Hobbygaming
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Those are sceenshots that i took 3 days ago, video's i would see later on.Cool. I don't think I have even half of your hours in the game.
I honestly would love for you to capture some clips (not just screenshots) where you can be comfortably saying "these are the best quality moments/shots I can take out of this game".
No, Forza Horizon 4 and Forza Motorsport 7 has the highest quality car models in game right now. They use the second lod wich is the same as photomode, and is only slightly reduces in engine detail compared to Forza Vista model. Both Driveclub and GTS use different lod compared to photomode but in DC its still high quality. GTS however has one of the lowest, wich is a shame becasue there scape models are one of the best.Yes, older games without tessellation have, but newer Forza games have less poly counts than 260K
I doubt Forza Horizon 4 cars have more polygons than Driveclub cars but I'll admit that I'm wrong if you can show me the numbersNo, Forza Horizon 4 and Forza Motorsport 7 has the highest quality car models in game right now. They use the second lod wich is the same as photomode, and is only slightly reduces in engine detail compared to Forza Vista model. Both Driveclub and GTS use different lod compared to photomode but in DC its still high quality. GTS however has one of the lowest, wich is a shame becasue there scape models are one of the best.
Nope. Here's a random model ripped from FH4, showing 413k polygons:Yes, older games without tessellation have, but newer Forza games have less poly counts than 260K
I stand corrected. Where's this from?Nope. Here's a random model ripped from FH4, showing 413k polygons:
I doubt Forza Horizon 4 cars have more polygons than Driveclub cars but I'll admit that I'm wrong if you can show me the numbers
And thats without the interior and engine model, so its easy over 600~700k in gameplay.Nope. Here's a random model ripped from FH4, showing 413k polygons:
I grabbed it myself, FH4's model format is known and can be imported by a couple of tools. I used the trial of 3DSimED to convert it to OBJ then opened it in Blender to get the count.I stand corrected. Where's this from?
It's with the interior, it's just that it didn't export all of the materials so the windows are opaque.And thats without the interior and engine model, so its easy over 600~700k in gameplay.
Can you increase poly counts for licensed games in blender?I grabbed it myself, FH4's model format is known and can be imported by a couple of tools. I used the trial of 3DSimED to convert it to OBJ then opened it in Blender to get the count.
It's with the interior, it's just that it didn't export all of the materials so the windows are opaque.
Blender is a 3D modelling tool, you can make anything you want in it. I don't have the patience or experience to add my own details to a car from a game.Can you increase poly counts for licensed games in blender?
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.Nope. Here's a random model ripped from FH4, showing 413k polygons:
I love the snow and ice on the car body. Gorgeous.The snow in Forza Horizon 4 is insane, the detail is just mad. See those are the things you don't see in the video's and gifs.
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.
edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.
Ok. I saw that you can mod cars in it. I was just curious because 400,000 polygons seems high for a game like Forza Horizon 4Blender is a 3D modelling tool, you can make anything you want in it. I don't have the patience or experience to add my own details to a car from a game.
thanks, but does it use the motorsports models or brand new ones?Horizon is the same as Motorsport, no model swaps in photomode.
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.
edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.
They use the same models, T10 and PG are working together to produce more cars and its simple to use because they work with the same engine.thanks, but does it use the motorsports models or brand new ones?
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.
edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.
well i can't tell from those photos, it could just be higher rez better shaders, not sure. Would probably need a zoom to tell.They use the same models, T10 and PG are working together to produce more cars and its simple to use because they work with the same engine.
And DF made a mistake with that one, GTS doesn't use photomode car models for gameplay. They have a lower quality models for in game wich is a shame.
gameplay
photomode
gameplay
photomode
Apart is obvious IQ difference you can easily see massive reduction of polycount.well i can't tell from those photos, it could just be higher rez better shaders, not sure. Would probably need a zoom to tell.
Apart is obvious IQ difference you can easily see massive reduction of polycount.
gameplay
photomode
Apart from the left light, which might be the angle, they seem quite similar on close up, apart from image quality.
From what i got from the articles with Mark Cerny, it probably will. I think they gonna show GTS running on PS5 in 4K 60 with photomode quality graphics with ray tracing or 8K mode where they show off there new TV's. Also they talked about the controllers haptic feedback and how it changed the feeling in GTS, that part got me excited.Since they already have higher end models for their cars, I wonder if GT Sport will get like some kind of PS5 enhancement where it just uses the photomode models in game. It's almost as if they future proofed the game by doing what they're doing. Pretty neat.
agreed for ACC it would be so good game if it would have some normal road cars. thats all it needs, it has tracks it has weather , a t least those cars from original AC game could be moded there or smt.
look at the dash in car on second one, you can see major diff in detailwell i can't tell from those photos, it could just be higher rez better shaders, not sure. Would probably need a zoom to tell.
interiors are definitely lower detail ingame.look at the dash in car on second one, you can see major diff in detail
Will give this a try, maybe that can fix the blocky shadows from the trees on edinbrugh.Someone complained about rough foliage quality in FH4. Yes, msaa has no alpha to coverage component by default and sprites have no msaa, but you can force alpha to coverage in nvidia drivers. Just turn on transparent AA specially for FH4 exe.
I guess it works with sprites(trees, branches etc) only, It just renders sprites with supersampling, other components(reflections. shadows) are still native resWill give this a try, maybe that can fix the blocky shadows from the trees on edinbrugh.
Theres a massive difference between photo mode and gameplay in GTS. They purposely did it that way with adaptive tesselation that smooths off edges and give volume. Its been explored in this thread before iirc and even some trackside/background detail was increased fidelity in photo mode. No doubt even the effects they use in replay mode arent in gameplay thats why it looks nothing like the replay when you actually play.
Its very clever what they have done and makes the game look fantastic in media. Then you actually play it and yeah. Its nowhere near.
Incredible lightingThat's not true.
GTSport gameplay
GTSport replay
Someone complained about rough foliage quality in FH4. Yes, msaa has no alpha to coverage component by default and sprites have no msaa, but you can force alpha to coverage in nvidia drivers. Just turn on transparent AA specially for FH4 exe.
And those are with Transparency SuperSampling, which is not even a feature of the game, but Nvidia's, and is the only thing that fixes the pixelated foliage outlines, because the game's MSAA does nothing for that.
And BTW, I think you will find that FH4 has better quality overall forcing Transparency SuperSampling than going from Ultra to Extreme, because aliased foliage outlines you see all the time.
Will give this a try, maybe that can fix the blocky shadows from the trees on edinbrugh.
Oh sure yeah. The macro focus effect and heavy motion blur is totally visible in gameplay too.
Sure.
Its an indisputable fact. Its been shown in this very thread.
Apart from Replays, the 1080p60 "Prefer Frame Rate" mode has Motion Blur in gameplay (except in the Cokpit view), and it has great realistic moments:
Oh sure yeah. The macro focus effect and heavy motion blur is totally visible in gameplay too.
Sure.
Its an indisputable fact. Its been shown in this very thread.
Yes, it's taxing, but much cheaper than 8k render. 8k sprites+4k render is the best choice we can getAll my captures from FH4 are with Transparency Supersampling. It's the third time I mention this in this thread. First time was 4-5 months ago. Makes it look much better but it's taxing. x8 is prohibitive and even x4 is too taxing to keep perfectly stable 4K60 Extreme in all areas at all times in any condition.
Photomode shots...