In development for six years, the new Forza Motorsport for Xbox Series consoles and PCs features a complete revamp of the game's core technology. In an extended interview conducted remotely by John Linneman, the Turn 10 team go into depth on the technology behind the series reboot, covering tracks, vehicles, simulation, ray tracing, the various performance modes and much more.
PC version allows unlocked frame rate
- No longer relying on MSAA on console, moved onto TAA.
- PC version supports FSR and DLSS (no mention of XeSS)
- The decision to make the game not cross-gen was done very early in the prototype phase (5~ years ago)
- Real time RT in game play on SX includes RTAO and RT Reflections in both RT modes (RT Perf. and Quality)
- Turn 10 used visual techniques Play Ground games used in the Horizon series
- The game also uses a new sky/cloud system. Procedural methods applied for clouds/fogging/wind.
- Results in dynamic time of day on track which can 'drastically' change lighting etc in real time
- Post processing stack has been completely renewed from the previous games.
- New physics / tire models required the tracks to be rebuilt to accommodate it.
- 3D crowd / off-track environment detail created with help from Playground games
00:00 - Introduction
00:51 - Why did Forza Motorsport Require Six Years to Build?
04:26 - Rendering Modes on Xbox Series X|S
06:32 - Switching from MSAA to TAA
09:13 - Why did the team choose to ship on next-gen only?
11:30 - Let's talk ray tracing
16:16 - The new sky system
19:03 - The new post-processing stack
19:58 - Advanced tire and physics simulation
21:37 - How do you make a track in Forza Motorsport?
24:37 - Trees and Crowds
27:22 - New shaders galore
29:53 - How the team handles materials
32:40 - How do they approach updating cars from prior games?
33:54 - DirectStorage
34:52 - The wrap-up
*cited from Adam'sapple gaf