I think if menu is straight forward. They should just copy existing one with new skin/design (That too with least efforts). They can use saved time on better game user experience, In-game HUD, optimisation. Like they could give speedometer skins (Default is good but it would make sense more to spend time on), Winning Race screen. They can make radio of in-car interactable.
It doesn't really seem simplified, I mean what's simpler than selecting a preset in a normal settings menu. The settings in the "performance" category are just really badly implemented.
Xbox can deactivate multi threading to reach higher cpu frequencies. The game needs optimization but is not completely broken, they need to fix that and add extra rt support on pc. Still is nice imo
@@E-087 Yeah but high frequency low thread count is not the optimal performance mode for this processor family at all regardless whether console or PC, you want to run them as wide as you can to get full computational throughput. It's already starting off on the wrong foot with optimisation in this era when the requirements for the CPU workload are objectively high.
Totally, should be 8 thread minimum, not relying heavily on a single thread. Consoles are Zen 2 meaning 2 4-core CCX's maybe they are trying to tie it only to a single CCX to avoid any latency penalties?
I gotta be honest, even after Alex explained it, I still have no idea how all those "auto" options actually work. This is a remarkably confusing setup the devs opted for.
lack of dynamic res is a real shame. The benchmark lets you try and tune for worst case, but then you're leaving performance on the table during most races. A lot of the time its not raining and I don't have a full grid around me, so it'd be nice to use dynamic res to cover some of those extreme cases and let you have higher settings for the rest of the time
Super detailed as always. nice job Alex. I'd love to see you guys include Steam Deck & ROG Ally in these videos, but that's so much more work I fully understand why you don't!
I have tried Forza Motorsport on my AOKZOE A1 6800U and it works best set to 800p and Dynamic Optimization set to Default. Runs at a mostly solid (small dips occasionally) 30fps at 15W. FSR completely tanks the game's performance compared to the ingame optimization
So, as often happens, we were deceived once again by the quality of the graphics in the pre-release materials compared to what we later get after the premiere.
Alex this was so informative for me as a 2080 Super user. Seeing you come across the same issues I had with your similar 2070 findings I feel so validated. Thank you so much for all the work you do!
My theory for the middling paint rendering is that they chose to keep the cars unrealistically glossy/shiny because it makes ray tracing easier the more mirror-like the surface. That’s why most ray traced games on consoles don’t tend to interact much with rough material.
I hate when PC settings are a science in itself and the settings do something else than they suggest. The average user won't bother looking into what each of these settings actually do. Terrible UI design.
To be honest, I think I'll just play this on my Series X, even though I have a 13600K and a 4070. I find it exhausting having to tweak games so much these days to achieve a playable experience. On console I'll just set the normal performance mode, get locked 4K60 and focus on the gameplay. At least I'll finally have a use for the Series X, as it's been pretty much collecting dust for 3 years.
Yessir just pick up and play with a Console if you're satisfied with how it plays and looks. I am having fun with the game, addicting almost on my X. PC is great but more headaches/tinkering for Casuals. @@THU31
I've found I basically need to reboot the game every time I finish a race with the early access code, because the game will randomly basically half its framerate (40 instead of 80, and sometimes even 20 if I attempt to continue further). The game also seemed to forget I had an RTX card at one point (showing FSR options only even though DLSS was enabled). Unlocked FPS is nice though, since PC is the only platform that doesn't give you FPS whiplash by suddenly going back to 30fps when you finish a race.
Had both of these issues today. I did find just pausing the game returns the framerate to normal if it randomly drops down in half. It seemed to halve the framerate any time I rewind
AF is memory bandwidth-heavy, usually that's not an issue on PC with dedicated VRAM but it's more limited on console due to the shared memory pool between CPU and GPU, and it's bandwidth that can be used on other things instead. That's probably the reason why console games skimp on it.
@@PositronCannon Thanks, Informative comment. Also my thought is on PC we have blurry far textures without AF. But on consoles they do not look as blurry, They might be using console only techniques like mipmapping / variable texture resolution. That's probably why they do not need it and it just exist to fix UI textures. Tho no idea if it's correct.
@@prateekpanwar646 On console the player is usually sitting further away from their screen, since they'll likely be using a TV, so lower AF settings are less noticeable on console as well. Having it on a higher setting like 4x at least would be nice though.
@@sd19delta16 When I play a heavy game on PC I'm more than happy to turn AF down to 8x or 4x to save a little bit of performance because it's rarely noticable. However below 4x it becomes quite obvious often as that blurred line is very close to you, and this is even more important today as we play on high resolutions. Halo 5 is a game that benefits heavy with high AF as it uses 4x on Xbox One X, but 16x on Series X which looks absolutely stunning.
Seriously disappointing they don't have more high end options for graphics on PC. Doesn't matter if it's "too heavy" for most GPUs out there. It would improve the longevity of the game, let more users unlock these graphics as they upgrade their GPUs.
they have no desire to keep supporting this game as Motorsport is notorious for short licenses. Everything here screams “annual sports game” model to me.
Yes the best PC ports were built with future scaling in mind, I'll always advocate for it. The issue is that devs that do that get punished instead of rewarded, by the legions of frothing cavemen who review bomb the game on steam because their mid-range GPU can't max every setting. Some people literally take offense if you tell them to lower their settings and feel entitled to their Walmart prebuilt maxing every game, and they whine and scream when the game doesn't allow that, they're a plague to PC gaming.
@@DroneCorpse You realize how long it's been since the last Motorsport, right? This new Forza is a _platform_ , it is the basis for everything that Forza Motorsport is going to be for years going forward, and they're going to continually update it and add content over time.
Love the representation of body damage, but the major ray tracing downgrade is hard to stomach. Incredibly disappointed in that. Almost wish they’d never shown us the preview, then we wouldn’t know what we’re missing:/
@@iconofsin4578gameplay first. Dynamic weather and time of day is a big deal. DF only focuses on visuals because, well that's their job, but the actual game itself is much better off from having gone with dynamic lighting
@@BeautifulKurumi I mean, the 2060 super can handle the RT reflections in this game so you don't need to exaggerate that much. Obviously the consoles are at an RT disadvantage with AMD hardware, so it's still impressive, but it's definitely a bit of a letdown, especially when even the PC can't match the quality shown in early trailers
I don’t think it’s “traversal stutter” given how regularly it happens and how much more pronounced it gets when you increase graphical settings even when remaining CPU limited. Seems more likely to be an infrequent (every 1-2s) recalc of e.g. RT structures on CPU that is causing the frametime instability.
Kind of surprised how little the CPU cores are being used on the Ryzen 5 3600 with most threads running at 20% or lower and even less cores being used on the 12900K. Seems a studio as talented as Turn 10 would have much higher utilization to ensure a smooth experience.
Proper parallelization is hard, and in some games more than others. I'd imagine the sim aspect of this game can put limitations in much like we see with MS flight sim and how CPU bound it (and all it's past iterations) is. If the console version hardware graphically only has so much horsepower, I can see them not bothering with the crazy effort to optimize CPU multicore if it wouldn't make a difference (if you is only able to hit 60fps no sense making the CPU hit 120 fps for example). But that means, as is often the case, the PC version gets held back and limited in it's potential.
Agreed. Most sim's have a heavy reliance on single thread speed due to the way the physics work. Plenty of 3D modeling software that has the same limitation as well. In this case, that would be a good sign point to Forza being better this release in terms of car handling since it's more sim focused vs an arcade racer like Horizon- at the sacrifice of not using all CPU cores at full blast. @@aggies11
What...you don't want your windshield to act as a steering wheel and dashboard mirror with every light source possible beaming through as you drive like in real life? /s Honestly to me, this is maybe the most atrocious graphical thing in the game. The sheer exaggerations, from the interior reflections and lighting, to the fire spewing mufflers when changing gears sub 100mph.
@@vjmtz That was the single worst thing about Forza 7. It seemed not matter what direction your were driving the sun was always at to perfect angle to project your dash onto the windshield.
@vjmtz It's amazing T10 didn't fix this either. Car windscreens are designed not to show reflections of your hands and the wheel... yet T10 decided "too cinematic not to show this." In real life most cars windscreens are at such angles that you couldn't ever see the steering wheel and hands while sitting upright staring out the screen at an angle perpendicular to the front/back contact points your wheels would make with a flat street surface directly under your car. It's just so dumb that people think FM is remotely emulating anything close to real.
I don't think Turn 10 has pushed the limits of either the PC or the Series X. The result is good, but they had the opportunity to be a technological benchmark on both PC and Xbox and they have fallen short. Great analysis Alex!
What a headache of a settings menu, thank you for taking the time to test what "auto" actually does. Still not sure if i should bother trying it on i5-12400, might just stick with the Series S version and save space on PC.
When a racing game shows replays it usually does so in more detail because it is not processing things like AI, physics, etc. since it is reading everything from the buffer.
The Xbox Series X version only having 2x anisotropic filtering in a racing game is a sin. Racing games are the prime use for 16x AF, and the performance cost is virtually zero, so I really hope that gets bumped up on the console version. After playing it myself on both PC and Xbox Series X, the Xbox version is hard to look at when you get used to seeing a clear track in front of you from the PC version.
@@e2rqey Forza Horizon 5 launched with the same problem, 2x AF and it was bumped up to 16x in a later patch. The framerate was unaffected. If it can be done with no performance penalty in a huge open world game like that, it can be done in this one.
Thanks so much for this video. FM was running like trash on my system and this helped me get it sorted. I took your optimized settings and then tweaked here and there until I was sitting just above a consistent 60fps. then set the target to 60FPS (V-Sync). IMHO no point in turning down the settings for a higher framerate when the game locks you to 60fps in multiplayer races anyway, best to just get used to it being at 60fps all the time.
The options menu sounds waaaayyy more complex than it needs to be. Like what the hell were these devs thinking? I'll be waiting to get this game until then get that sorted out.
I do wish they had improved car geometry more. This is an aspect where Gran Turismo has recently triumphed. The texture work is a lot better in Forza Motorsport than in 7, but lots of the less prominent cars still have less-than-ideal geometry.
Thats because GT was built from the ground up and people called it dumb for removing 2/3 of the cars, but it made it a better game. Forza made like two cars HD, and imported the rest from FM1
@@real_Zuramaru You should definitely try VR. The interior details and accuracy is just amazing. It really brings the cars to life and lets us appreciate the work the designers have achieved.
One race... I can't remember the track, but I absolutely loved it. Lots of elevation change, a little bridge thing, and trees close, and it happened to be nighttime and pouring rain... And for the first time, it wasn't stuttering, looking like it was covered in Vaseline. It was that one race that I finally did not feel completely ripped off. And that experience came directly after watching this video and tweaking my settings. THANK YOU SO MUCH digitalfoundry for this diligent work.
Alot of these issues still exist. The stutter / frame time spike happens still at certain parts of a track, every lap and changing some settings absolutely tanks performance, requiring a restart to fix it aswell as odd bugs with changing settings changing other settings
The RT settings are super disappointing and something I feel they should address in a patch. RT settings on PC should be league's more advanced than what they did on the consoles. I don't care how much performance it costs me, all reflections should be RT and cover a far larger area around the car. And of course the RTGI they showed off needs to be added.
@TheAlienGangster That shouldn't have any baring on the PC version though. They should have a PC centric version of the game running at higher settings that the console cannot handle. Xbox says they consider PC a first class citizen, but the only game thus far that seemingly went the extra mile for the PC crowd is Gears 5. Everything else feels like a port of the console version with slight tweaks.
Hope more racing games get native VR support because after GT7 in VR, it’s hard to imagine going back to racing sims in 2 dimensions again. Would love a rally game on psvr2 next.
I don't even have VR and i do think this is for sure the most promising direction to take the genre into. Though i do play with opentrack head-tracking when possible, that helps a bit as well, but it only works in games with TrackIR or FreeTrack support.
Microsoft actively avoids VR, it's frustrating. Every hardcore sim racer I know switched from triple monitors to VR and they never went back, it's not only immersive to be able to turn your head and look at whatever you want while driving at the same time, but also the depth perception helps you judge corners better, it's the best upgrade you can make to a racing sim setup. Come to think of it does FM8 even support triple monitors? I don't think they care about the sim racing crowd at all.
Agreed it's a complete game changer for racing games and should be in every motorsport game. VR support and quality FFB do far more to improve the experience of a racing game than slightly improved graphics or Ray-Tracing ever will. It's a shame that Xbox has completely dismissed VR and failed to have it be supported in games like Forza Motorsport where it would be such a great addition to the game
What's the point of RT in those games ? Why are cubemaps inferior if 99,9% of times you are going to be looking where you are driving anyways and not at the reflections on the car ?
I've seen and heard many people having issues with the performance, as well as some who couldn't even get to start the game. Perhaps it should've taken a bit more time in the oven.
There is something going on with the latency. Using the Nvidia performance overlay and looking at the average PC latency (which is pretty much the GPU mostly), I often see it in the 40ms avg instead of ~10ms, which I sometimes manage to get. I don't mean randomly changing while the game is already running, but rather from the start you either load it and it's messed up in the menu and even first loading screen, or proper. I don't know what's causing this bug/issue. I keep trying to force low latency in NVCP but doesn't seem to work really. Can you look into that maybe? I regret getting the game pass version since SpecialK doesn't work with it, could have probably fixed the latency with it...
Where did all the development time go into this? Same 2d wheels in motion, same cars except less of them. Less tracks. The amount of actual new content is so slim for how long it's been since the last game. I find it funny how forza 1 parts could fall off your car but in 2023 that's not possible anymore. The performance also gives little hope for good VR support. I'd be more excited if they just gave f7 VR support over this grind fest.
Regarding CPU single thread reliance - Most PC racing sims rely on single thread performance due to the way physics are handled. So I'm curious if they prioritized physics modeling for this release?
Great review, but I kind of wish for upscalers a comparison of the "quality" setting on FSR or equivalent in-game scaler would be investigated a little bit. FSR massively struggles to perform below that setting most of the time, but it's usually serviceable at quality when playing at 1440p or 4k. Mostly 4k. However, some games it still looks bad, and I'm mostly curious, as a 6700xt owner, if the implementation is decent or not. I've just come to expect that any render resolution below 1080p with FSR2 is not going to be good lol.
I feel engine devs should put some effort towards ensuring that their renderer actually converges, because that's a massive problem and a reason why FSR has no chance of looking great. The fact that TAA turns everything into enough of a mush for it to not matter too much and that DLSS by some sheer magic irons out the faults shouldn't be enough to call it a day. I see some of the underlying convergence faults in say cyberpunk and i scream, that they're so bad and so avoidable that someone should have caught them.
I know that these videos do take a lot of time, but i would really love it if you could look at if X3D processors have any advantages ❤ Especially given how CPU limited games have been, if 3D vcache can improve performance a lot for a particular title, its worth knowing
@tlevs7621 FSR and DLSS are bugged. I'm on a 7900 XTX at max RT FSRQ 5120x1440 and seeing a huge range with 40fps at worst and 70fps at best. Typically at 60fps but doesn't feel very good
Love how since this video came out I;ve seen many "journalists" posting how this game only gets 40fps average on a RTX 4090 with DLSS on performance mode. Meanwhile Alex runs it 4k 60fps with DLAA.
I'm not gonna lie, hearing Alex video after video saying how the R5 3600 is struggling to reach 60FPS is starting to get worrying as an owner of said CPU lol
Same lol...I want to upgrade to a 5800x3d sometime, but prices aren't coming down as much as I'd like :(. I suspect it'll hold value well, since it's the ultimate am4 gaming CPU.
Love being CPU bottlenecked because a game is underutilizing it, been a common issue for a while now but the heavier CPU demands of this generation compared to how games used to be squished onto the Jaguar cores isn't gonna be good.
Disable Raytracing is basically the solution. Cyberpunk does utilise the CPU much better, but still will not hit 60 fps with Raytracing on the same CPU... So, question is mainly; IF it DOES utilize the CPU better, does it actually perform better ? In this particular case it may add roughly 10-20 frames, but not much more; as i think that threading the load better also has a performance cost in some regards; with some threads needing to wait longer on others, more threads needing to be chained together at the end of CPU time. It's still strange though as i am under the impression that Forza Horizon 5 has much better CPU performance, although much less RT. But it has an open world and a more dynamic nature; so it's quite strange they couldn't manage that on this one.
Was able to get consistent and smooth performance with something in-between Alex's two higher-end settings with a 9700k and 3080 (basically I picked the one on the far right but used High cube maps instead of Ultra as Ultra was a bit much for my PC) (also using DLSS quality).
My problem is some assets don't load in quickly enough or more rarely an asset will disappear when I go near it. Happens on every track I've tried, I can be driving 20 MPH or 200 MPH and it will still have the problem. I got a RTX 3080, 32 gigs of RAM, a 11900KF and this game is installed on an M.2 drive. I really don't know why this is happening if I could fix it I would be so much more happy with this game!
@Digital Foundry first of all thanks for this deep analysis! Just a word about enabling FPS with VSYNC, when using UNLOCKED (VSYNC) the game will go to AUTO CAP to 60 or under that to 52-54 randomly and return when i switch to window and back from what i'm running 130FPS+ with your settings at 3840x1600 on RTX 4090 OC + 13900KS OC + DDR5-8400C36, i tested many times and never does that while FPS are UNLOCKED (NO VSYNC). I also tested (8PC + HT) and (8P no HT) and seems to be exactly the same for my Gen13 CPU, didn't test (6P no HT) that seems to score more on your Gen12. Either way game runs nice but has a lot of blurry textures, ghosting, wrong reflections and artifacts. I run it only with DLAA as DLSS looks horrible compared to it. Cheers!
I’ve had my frames/v-sync set to unlocked and definitely been noticing the camera stuttering! Thought the game was just bad… Every single other game I set the frames to unlocked and cap my monitor with RTSS with G-Sync enabled. So here I need to enable v-sync in game??
Why is NO ONE mentioning the fact that running into other cars causes ridiculous sparks to fly all over the place when NONE of these car bodies are made of METAL lol
Has Turn 10 learned NOTHING since FM6 Apex? Why are the settings so messy and unintuitive? Why is the UI so bland for that matter? There's nothing going for it!
love the work you do. Thank you so much for going through the grueling trouble of figuring out optimized settings in these games. that being said i really dont care that much about rt reflections in most games as ssr can look just as good when not at weird camera angles. RTGI though damn i really wish it had that in the game.
At this point we should just let the Horizon team take over Motorsport as well since they've shown their technical competency with FH5. At least the horizon games have uncapped frame rates on PC.... And DLSS 3 support.... And "extreme" settings for super high end systems.... AND they let you turn off V-Sync🤦🏻♂️
Also, they know how to do cubemaps. Seems like developers forgot how to do non-realtime reflections nowadays. Smart developers stretch and skew the cubemap each frame, as it's basically free and they blend maps in n' out. They also render faces independently, preferring to render faces that make more sense often. They also show certain dynamic objects like MASSIVE signs off the road. Even smarter devs use these "good" cubemaps to fill in the empty space of screen space reflections. Forza Horizon 3-5 did basically all of these. Yet this one all three methods to do reflections implemented so horribly that it's honestly impressive. RT refletctions have LOD+distance problems. Screen space reflections are extremely limited and poorly filtered. Cubemaps are way too low of a resolution, rendering absolutely nothing dynamic and not having basically any trickery to make them usable.
The game updated and there are more graphics options now. Looks like you'll have to redo this video lol. There's a dedicated option for screen resolution but "Resolution scale" is still there - what does it do now? There's also particle quality and car livery quality now.
I'm surprised you didn't run into shader compilation stutter. I had an issue last night where the shader compilation would crash the game at 95%, so when i would relaunch the game it would skip the shader compilation and i experienced heavy compilation stutter that made the game unplayable. It was late last night and i gave up trying to troubleshoot it but glad to hear it isn't supposed to be an issue
Out of curiosity, are you using an AMD gpu? There have been many shader compilation issues ever since the directx performance update in driver version 22.5.1 last year. But more recently I've had issues in ue4 games that use a pre-compilation step and it not working. Moreover, Counter Strike 2 is horrendous to the point where Valve even addressed it in their patch changelog, stating that they are working with AMD to resolve it...
@@pcgamingftw5694 nope 3080 and 5600x. After a restart it's running a lot smoother so shaders might not be the culprit, but I cannot get the benchmark to run higher than 35 fps no matter my settings so something is very wrong
@beaumotion6692 thermal throttling perhaps? Unless you're playing at some crazy high resolution or paired them with like 8GB DDR4 2133 RAM those specs should perform a lot better.
The performance sounds disappointing (modern game, big shock there), but I'm stoked to see low-ultra settings that actually scale up and down, unlike most modern games where you're lucky to get a couple extra fps out of putting something on low.
Can anyone explain to me why console games have low Anisotropic filtering ? It has such minimal impact on pc going from 2 to 8 or 16x and can be a big upgrade to the image quality in some scenes but at most console games have it set to 2 or 4x
Simple, because anisotropic filtering isn't as lightweight as everyone thinks it is. Jump from 4x to 8x filtering can bring up to a 8% performance impact in some cases.
It is a mix of concerns about memory bandwidth and total system memory. PCs have more of both, although there is a frametime cost to swapping textures between RAM and VRAM.
Unified memory. Anisotropic filtering takes a bit of memory bandwidth but that's about it. PC GPUs usually have memory bandwidth to spare so it doesn't matter. On a console where the memory is shared between CPU/GPU, they're usually much closer to maxing out the bandwidth.
Great, in depth breakdown! I wish all PC ports of major releases got these types of videos. Side note: any time the video went back to 4k/ultra settings gameplay, I always thought "whoa, that's gorgeous!" without fail. I guess the contrast of seeing those visuals right after so much footage of lower-end settings just jolted my brain into complete "wow" territory 😅
For me the game has been completely unplayable on RTX3080. Can't get the game to run even close to 60fps. And DLSS seems completely broken. Changing it from Ultra Quality to Ultra Performance doesn't seem to do anything.
Almost every modern triple a game is broken at launch.. Why can't they release fully made game? Like back in ps2 times, you couldn't update games and they were well done.
I am having absolutely terrible performance in the 40 - 60fps range even with optimized setting and raytracing turned off. My rig should be able to handle this easily (Ryzen 3900x + 64gb ram + RTX 3080 + m.2 ssd) DLSS is broken and does nothing. Forza Horizon looks much better and runs like a dream. This game needs a patch asap.
ALEX, noch einmal DANKE für diese Videoreihe und für einen der besten 16-Bit-Soundtracks, die Originalversion von Batman Returns auf der Mega-Sega-CD 😉👍🕹
It’s mind blowing how in-depth you guys go sometimes. Just know that there are a lot of people that appreciate it, super fascinating.
Nobody even comes close. These guys are uniquely thorough in their analysis.
It's not just how thorough they are. It is how useful it is. I will definitely use this video next week!
This menu feels like one of those "let's try to reinvent option menus on PC to simplify things" but it only results in more confusion
I think if menu is straight forward. They should just copy existing one with new skin/design (That too with least efforts). They can use saved time on better game user experience, In-game HUD, optimisation.
Like they could give speedometer skins (Default is good but it would make sense more to spend time on), Winning Race screen. They can make radio of in-car interactable.
It doesn't really seem simplified, I mean what's simpler than selecting a preset in a normal settings menu. The settings in the "performance" category are just really badly implemented.
nah.
I think someone got drunk while making the Graphics Settings.
typical microsoft way, HATE settings in windows 11, just do 2 more steps to get to the same menu that is used in windows 10/7
Driving game devs have been trying to reinvent the wheel forever.
The 1st few iterations were by far tge best.
They've just gotten worse
You can't propose a basically new engine in 2023 and be CPU limited by bad core utilization. It's unacceptable, since EVEN CONSOLES are multithreaded.
Xbox can deactivate multi threading to reach higher cpu frequencies. The game needs optimization but is not completely broken, they need to fix that and add extra rt support on pc. Still is nice imo
@@E-087 Yeah but high frequency low thread count is not the optimal performance mode for this processor family at all regardless whether console or PC, you want to run them as wide as you can to get full computational throughput. It's already starting off on the wrong foot with optimisation in this era when the requirements for the CPU workload are objectively high.
@@E-087 hyper threading* it still has 8 cores with the higher frequency mode. do some thinking.
Totally, should be 8 thread minimum, not relying heavily on a single thread. Consoles are Zen 2 meaning 2 4-core CCX's maybe they are trying to tie it only to a single CCX to avoid any latency penalties?
@@armanromana1580 Hyper Threading is Intel branding, AMD does SMT (Simultaneous Multi-Threading)
MASSIVE props for investigating all those auto options. That sounded like a real headache.
If the guys at Digital Foundry find your PC settings menu confusing, you've fucked up as a menu designer.
I gotta be honest, even after Alex explained it, I still have no idea how all those "auto" options actually work. This is a remarkably confusing setup the devs opted for.
That’s cos ur name is Pawel
@@ihmpallNow this makes more sense, thank you
lack of dynamic res is a real shame. The benchmark lets you try and tune for worst case, but then you're leaving performance on the table during most races. A lot of the time its not raining and I don't have a full grid around me, so it'd be nice to use dynamic res to cover some of those extreme cases and let you have higher settings for the rest of the time
Super detailed as always. nice job Alex. I'd love to see you guys include Steam Deck & ROG Ally in these videos, but that's so much more work I fully understand why you don't!
The man is a professional.
I have tried Forza Motorsport on my AOKZOE A1 6800U and it works best set to 800p and Dynamic Optimization set to Default. Runs at a mostly solid (small dips occasionally) 30fps at 15W. FSR completely tanks the game's performance compared to the ingame optimization
Its usually a separate video
So, as often happens, we were deceived once again by the quality of the graphics in the pre-release materials compared to what we later get after the premiere.
Damn, Alex! That is a mighty fine review. Soo much detail and an impressive depth of RT analysis. Thanks, as always!
Alex this was so informative for me as a 2080 Super user. Seeing you come across the same issues I had with your similar 2070 findings I feel so validated. Thank you so much for all the work you do!
100% I have a 3600x and 2070 super so I'm glad they use this exact combo for their testing :)
My theory for the middling paint rendering is that they chose to keep the cars unrealistically glossy/shiny because it makes ray tracing easier the more mirror-like the surface. That’s why most ray traced games on consoles don’t tend to interact much with rough material.
Bingo. Spider-Man games are an example of this.
I love that you're still keelhauling Jedi: Survivor.
I hate when PC settings are a science in itself and the settings do something else than they suggest.
The average user won't bother looking into what each of these settings actually do. Terrible UI design.
The biggest crime is not having a 3D preview so people can _see_ the difference with an option to highlight the differences. :-/
To be honest, I think I'll just play this on my Series X, even though I have a 13600K and a 4070. I find it exhausting having to tweak games so much these days to achieve a playable experience.
On console I'll just set the normal performance mode, get locked 4K60 and focus on the gameplay. At least I'll finally have a use for the Series X, as it's been pretty much collecting dust for 3 years.
Yessir just pick up and play with a Console if you're satisfied with how it plays and looks. I am having fun with the game, addicting almost on my X. PC is great but more headaches/tinkering for Casuals. @@THU31
I've found I basically need to reboot the game every time I finish a race with the early access code, because the game will randomly basically half its framerate (40 instead of 80, and sometimes even 20 if I attempt to continue further). The game also seemed to forget I had an RTX card at one point (showing FSR options only even though DLSS was enabled). Unlocked FPS is nice though, since PC is the only platform that doesn't give you FPS whiplash by suddenly going back to 30fps when you finish a race.
Glad it wasn't just me with the DLSS issue.
Had both of these issues today. I did find just pausing the game returns the framerate to normal if it randomly drops down in half. It seemed to halve the framerate any time I rewind
Really don’t understand why consoles hardly ever use 16x anisotropic filtering as it has virtually no performance impact.
AF is memory bandwidth-heavy, usually that's not an issue on PC with dedicated VRAM but it's more limited on console due to the shared memory pool between CPU and GPU, and it's bandwidth that can be used on other things instead. That's probably the reason why console games skimp on it.
@@PositronCannon Thanks, Informative comment.
Also my thought is on PC we have blurry far textures without AF. But on consoles they do not look as blurry, They might be using console only techniques like mipmapping / variable texture resolution. That's probably why they do not need it and it just exist to fix UI textures. Tho no idea if it's correct.
@@prateekpanwar646the consoles absolutely look blurry without af lol
@@prateekpanwar646 On console the player is usually sitting further away from their screen, since they'll likely be using a TV, so lower AF settings are less noticeable on console as well. Having it on a higher setting like 4x at least would be nice though.
@@sd19delta16 When I play a heavy game on PC I'm more than happy to turn AF down to 8x or 4x to save a little bit of performance because it's rarely noticable. However below 4x it becomes quite obvious often as that blurred line is very close to you, and this is even more important today as we play on high resolutions.
Halo 5 is a game that benefits heavy with high AF as it uses 4x on Xbox One X, but 16x on Series X which looks absolutely stunning.
Great Video Alex as usual thank for the awesome job. Just pointing out @25:54 you mention the 2070 Super but the badge is mentionning 2060 Super
Seriously disappointing they don't have more high end options for graphics on PC. Doesn't matter if it's "too heavy" for most GPUs out there. It would improve the longevity of the game, let more users unlock these graphics as they upgrade their GPUs.
they have no desire to keep supporting this game as Motorsport is notorious for short licenses. Everything here screams “annual sports game” model to me.
Yeah forward scaling kind of poor not looking much better than the console version. FH5 how can look significantly better than the console version.
Yes the best PC ports were built with future scaling in mind, I'll always advocate for it.
The issue is that devs that do that get punished instead of rewarded, by the legions of frothing cavemen who review bomb the game on steam because their mid-range GPU can't max every setting. Some people literally take offense if you tell them to lower their settings and feel entitled to their Walmart prebuilt maxing every game, and they whine and scream when the game doesn't allow that, they're a plague to PC gaming.
@@DroneCorpse You realize how long it's been since the last Motorsport, right? This new Forza is a _platform_ , it is the basis for everything that Forza Motorsport is going to be for years going forward, and they're going to continually update it and add content over time.
@DroneCorpse this one is gonna last a bit longer than the usual releases, they're using different licenses for the cars now
Love the representation of body damage, but the major ray tracing downgrade is hard to stomach. Incredibly disappointed in that. Almost wish they’d never shown us the preview, then we wouldn’t know what we’re missing:/
Should have gone static lighting, baked shadows and reflections. Still looks great my on issue is the antialising
@@iconofsin4578gameplay first. Dynamic weather and time of day is a big deal. DF only focuses on visuals because, well that's their job, but the actual game itself is much better off from having gone with dynamic lighting
Ray tracing takes a ton of hardware. Sony fanboy. The Xbox Series X is not packing a RTX 4090. That Turn10 pulled it off at all Is INSANE!
sorry but most people dont care about rt. We want a smooth experience and this is a CAR game. Physics and gameplay smoothness has to be the priority
@@BeautifulKurumi I mean, the 2060 super can handle the RT reflections in this game so you don't need to exaggerate that much.
Obviously the consoles are at an RT disadvantage with AMD hardware, so it's still impressive, but it's definitely a bit of a letdown, especially when even the PC can't match the quality shown in early trailers
DF continues to be the QA department for many studios. 😂
They should be listed in game credits at this point.
@@VariantAEC They have actually been listed in game credits and patch notes before which is cool
I don’t think it’s “traversal stutter” given how regularly it happens and how much more pronounced it gets when you increase graphical settings even when remaining CPU limited. Seems more likely to be an infrequent (every 1-2s) recalc of e.g. RT structures on CPU that is causing the frametime instability.
I hope they add RTGI in a later update.
I’m enjoying the game so far.
They already said they would
@@zTzAvenger Sweet! Thanks! I haven’t heard any news or followed any news regarding the game.
Been busy. Thanks again! 👍🏼
Side note, remember how the Atomic Heart devs promised to add RT later 🥲@@zTzAvenger
Yes it's coming. There will be quite a few updates coming over the coming months. For console and PC.
@@Sheen334 Sounds fantastic, looking forward to playing more and seeing that they add.
Kinda wish they had more EV’s
So this "dynamic render quality" and "auto" thing is basically just like low, medium, high etc presets, but for some reason made way more confusing
Kind of surprised how little the CPU cores are being used on the Ryzen 5 3600 with most threads running at 20% or lower and even less cores being used on the 12900K. Seems a studio as talented as Turn 10 would have much higher utilization to ensure a smooth experience.
Proper parallelization is hard, and in some games more than others. I'd imagine the sim aspect of this game can put limitations in much like we see with MS flight sim and how CPU bound it (and all it's past iterations) is.
If the console version hardware graphically only has so much horsepower, I can see them not bothering with the crazy effort to optimize CPU multicore if it wouldn't make a difference (if you is only able to hit 60fps no sense making the CPU hit 120 fps for example).
But that means, as is often the case, the PC version gets held back and limited in it's potential.
Agreed. Most sim's have a heavy reliance on single thread speed due to the way the physics work. Plenty of 3D modeling software that has the same limitation as well. In this case, that would be a good sign point to Forza being better this release in terms of car handling since it's more sim focused vs an arcade racer like Horizon- at the sacrifice of not using all CPU cores at full blast. @@aggies11
I’m interested to see how it runs on the X3D processors as opposed to the X or non-X variants.
Same if other sims are anything to go on they should provide a big boost
@@simracingchannel7691 here’s hoping 🤞
Can’t wait to see some vr tests as well… assuming that’s a thing.
I had no issue getting 80 to 100+fps at 4K Ultra, RT Car Reflections and DLSS Balanced on my 3090 and 5800X 3D if that can help answer your question.
@@chrissoucy1997 sounds like a boost over the 12900k results here for sure. 👍
I just want on PC the ability to turn off all windshield affects so I can see the environment just as pretty as out of the car.
What...you don't want your windshield to act as a steering wheel and dashboard mirror with every light source possible beaming through as you drive like in real life? /s
Honestly to me, this is maybe the most atrocious graphical thing in the game. The sheer exaggerations, from the interior reflections and lighting, to the fire spewing mufflers when changing gears sub 100mph.
@@vjmtz yeah I've barely noticed anything close to that in real life when I drive.
@@vjmtz That was the single worst thing about Forza 7. It seemed not matter what direction your were driving the sun was always at to perfect angle to project your dash onto the windshield.
@vjmtz
It's amazing T10 didn't fix this either. Car windscreens are designed not to show reflections of your hands and the wheel... yet T10 decided "too cinematic not to show this." In real life most cars windscreens are at such angles that you couldn't ever see the steering wheel and hands while sitting upright staring out the screen at an angle perpendicular to the front/back contact points your wheels would make with a flat street surface directly under your car. It's just so dumb that people think FM is remotely emulating anything close to real.
Agreed, absolutely ridiculous looking.
Its sad that in 2023 a game that actually properly utilities modern multicore cpus is the outlier, not the default.
I don't think Turn 10 has pushed the limits of either the PC or the Series X. The result is good, but they had the opportunity to be a technological benchmark on both PC and Xbox and they have fallen short. Great analysis Alex!
What a headache of a settings menu, thank you for taking the time to test what "auto" actually does. Still not sure if i should bother trying it on i5-12400, might just stick with the Series S version and save space on PC.
Because replays have always increased the details and I'm sure they are adding in a little extra ray tracing or shadows in the replays.
When a racing game shows replays it usually does so in more detail because it is not processing things like AI, physics, etc. since it is reading everything from the buffer.
The Xbox Series X version only having 2x anisotropic filtering in a racing game is a sin. Racing games are the prime use for 16x AF, and the performance cost is virtually zero, so I really hope that gets bumped up on the console version. After playing it myself on both PC and Xbox Series X, the Xbox version is hard to look at when you get used to seeing a clear track in front of you from the PC version.
Anisotropic filtering isn't basically free on consoles the way it is these days on PC.
@@e2rqey Forza Horizon 5 launched with the same problem, 2x AF and it was bumped up to 16x in a later patch. The framerate was unaffected. If it can be done with no performance penalty in a huge open world game like that, it can be done in this one.
Holy shot that’s embarrassing
Thanks so much for this video. FM was running like trash on my system and this helped me get it sorted. I took your optimized settings and then tweaked here and there until I was sitting just above a consistent 60fps. then set the target to 60FPS (V-Sync). IMHO no point in turning down the settings for a higher framerate when the game locks you to 60fps in multiplayer races anyway, best to just get used to it being at 60fps all the time.
2x AF on Series X really is a joke
Xbox boys keep taking Ls man 🤣
I don’t even have a PC and I loved watching this! Great stuff as always Alex.
The options menu sounds waaaayyy more complex than it needs to be. Like what the hell were these devs thinking? I'll be waiting to get this game until then get that sorted out.
Thank goodness for DF.... I would never of noticed all this stuff if it wasnt for you guys! Thank you so much for all your hard work
I do wish they had improved car geometry more. This is an aspect where Gran Turismo has recently triumphed.
The texture work is a lot better in Forza Motorsport than in 7, but lots of the less prominent cars still have less-than-ideal geometry.
Do u mean the car textures? Because the road looks horribly blurry
Thats because GT was built from the ground up and people called it dumb for removing 2/3 of the cars, but it made it a better game. Forza made like two cars HD, and imported the rest from FM1
Didn't you hear? Everything was REBUILT FROM THE GROUND UP for Forza Motorsport lmao 😂
gt7 car models are godly
theyre so good it feels like you can touch them, and im not even in vr
@@real_Zuramaru You should definitely try VR. The interior details and accuracy is just amazing. It really brings the cars to life and lets us appreciate the work the designers have achieved.
One race... I can't remember the track, but I absolutely loved it. Lots of elevation change, a little bridge thing, and trees close, and it happened to be nighttime and pouring rain... And for the first time, it wasn't stuttering, looking like it was covered in Vaseline. It was that one race that I finally did not feel completely ripped off. And that experience came directly after watching this video and tweaking my settings. THANK YOU SO MUCH digitalfoundry for this diligent work.
There's something really charming about seeing the game run in 540p.
Alot of these issues still exist. The stutter / frame time spike happens still at certain parts of a track, every lap and changing some settings absolutely tanks performance, requiring a restart to fix it aswell as odd bugs with changing settings changing other settings
The RT settings are super disappointing and something I feel they should address in a patch. RT settings on PC should be league's more advanced than what they did on the consoles. I don't care how much performance it costs me, all reflections should be RT and cover a far larger area around the car. And of course the RTGI they showed off needs to be added.
I think they nerfed it so it could run with decent settings on consoles.
@TheAlienGangster That shouldn't have any baring on the PC version though. They should have a PC centric version of the game running at higher settings that the console cannot handle. Xbox says they consider PC a first class citizen, but the only game thus far that seemingly went the extra mile for the PC crowd is Gears 5. Everything else feels like a port of the console version with slight tweaks.
@@nihren2406oh I agree. I assume they just didn’t bother to include pc-exclusive RT which is annoying for sure.
First Starfield now Forza Motorsport. These videos are worth gold and helped me much. Thanks a lot 👍
Both are really disappointing indeed.
I actually got a bug where switching languages, locked me to FSR on RTX4070Ti 😅
I can't pick DLSS anymore.
well you better learn a new language fast
How does it run on the 4070ti though? Can you do max settings (or mostly maxed out) at 4K60?
Same here, but I didn't even change the language
Just delete the config file.
Hope more racing games get native VR support because after GT7 in VR, it’s hard to imagine going back to racing sims in 2 dimensions again. Would love a rally game on psvr2 next.
I don't even have VR and i do think this is for sure the most promising direction to take the genre into. Though i do play with opentrack head-tracking when possible, that helps a bit as well, but it only works in games with TrackIR or FreeTrack support.
Microsoft actively avoids VR, it's frustrating.
Every hardcore sim racer I know switched from triple monitors to VR and they never went back, it's not only immersive to be able to turn your head and look at whatever you want while driving at the same time, but also the depth perception helps you judge corners better, it's the best upgrade you can make to a racing sim setup.
Come to think of it does FM8 even support triple monitors? I don't think they care about the sim racing crowd at all.
I don't even have a monitor in front of my sim rig. All games in simcade category have VR these days
Agreed it's a complete game changer for racing games and should be in every motorsport game. VR support and quality FFB do far more to improve the experience of a racing game than slightly improved graphics or Ray-Tracing ever will. It's a shame that Xbox has completely dismissed VR and failed to have it be supported in games like Forza Motorsport where it would be such a great addition to the game
Agree. Playing this game and enjoying it, but it doesn’t compare to my time in GT7 VR.
What's the point of RT in those games ? Why are cubemaps inferior if 99,9% of times you are going to be looking where you are driving anyways and not at the reflections on the car ?
I've seen and heard many people having issues with the performance, as well as some who couldn't even get to start the game.
Perhaps it should've taken a bit more time in the oven.
How did they manage not to use any of the CPU cores is beyond insulting coming from Forza's development team.
Man... This game requires a flow chart just to use the settings!
As always: Great stuff Alex and thank you veeeeery much for your work!
My goodness, these videos are so full of techy testing goodness. So much love for your work Alex.
There is something going on with the latency. Using the Nvidia performance overlay and looking at the average PC latency (which is pretty much the GPU mostly), I often see it in the 40ms avg instead of ~10ms, which I sometimes manage to get. I don't mean randomly changing while the game is already running, but rather from the start you either load it and it's messed up in the menu and even first loading screen, or proper. I don't know what's causing this bug/issue. I keep trying to force low latency in NVCP but doesn't seem to work really. Can you look into that maybe? I regret getting the game pass version since SpecialK doesn't work with it, could have probably fixed the latency with it...
Where did all the development time go into this? Same 2d wheels in motion, same cars except less of them. Less tracks. The amount of actual new content is so slim for how long it's been since the last game. I find it funny how forza 1 parts could fall off your car but in 2023 that's not possible anymore. The performance also gives little hope for good VR support. I'd be more excited if they just gave f7 VR support over this grind fest.
Can't believe that's what we get after 6 years.
Regarding CPU single thread reliance - Most PC racing sims rely on single thread performance due to the way physics are handled. So I'm curious if they prioritized physics modeling for this release?
Great review, but I kind of wish for upscalers a comparison of the "quality" setting on FSR or equivalent in-game scaler would be investigated a little bit. FSR massively struggles to perform below that setting most of the time, but it's usually serviceable at quality when playing at 1440p or 4k. Mostly 4k.
However, some games it still looks bad, and I'm mostly curious, as a 6700xt owner, if the implementation is decent or not. I've just come to expect that any render resolution below 1080p with FSR2 is not going to be good lol.
I feel engine devs should put some effort towards ensuring that their renderer actually converges, because that's a massive problem and a reason why FSR has no chance of looking great. The fact that TAA turns everything into enough of a mush for it to not matter too much and that DLSS by some sheer magic irons out the faults shouldn't be enough to call it a day. I see some of the underlying convergence faults in say cyberpunk and i scream, that they're so bad and so avoidable that someone should have caught them.
I know that these videos do take a lot of time, but i would really love it if you could look at if X3D processors have any advantages ❤
Especially given how CPU limited games have been, if 3D vcache can improve performance a lot for a particular title, its worth knowing
I got a 5800X3D, downloading the game now so I can give you an update if u want
@@findlaywilliams6610I also have a 5800x3D and a 4090 and I can’t get a solid 60fps at 4k ultra even with DLSS idk what’s going on with this game
@tlevs7621 FSR and DLSS are bugged. I'm on a 7900 XTX at max RT FSRQ 5120x1440 and seeing a huge range with 40fps at worst and 70fps at best. Typically at 60fps but doesn't feel very good
@@tlevs7621 You installed new drivers ??that fixed it for me. was stuttering around 40fps with dlss now around 90
@@lordzed83 yeah I have the latest drivers as of today and still the same thing
Love how since this video came out I;ve seen many "journalists" posting how this game only gets 40fps average on a RTX 4090 with DLSS on performance mode. Meanwhile Alex runs it 4k 60fps with DLAA.
We have so many CPU cores now, they should use them more.
seriously, how long do we have to wait for devs to use them
alles wie immer: Alex macht die besten Engine Analysen im WWW. great job! weiter so!
What a nightmare. Applause for going through this mess.
I'm not gonna lie, hearing Alex video after video saying how the R5 3600 is struggling to reach 60FPS is starting to get worrying as an owner of said CPU lol
To be fair it is getting a little long in the tooth.
My friend has a 2600 and swears by it. The Ryzen era Zen+ and on has been great to be fair
Same lol...I want to upgrade to a 5800x3d sometime, but prices aren't coming down as much as I'd like :(. I suspect it'll hold value well, since it's the ultimate am4 gaming CPU.
Love being CPU bottlenecked because a game is underutilizing it, been a common issue for a while now but the heavier CPU demands of this generation compared to how games used to be squished onto the Jaguar cores isn't gonna be good.
Disable Raytracing is basically the solution.
Cyberpunk does utilise the CPU much better, but still will not hit 60 fps with Raytracing on the same CPU...
So, question is mainly; IF it DOES utilize the CPU better, does it actually perform better ?
In this particular case it may add roughly 10-20 frames, but not much more; as i think that threading the load better also has a performance cost in some regards; with some threads needing to wait longer on others, more threads needing to be chained together at the end of CPU time.
It's still strange though as i am under the impression that Forza Horizon 5 has much better CPU performance, although much less RT. But it has an open world and a more dynamic nature; so it's quite strange they couldn't manage that on this one.
I wonder if that one guy will be here, replying to every single comment calling them an 'xbot' lmao
Xbot
You mean Michael? Oh he’ll be here when his grade 7 class is done.
@@TheBean87😂😂
@@TheBean87i heard he just got out from mental institute. She/her will be online soon
@@TheBean87Yeah that guy has like 7 accounts and we all know it's him 😂
Was able to get consistent and smooth performance with something in-between Alex's two higher-end settings with a 9700k and 3080 (basically I picked the one on the far right but used High cube maps instead of Ultra as Ultra was a bit much for my PC) (also using DLSS quality).
My problem is some assets don't load in quickly enough or more rarely an asset will disappear when I go near it. Happens on every track I've tried, I can be driving 20 MPH or 200 MPH and it will still have the problem. I got a RTX 3080, 32 gigs of RAM, a 11900KF and this game is installed on an M.2 drive. I really don't know why this is happening if I could fix it I would be so much more happy with this game!
Whole cars or walls pop in late constantly
@@kraenk12 Setting the track textures to medium actually helped a little bit with this. It's still has this glitch it's just less of it.
@Digital Foundry first of all thanks for this deep analysis! Just a word about enabling FPS with VSYNC, when using UNLOCKED (VSYNC) the game will go to AUTO CAP to 60 or under that to 52-54 randomly and return when i switch to window and back from what i'm running 130FPS+ with your settings at 3840x1600 on RTX 4090 OC + 13900KS OC + DDR5-8400C36, i tested many times and never does that while FPS are UNLOCKED (NO VSYNC). I also tested (8PC + HT) and (8P no HT) and seems to be exactly the same for my Gen13 CPU, didn't test (6P no HT) that seems to score more on your Gen12. Either way game runs nice but has a lot of blurry textures, ghosting, wrong reflections and artifacts. I run it only with DLAA as DLSS looks horrible compared to it. Cheers!
I’ve had my frames/v-sync set to unlocked and definitely been noticing the camera stuttering! Thought the game was just bad… Every single other game I set the frames to unlocked and cap my monitor with RTSS with G-Sync enabled. So here I need to enable v-sync in game??
Why can't almost any devs seem to get settings correctly? The year is 2023 and consoles still have a hard time with AF
great video as always, unfortunate that this game isn't in better shape at launch
Thanks a lot for this Digital Foundry. Great work!
Why is NO ONE mentioning the fact that running into other cars causes ridiculous sparks to fly all over the place when NONE of these car bodies are made of METAL lol
That's not true, a lot of the cars in Forza MS are made with metal bodies. Some are made from fiberglass, but not all.
Surely most car bodies are metal?
@@mr8I7 I'm assuming the sparks are constant regardless of what the car's material is in the race
aluminum is a metal you know...
Bumpers and fender covers are plastic on 99% of cars now.
wow those wheels are ROUND!
Has Turn 10 learned NOTHING since FM6 Apex? Why are the settings so messy and unintuitive? Why is the UI so bland for that matter? There's nothing going for it!
love the work you do. Thank you so much for going through the grueling trouble of figuring out optimized settings in these games. that being said i really dont care that much about rt reflections in most games as ssr can look just as good when not at weird camera angles. RTGI though damn i really wish it had that in the game.
Damn, thank you. Ya saved me from buying this game and being disappointed.
Same
The Pre-Release footage with this much RT was just InEngine Demo and a lot of PR from MS. I never believed this would be the same in the final game.
Neither did I... but will people like me who argued for sanity in the face of incredible visuals ever get respect. Of course not.
Top notch analysis as usual. Thanks.
The developers really should be able to provide a detailed explanation of what all the settings do. Seems like a small ask.
At this point we should just let the Horizon team take over Motorsport as well since they've shown their technical competency with FH5. At least the horizon games have uncapped frame rates on PC.... And DLSS 3 support.... And "extreme" settings for super high end systems.... AND they let you turn off V-Sync🤦🏻♂️
Also, they know how to do cubemaps. Seems like developers forgot how to do non-realtime reflections nowadays.
Smart developers stretch and skew the cubemap each frame, as it's basically free and they blend maps in n' out. They also render faces independently, preferring to render faces that make more sense often. They also show certain dynamic objects like MASSIVE signs off the road.
Even smarter devs use these "good" cubemaps to fill in the empty space of screen space reflections.
Forza Horizon 3-5 did basically all of these. Yet this one all three methods to do reflections implemented so horribly that it's honestly impressive.
RT refletctions have LOD+distance problems. Screen space reflections are extremely limited and poorly filtered. Cubemaps are way too low of a resolution, rendering absolutely nothing dynamic and not having basically any trickery to make them usable.
Awesome work again Alex, thanks for the technical breakdown!
Every time Microsoft squeezes out a PC port, I swear they just only do the bare minimum that they can. They really can’t develop a well made PC port.
The lack VR support kills this for me. This is the one genre that VR has spoiled for me in flat mode.
Just here to point out that Titanfall 2 has been mentioned and everyone should play it. I am also realy excited for Forza Motorsport tho.
Great suggestion pilot!
It's always a great day when Alex drops his analysis. 💠
Does it have vr support? No Vr in a pc racing game in 2023 is an instant pass for me
The game updated and there are more graphics options now. Looks like you'll have to redo this video lol. There's a dedicated option for screen resolution but "Resolution scale" is still there - what does it do now? There's also particle quality and car livery quality now.
I'm surprised you didn't run into shader compilation stutter. I had an issue last night where the shader compilation would crash the game at 95%, so when i would relaunch the game it would skip the shader compilation and i experienced heavy compilation stutter that made the game unplayable. It was late last night and i gave up trying to troubleshoot it but glad to hear it isn't supposed to be an issue
Out of curiosity, are you using an AMD gpu? There have been many shader compilation issues ever since the directx performance update in driver version 22.5.1 last year. But more recently I've had issues in ue4 games that use a pre-compilation step and it not working. Moreover, Counter Strike 2 is horrendous to the point where Valve even addressed it in their patch changelog, stating that they are working with AMD to resolve it...
I didn’t have this issue at all.
@@pcgamingftw5694 nope 3080 and 5600x. After a restart it's running a lot smoother so shaders might not be the culprit, but I cannot get the benchmark to run higher than 35 fps no matter my settings so something is very wrong
@beaumotion6692 thermal throttling perhaps? Unless you're playing at some crazy high resolution or paired them with like 8GB DDR4 2133 RAM those specs should perform a lot better.
The performance sounds disappointing (modern game, big shock there), but I'm stoked to see low-ultra settings that actually scale up and down, unlike most modern games where you're lucky to get a couple extra fps out of putting something on low.
Can anyone explain to me why console games have low Anisotropic filtering ? It has such minimal impact on pc going from 2 to 8 or 16x and can be a big upgrade to the image quality in some scenes but at most console games have it set to 2 or 4x
I *think* it's because consoles don't have dedicated vram but couldn't say more than that
(it's much more expensive on console, explaining why devs don't max the option)
Simple, because anisotropic filtering isn't as lightweight as everyone thinks it is. Jump from 4x to 8x filtering can bring up to a 8% performance impact in some cases.
It is a mix of concerns about memory bandwidth and total system memory. PCs have more of both, although there is a frametime cost to swapping textures between RAM and VRAM.
Unified memory. Anisotropic filtering takes a bit of memory bandwidth but that's about it. PC GPUs usually have memory bandwidth to spare so it doesn't matter. On a console where the memory is shared between CPU/GPU, they're usually much closer to maxing out the bandwidth.
I don't know why but the 270p footage made me nostalgic for ps1/2 era racing games
Yes. I was like. Holy. Gran turismo?
Great review man. BTW.. 0.53 seconds is not half a second 🤣🤣🤣
Great, in depth breakdown! I wish all PC ports of major releases got these types of videos.
Side note: any time the video went back to 4k/ultra settings gameplay, I always thought "whoa, that's gorgeous!" without fail. I guess the contrast of seeing those visuals right after so much footage of lower-end settings just jolted my brain into complete "wow" territory 😅
Thank you for your hard work!
For me the game has been completely unplayable on RTX3080. Can't get the game to run even close to 60fps. And DLSS seems completely broken. Changing it from Ultra Quality to Ultra Performance doesn't seem to do anything.
Lots of people complaining about DLSS broken. That it worked and then didn't and since then never does.
Useful! thanks for the optimized recommendations
Every Forza game on PC has CPU utilization issues until they patch it. Why can't they just fix it each game before release?
Laziness
Almost every modern triple a game is broken at launch.. Why can't they release fully made game? Like back in ps2 times, you couldn't update games and they were well done.
I am having absolutely terrible performance in the 40 - 60fps range even with optimized setting and raytracing turned off.
My rig should be able to handle this easily (Ryzen 3900x + 64gb ram + RTX 3080 + m.2 ssd) DLSS is broken and does nothing.
Forza Horizon looks much better and runs like a dream. This game needs a patch asap.
Enjoying the Multiplayer on this game. Very addicting
Brutal, difficult, love it!
Speak for yourself. Very addicting for people like you 🙄
Love the Batman Returns Mega CD music!! That game has an amazing soundtrack!!
ALEX, GRACIAS una vez más por esta serie de vídeos y por una de las mejores bandas sonoras de los 16bits la BSO de Batman Returns en Mega-Sega CD 😉👍🕹️
ALEX, noch einmal DANKE für diese Videoreihe und für einen der besten 16-Bit-Soundtracks, die Originalversion von Batman Returns auf der Mega-Sega-CD 😉👍🕹
ALEX, DZIĘKUJĘ CI raz jeszcze za tę serię filmików i za jedną z najlepszych 16-bitowych ścieżek dźwiękowych, tę z Batman Returns na Mega-Sega CD 😉👍🕹️
Particles effect quality?
is it just me or driveclub still looks better😅
The skybox and weather in driveclub destroy Forza. That's about it but still embarrassing.