Forza Motorsport 7: Confirmed Car List

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LOD1 is slightly less than LOD0 in the way you would expect.

Essentially:
- LOD-1 = Autovista (most detailed)

- LOD0 = Player car in-game/photomode (PC max settings) (Essentially Autovista without the modelled internals)

- LOD1 = Player car in-game/photomode (Xbox One and PC's Xbox-equivalent settings) (nearby AI cars on PC max settings)

- LOD2 = Nearby AI cars (And possibly the player car on ultra low PC settings)

- LOD3 = Distant AI cars

- LOD4 = Very distant AI cars

- LOD5 = Furthest away AI cars (ie. close to despawning) (least detailed), also used for car reflections on wet road


Hope that isn't too complicated.

I'll post a picture example later, I'll probably use some kind of curvy car since that highlights the detail changes.

Oooooh, I think you were talking about LOD1, and not LOD(-)1 :lol:. Odd naming convention, IIRC the Autovista models in FM4 were not considered LOD models but something completely separated. My bad. So, Forzavista still uses separate models. I guess that's why we're not getting freeroam Forzavista, then...
 
Oooooh, I think you were talking about LOD1, and not LOD(-)1 :lol:. Odd naming convention, IIRC the Autovista models in FM4 were not considered LOD models but something completely separated. My bad. So, Forzavista still uses separate models. I guess that's why we're not getting freeroam Forzavista, then...
Ah okay, glad that's cleared up then.

IMO I'd say that one reason Autovista models aren't usually drivable is because they have a few small inconsistencies that I think T10 would rather eliminate before letting us play with them.

One that comes to mind is wiper animations, specifically on cars with a single wiper like the Koenigseggs. In gameplay you'll notice that the wiper is down and goes back-forth, whereas in real life it stands up in the centre and goes left-right, passing the centre position. The gameplay model is modified to work with T10/PG's animations, but you'll notice that the LOD-1 version has the standing wiper.

Another is animated parts - things like the spinning fans on the Reventon and the buggies are static in LOD-1.

It might be considered too tiny to matter but those are a few examples I've observed in terms of models.

Another two, likely more important, reasons are gameplay and performance. Consider this, if you haven't got enough controls or a menu system for the parts to be opened, why bother rendering them when they'll only ever be covered up? And as for performance, the tiny little details like pipes and wires are modelled with high detail on their curves. Things like that can massively inflate the polygon count, and at the end of the day these games are still made for console.
 
dd8eeb4e-c672-47dc-8258-7a6013e159d0.jpg


https://www.forzamotorsport.net/en-us/news/fh3_hoonigan_car_pack

  • Hoonigan Car packs are coming to both Forza Horizon 3 and Forza Motorsport 7
  • Players who pre-order Forza Motorsport 7 will get both packs for free.

Code:
1965 Hoonigan Ford "Hoonicorn" Mustang
1955 Hoonigan Chevrolet Bel Air
1972 Hoonigan Chevrolet “Napalm Nova”
1978 Hoonigan Ford Escort RS1800
1992 Hoonigan Mazda RX-7 Twerkstallion
2003 Hoonigan Holden Commodore Ute
1991 Hoonigan Rauh-Welt Begriff Porsche 911 Turbo

Looks like I need to place that preorder.
 
This was posted over on Forzacentral and it kind of eased my mind a little (if it's accurate).

MatthijsMcLaren on ForzaCentral
Forza Motorpsort 6 only had these 11 new-to-Forza street cars on day one (excluding DLC such as VIP, Day One Car pack etc.)
- 2014 BAC Mono
- 2015 Dodge Challenger SRT Hellcat
- 2014 Ferrari California T
- 2017 Ford F-150 Raptor
- 2017 Ford GT
- 2014 Jaguar XKR-S GT
- 2014 Lexus IS 350 F Sport
- 2014 Maserati Ghibli S
- 2015 Mercedes-AMG GT S
- 2015 Tesla Model S P85D
- 2014 Volkswagen Golf R

It makes me wonder if they are starting to use Horizon to introduce road cars while using Motorsport for race cars (with DLC being a mixed bag).
 
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This was posted over on Forzacentral and it kind of eased my mind a little (if it's accurate).



It makes me wonder if they are starting to use Horizon to introduce road cars while using Motorsport for race cars (with DLC being a mixed bag).
Always nice to see GTPlanet members on Forzacentral and vice versa :) Thanks for placing my little list here.

Yes, I think that's Turn10's strategy now. Have Horizon as a platform for street cars (including DLC) and use those to get a big and up to date car list in Forza Motorsport. Then Turn10 can focus on adding more race cars. There were 11 new street cars in FM6, but there were about 70 race cars (including 'duplicates' such a Formula E, Indycar, GTEs and GT3s). In FM6 Turn10 offered a great 2014 IMSA GTLM lineup on Day One (Z4 GTE, C7.R, Viper GTS-R and 458 GTE) and I hope they will add the 2016 lineup in Forza Motorsport 7 :)
 
@AMR Matthijs We all know what car you're hoping makes it this time ;)
Love that car! Sadly Badned has taken away all my hopes by saying "Looks bad, looks really bad." :(

I know from various sources that Aston Martin Racing cars are very difficult to license and that it's quite a stumbling block for Turn10. (and apparently not for Slightly Mad Studios) Hopefully Aston Martin will now push this car into games as it has won GTE-Pro at Le Mans this year, its last year in that class. Next year Aston Martin will race with the completely new Vantage.

For now, I just hope Forza Motorsport 7 will offer a lot of IMSA's GTLM and GTD contenders. Probably from 2016. 2017's DPi cars will probably end up as DLC I think.
 
Any ideas or guesses on Tuesday's reveal?

I'm thinking race cars, but not all. Either new or old most likely.
 
Any ideas or guesses on Tuesday's reveal?

I'm guessing Germany.

After that, Europe + smaller regions, although I have a feeling we may not see a reveal on the 22nd depending on when their Gamescom conference is. They may hold it off until the 29th so it doesn't get buried in everything else they announce.

I'm thinking race cars, but not all. Either new or old most likely.

I'm guessing the last 2 weeks will be the race car reveals as that's likely where most of the new cars will be found. I'm guessing one week of sports cars and one of every other discipline in the game.
 
I'm guessing Germany.

After that, Europe + smaller regions, although I have a feeling we may not see a reveal on the 22nd depending on when their Gamescom conference is. They may hold it off until the 29th so it doesn't get buried in everything else they announce.



I'm guessing the last 2 weeks will be the race car reveals as that's likely where most of the new cars will be found. I'm guessing one week of sports cars and one of every other discipline in the game.
I forgot the first was just Italy and Britain, I was think it was all of Europe.(probably because it's such a huge list)
There's 7-8 weeks left for reveals, so I guess they will have to break it down slowly.
 
Any ideas or guesses on Tuesday's reveal?

I'm thinking race cars, but not all. Either new or old most likely.

Probably European and Australian cars (with a hint of V8 Supercars, as well as perhaps even Hyundai, even though it's Asian since it's Korean, and maybe even Terradyne as well, even if it's Canadian, with their 2014 Gurkha LAPV Fast and Furious Edition.).
 
So I mentioned the LOD differences in cars recently, I have a visual example now. I chose a car that has a big difference in detail between LOD0 and LOD1 just for demonstration.

LOD-1 (Forzavista) - This is the highest quality model possible. Everything that was originally modelled for the car is shown in this LOD.
Screenshot (970).png


LOD0 (Player car at PC max settings) - As you can see in this case, the LOD0 is externally identical to the Forzavista model. This isn't true for all cars but is true for most. The only difference here is that under the bonnet, the LOD0 model will simply have a picture of the engine (because why render it if it's never shown?), while LOD-1 will have a full 3D engine. Since the Fiesta doesn't actually have a modelled engine, LOD0 and LOD-1 are identical in this case.
Screenshot (971).png


LOD1 (Player car on Xbox One (and PC settings equivalent), AI cars on PC max settings) - This shows a clear drop in quality. The Fiesta ST has a particularly rough LOD1 model for some reason - as you can see, the door panels aren't even modelled and are just textures instead, and the wheel arches lose a lot of curvature. I would never drive the Fiesta in FH2 because the 2D panel gaps was an irrational peeve of mine.
Screenshot (972).png


LOD2 (Nearby AI cars on Xbox One/PC settings equivalent, distant AI cars on PC max settings) - As it says on the tin. We're at a point now where you won't really see any of these LODs in gameplay as they're strictly used for transitions as a car gets further and further away until it simply isn't rendered anymore.
Screenshot (973).png


LOD3 (Further distant AI cars) - A pretty linear decrease in quality. A seam is now visible at the bottom of the grille, and the wheel arches have very clear flat edges.
Screenshot (974).png


LOD4 (Further still distant AI cars) - Interior details are drastically cut at this point. The inner sides of the door pillars are removed, making them seethrough. The seats are essentially square and the interior is cut off at the bottom-window-level by a simple black plane, serving as a pseudo shadow to hide the cut details below. Note how the rims are simply textures at this point too.
Screenshot (975).png


LOD5 (Near-disappearing AI cars, road reflections) - This is the lowest possible detail for a car. Details are completely gone, and some areas of the car are downright sloppy (this isn't necessarily a point of criticism, because after all, why make a car precise when it's only ever seen at an extreme distance?)
The grille has been replaced by a lower quality texture, the planes for the rim textures have barely any sides, and the door handles and mirrors are entirely gone.
Screenshot (976).png
 
I can't help but laugh at this :lol: Imagine seeing everything just load up as LOD5, that would be ridiculous.
 
Is there also a difference between the various Forza games? Because for me Forza 5 in the garage / Forzavista area still looks the best of all Forza XBox games and it looks WAY better than FH3's Forzavista for example. FM5 looks photorealistic to me and in comparison FH3 looks quite a bit cartoonish. And I would even dare go as far as saying FM5 Forzavista even looks better than FM6.

Might have something to do with the open world thing that Forzavista in FH3 is also toned down? Because otherwise the difference between the garage and racing would be too big I think.
 
Is there also a difference between the various Forza games? Because for me Forza 5 in the garage / Forzavista area still looks the best of all Forza XBox games and it looks WAY better than FH3's Forzavista for example. FM5 looks photorealistic to me and in comparison FH3 looks quite a bit cartoonish. And I would even dare go as far as saying FM5 Forzavista even looks better than FM6.

Might have something to do with the open world thing that Forzavista in FH3 is also toned down? Because otherwise the difference between the garage and racing would be too big I think.

Forza 5 has the highest in-game LODs on Xbox One. The player car uses LOD0, whereas on FM6, FH2 and FH3 they use LOD1 for optimisation purposes. Forzavista models are identical though. What you're likely seeing isn't a higher detail model but rather the nicer lighting in the FM5 Forzavista scene, since the white reflections the garage windows cause on the cars look really nice.
 
Forza 5 has the highest in-game LODs on Xbox One. The player car uses LOD0, whereas on FM6, FH2 and FH3 they use LOD1 for optimisation purposes. Forzavista models are identical though. What you're likely seeing isn't a higher detail model but rather the nicer lighting in the FM5 Forzavista scene, since the white reflections the garage windows cause on the cars look really nice.

Yeah you are correct, the models aren't the difference, it's mostly the shiney car surface that gives it that photorealistic look. Interesting fact about FM5 using LOD0 to race, I never knew that. I guess for FM6 the demand of some of the tracks came at the cost of car detail, most likely rain maps and nighttime has something to do with that. ;)

So what do you think? The X1X should be able to use LOD0 again? Unless that native 4K 60 FPS comes at a too high cost...
 
I guess for FM6 the demand of some of the tracks came at the cost of car detail, most likely rain maps and nighttime has something to do with that. ;)
That, and the ability to have more cars on track probably had something to do with the decision to do that. Although it makes sense, why have a modeled engine if you wont even see it in game. They just re-allocated resources it seems.

So what do you think? The X1X should be able to use LOD0 again? Unless that native 4K 60 FPS comes at a too high cost...
If I remember correctly, it wasn't taxing the system yet. Only about 70% I think, or was that only that FM6 demo that they ran with the X? I can't recall.
 
Yeah you are correct, the models aren't the difference, it's mostly the shiney car surface that gives it that photorealistic look. Interesting fact about FM5 using LOD0 to race, I never knew that. I guess for FM6 the demand of some of the tracks came at the cost of car detail, most likely rain maps and nighttime has something to do with that. ;)

So what do you think? The X1X should be able to use LOD0 again? Unless that native 4K 60 FPS comes at a too high cost...
That, and the ability to have more cars on track probably had something to do with the decision to do that. Although it makes sense, why have a modeled engine if you wont even see it in game. They just re-allocated resources it seems.


If I remember correctly, it wasn't taxing the system yet. Only about 70% I think, or was that only that FM6 demo that they ran with the X? I can't recall.

AFAIK the Xbox One X was only about 66% stressed from the 4K upgrade. One of the tests they ran was to have EVERY car at LOD0, even when they're far away, and it still ran fine. I think there'll definitely be a bump.
 
AFAIK the Xbox One X was only about 66% stressed from the 4K upgrade. One of the tests they ran was to have EVERY car at LOD0, even when they're far away, and it still ran fine. I think there'll definitely be a bump.
Given the PS4 pro will play GTS at 4k, I wouldn't expect the x1x to be working too hard doing the same thing.

I really like what the folks at MS are doing with xbones.
Reverse compatibility, new system and old system work together, No new wheels, no rebuying games. You don't even "need" the new console. Best of all, PC and Xbox sharing network for cross-play? Excellent.
Very good, maybe Sony will learn a thing or two.
 
If yougo back 15-20 years LOD5 is the cream of the crop as far as detail goes :lol:
20 Years ago the best of the best was this:

upload_2017-8-13_8-40-1.jpeg


All of the details are textures and the model is very angular.

If you put 1997 textures on that LOD5 Fiesta, it would probably fit into GT1, but I think it would still have been the most detailed car model in the game.

If anything, the lower resolution texture help disguise the angular nature of GT1's models, having shaper higher resolution textures makes the angles stand out more, but the angles are there in both of them.
 
Given the PS4 pro will play GTS at 4k, I wouldn't expect the x1x to be working too hard doing the same thing.
Except the PS4 Pro isn't actually running GTS in 4k, It is rendering at 1800P with checkerboarding, So the number of pixels rendered is less then native1440P. However From what I have seen the PS4Pro's 1800P checkerboard upscaling to 4K is really good, but I have yet to try the PS4pro in person.

I am impressed with Microsoft and T10 for making a console and game capable of running 4K60FPS with even better graphical fidelity then the Standard XBox One.
 
20 Years ago the best of the best was this:

View attachment 666618

All of the details are textures and the model is very angular.

If you put 1997 textures on that LOD5 Fiesta, it would probably fit into GT1, but I think it would still have been the most detailed car model in the game.

If anything, the lower resolution texture help disguise the angular nature of GT1's models, having shaper higher resolution textures makes the angles stand out more, but the angles are there in both of them.

That image really drives home an interesting point about classic gaming: with such limited resources, devs had to be very clever about where they spent them. The original GT1 cars were <500 polygons total: that's probably less than a side mirror in GT Sport. Yet all the cars looked recognizably like their real-world counterparts.

Nowadays, with exponentially more power, half-a-million polygon car models are common place. I believe Evolution said Drive Club cars only had about half that, but I wouldn't say they looked half as good as GT Sport's (or FM7's). So much goes into the lighting engines now (and dynamic time/weather if they're available), and that's great. But I feel like devs had to be more inventive back then, whereas now they can brute-force most things.

Jumping between FM5 and FM6 this week, I do see ingenuity. The smoke effects are better in the newer game (they're really just laughable in FM5), but for the field to grow from 16 to 24 cars, you can see a lot of trimming here and there on tracks. The overhead trees on Prague's long uphill left-hander, for instance: those are gone in the new game, probably to make sure the locked framerate is maintained.
 
Except the PS4 Pro isn't actually running GTS in 4k, It is rendering at 1800P with checkerboarding, So the number of pixels rendered is less then native1440P. However From what I have seen the PS4Pro's 1800P checkerboard upscaling to 4K is really good, but I have yet to try the PS4pro in person.

I am impressed with Microsoft and T10 for making a console and game capable of running 4K60FPS with even better graphical fidelity then the Standard XBox One.
I wasn't sure of the details, I didn't want to say it wasn't 4k...
But that's part of the reason I think PCars and FM7 might both look better.

When I say look better, I mean on a random 4k tv while playing the game, not online videos and pictures.

I am also impressed with everything MS is doing with the xbox lineup. Been wanting console compatibility for a long time.
 
Jumping between FM5 and FM6 this week, I do see ingenuity. The smoke effects are better in the newer game (they're really just laughable in FM5), but for the field to grow from 16 to 24 cars, you can see a lot of trimming here and there on tracks. The overhead trees on Prague's long uphill left-hander, for instance: those are gone in the new game, probably to make sure the locked framerate is maintained.

I didn't notice that until you mentioned it, thanks for pointing it out.

Screenshot_2017-08-14-01-56-33.png
 
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