and i highly doubt they would have such shit adaptation skills to shoot themselves in the foot like this.
such a fail of a game imo. In GT6 i did a few practice laps at the variable weather/time daytona course with the time scale pushed up. Seeing the sunrise was an amazing feeling.
[QUOTE=s0m3_guy;43177432]or maybe its cause theyre still a fuckin business
you seem to forget games arent entirely a technical basis, a lot of quality can be lost due to deadlines and to plans for future releases
break down all the anecdotal facts and comparisons you want, youre still talking about people who do this for a living, and i highly doubt they would have such shit adaptation skills to shoot themselves in the foot like this.[/QUOTE]
I'm not even sure we're arguing the same thing anymore. Or, rather, we're both arguing the exact same thing. I'm saying they either didn't have time or didn't know how to optimize it, and now you're saying they didn't have time to optimize it because they had a deadline.
Let's stop, before things get too ridiculous.
What perhaps pisses me off about the no-night/no-weather is that during the Forza 4 development cycle Greenawalt and Turn 10 consistently told the media that these features would not be included due to the limitations of the Xbox 360.
Now that they're on the One you'd assume that they would have bothered trying to work them into the game, but by being a launch title for the One their development was given a looming deadline.
It's poor because Forza used to be the leading race sim and 5 just doesn't cut it. It feels like Forza 4 with half the cars, less features and shinier textures.
I'll wait for #6 tbh.
Eh, something is wrong here when a Microsoft funded studio can't even add weather and night to a next gen video game.
Or how about these people are too lazy to program such feature in when it is already possible.
[QUOTE=arsefroth;43176397]
I wish forza had more of a street feel to it like the first one, it had a few cool point to point tracks that were at night around some docks and shit. Sort of like PGR's feel.[/QUOTE]
Forza Horizon was that hype shit
gran turismo has weather, day night, several dozen tracks, cars with realistic physics, and a more rewarding "story".
Only thing forza beats gt in, is customization, and sounds. I don't really like to count sounds since neither games do it right. gt has a wierd combination of synth and real, filtered sounds, while forza just plays sounds, and doesn't simulate a driveline.
[QUOTE=endorphinsam;43176414]because for some reason they went with baked lighting for the environment. not because it's hard, but because it would bloat the game's size so much you would need two blu-ray discs, one for daytime maps and one for night-time maps
[editline]sd[/editline]
not because of the "tremendous burden it put on the team" its just because its not in their reach because they chose a retardedly outdated way to cast shadows.[/QUOTE]
But mr balmer said the cloud, the cloud would do everything, everything.
[QUOTE=27X;43188688]But mr balmer said the cloud, the cloud would do everything, everything.[/QUOTE]
What part of "infinite power of the cloud" do these Sony peasants not understand?
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