| X360
Saturday, May 19, 2007 | 1:10 PM
Video of Forza Motorsport 2
Mercedes vs BMW
Download: WMV HD |
About the game
- Forza Motorsport 2
- X360
- Published by Microsoft Game S...
- Developed by Microsoft Game S...
- French release: Available
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- Copyright 2007-2009 Gamersyde SARL
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Page 1 2 >>wrong pitpass link
I'd love to see motion blur not only in replays. The game would look much better, if motion blur would be there all the time!!
weird or what?
I don't think so. Jaggies or not, clear and fine view of huge tracks are immersive, I think.
doesnt look good, imo. no excuse for that much aliasing, especially seen in the demo.
I was sooo hyped for this game...UNTIL...I played the demo about 10 times and absolutely HATED the replay camera choices. I want TV style replays. WTF is Turn10 thinking?
aliasing.
doesnt look good, imo. no excuse for that much aliasing, especially seen in the demo.
The demo turned me off from the game. I think Gran Turismo 5 will wipe the floor with it.
by the way, is it possible to use the MS Wheel in the demo?
I'd love to see motion blur not only in replays. The game would look much better, if motion blur would be there all the time!!
lol, the top half of the cone in pic three is in focus, while the bottom is all blurred.
weird or what?
When rendering the scene, you have your normal output colour buffer (ie, what you see), however often times you have secondary buffers. You always have a depth buffer too - so things appear at the correct depth order - however you don't *display it*.
How is this related?
For Depth of Field, you need to know the distance of each pixel from the camera. Well, you have the depth buffer, so thats no problem.
For motion blur, you need to know the *motion* of each pixel. Or more precisely, the velocity in screen space (usually x/y).
You then go through each pixel, read it's velocity as a linear direction across the screen, and then take a few samples along that line. Average them up, and display them.
So... The cone..
If you think about it, in that particular picture, almost all the motion vectors will be large values on the x-axis, as the camera is panning. Except the car.
So take the cone in particular - the pixels where the cone suddenly are no longer blurred - just happen to be the pixels of the car. Which just happens to not be moving much in screen space, so aren't getting blurred.
Of course, those pixels have no idea there is a fast moving cone right next to them.
It's a performance trade off. Basically, all the actual cone pixels *are* blurred, just not all the neighbour pixels.
The other visual oddity that occurs because of this, is the car's shadow is motion blurred, even when the car is not.
I hope that all makes sense. This is the way pretty much every game does motion blur.
anyone knows what scores the first Forza got?
What in 2009? Gran Turismo's physics engine will never be on par with Forza's. No matter how good you can make a racing simulator look its nothing if you can't make it realistic first.
The whole sim thing doesn't appeal to just everyone though.
Why does everyone assume GT5 won't improve on the franchises physics? Not that I agree with the post you're replying to.. Forza 2 has no direct competition for at least a year the way I see it. I can't think of any reason not to buy it if you like this sort of racing game.
The whole sim thing doesn't appeal to just everyone though.
I didn't say GT5 won't improve on the physics i'm just saying that they most likely won't match Forza Motorsport 2's physic engine.