Forza Motorsport General Discussion Thread

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I haven’t been catching up with the streams, do we know anything about wheel support, specifically for the PC? My buddy has a really invested build for iRacing and he’d definitely pick up FM for the PC if he can use it effortlessly with FM.

Apologies if I’ve missed any info in advance. Worse case, I’ll just tell him he might have to wait til launch for us to know everything.

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Q: What peripherals are supported in Forza Motorsport?
A: Forza Motorsport on PC natively supports popular racing wheels from Logitech, Thrustmaster and Fanatec. We also support the DirectInput API, enabling players to plug-in and play with a much wider range of hardware than before, including wheels and devices that aren’t listed below. This level of device extensibility means Forza Motorsport is accessible to more players who use custom hardware setups than ever before.
There's a full list under that. But they have also stated that because FM switched to DirectInput, a bunch of wheels should be supported they just can't say for sure with every single one.
 
why go through all the trouble of a technical breakdown on an old build
A case of damned if they do, damned if they don't. You can't please everyone, as everyone has different expectations. Turn 10 has given us more details behind development leading up to the release than most other developers have given us for racing games on console. The team behind PC1 and PC2 were pretty good about sharing details back in the day. But Turn 10 seems to be very transparent (not 100%). I will take that over the latter.

I mean, look at The Crew Motorfest, I didn't even know it came out today, even though they had a demo awhile ago. Seems that game was put out to die. That said, I can't wait to download it :)
 
I mean, look at The Crew Motorfest, I didn't even know it came out today, even though they had a demo awhile ago. Seems that game was put out to die. That said, I can't wait to download it
Hardly, the TC2 crowd has been eagerly expecting it, the coverage from their developers was extensive from the alpha/beta days (it was the beta that was open to all public) and is now teeming with activity. See you in Oahu!
 
I haven’t been catching up with the streams, do we know anything about wheel support, specifically for the PC? My buddy has a really invested build for iRacing and he’d definitely pick up FM for the PC if he can use it effortlessly with FM.

Apologies if I’ve missed any info in advance. Worse case, I’ll just tell him he might have to wait til launch for us to know everything.

Numerous wheels supported, the post above mine has a list, but expect to do some tweaking of your wheel settings until you get something that works for you. Default settings may not be very good and leave you with a drivable but heavy feel, but proper settings have been described by people like HokiHoshi as "trading punches with Assetto Corsa" (paraphrased but exact expression he used). Seems like to me this FM will be the best yet for wheel support IF you can find settings that work for you. I suspect YouTube tutorials about setting up your wheel will be aplenty once it releases... same as ever.
 
Just finished watching this, sounds good, however looks like he left Sim steering off until the end, which is surprising, but probably explains the lack of precision he was talking about. Overall, from what I'm hearing we may have to do some tweaking on our specific wheels but should end up with something agreeable
 
Just finished watching this, sounds good, however looks like he left Sim steering off until the end, which is surprising, but probably explains the lack of precision he was talking about. Overall, from what I'm hearing we may have to do some tweaking on our specific wheels but should end up with something agreeable
Wait... how can you complain about a lack of precision when you don't have sim steering on?
 
Not even finished with Hoki's video yet but I had to stop and notice.

Car proximity indicators. The ONE thing I wanted from Assetto Corsa that FH4 and FH5 didn't have. As I play in cockpit view 99% of the time and don't really have buttons assigned to looking around, that might be one of the most important things I'll need to enjoy multiplayer. Finally, no more shunting a teammate because I misjudged how close we were by a foot.
Be prepared for them to be of questionable usefulness depending on what car you drive though. As someone else mentioned, they were in FM7, but particularly in cockpit view they were off in a lot of cars as it seemed each car had a different sort of "center point" the arrows operated around. It meant that sometimes in some cars, when a car was right on your rear bumper, the arrow would actually be pointing ahead as if the car was in front of you, and sometimes it would indicate a car was alongside enough for an overlap but if you moved the camera to look you had several feet.

So far we have seen a bit of the same in one or two of the preview videos so it doesn't look like it has been fixed, in their builds at least.

If you are playing on controller though it's not much of a big deal as it's easy enough to just tilt the camera with the right stick and check, but on a wheel where you might not have buttons for that mapped it can take some adjusting from car to car to learn which ones you can trust it better in.
 
I'm curious about the GTP/C and the Factory Racecars.
Clearly GTP/C that's a special category solely for members of
:gtpflag:
I thought the sound on the official YT video was awful.

That's likely in no small part down to YT, but the cars all sounded like they were at the bottom of a pint glass, and every car-to-car contact sounded like someone with a power fist punching a cardboard box full of cans of oxtail soup.

This is why developers get away with stuff.

Throwing every criticism into a basket marked "Fanboys" is just pretense that there's no valid criticism. It excuses every fudge, cheat, hack, and "cute" (dishonest) description from the developers, turning focus away from the things a game actually does badly. That means developers can keep on making poor choices, because they can get away with it knowing that people would rather focus on people making criticisms than the criticisms themselves.

Ironically, given the pejorative, this is no less "fanboyish" than those who are "finding the smallest little nitpicks to prove their agenda" - and it works against not only your preferred flavour of game but all games. They know they can do what they like because people will defend anything if it has the right name on the box.


It also, if aimed at your fellow forum users, does a great disservice to the population of this site. If you want to do this sort of thing, social media and Reddit is a great place to do so. GTPlanet, not so much. We'd like people to actually discuss the points raised about the game - good or bad.
I have to disagree with one point here. It wasn't oxtail, it was more like mulligatawny ;)
DLSS: Magic graphics wizards upscale a smaller image into a bigger one
MSAA, TXAA, TAA: Magic graphics wizards make the image sharper and cleaner
RGB: Spinny colorful things that magic graphics wizards like
T&A: Things magic graphics wizards really want but don't have access to

(/joking obviously :P)
T&A is I believe somehow related to Scarlett Johansson. So yes, definitely something magic graphics wizards really want but don't have access to :lol:
 
I'm hoping that we got simple fantasy tracks now due to it being release and they want some easier tracks for new players.

I have to assume that they plan on releasing more fantasy tracks, I hope since they will release after launch that they will be more complex.

I mean, I still hope we get the eventlab 2.0 with the flat island.
 
Last things they need to do are probably go into detail on Free Play (highly doubt there will be another Forza Monthly before release), reveal the achievements and the full car list.
 
For fantasy tracks after FM, I will say I'm hoping for some legacy tracks to come back in this game. I really would love to drive on Amalfi or Alpine Ring again.
For me, I want to see the NYC circuit return, as well as Tokyo from FM1. For most simcade games, city street tracks are a dying breed.
 
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Seems like a complete fluff piece. Nothing on the promised "photorealism" allowed? Maybe saving that for its own full episode upon release, where they can compare on-track RT to the RT replay mode of a then 19 month old rival?
 
May I ask if there is a setting to limit the FPS to 60 in the game's graphics settings on PC?
Can't you just do that in your cards settings? I'm pretty sure we haven't seen a setting like that in game. I usually keep an eye out for PC settings. But the Nvidia settings I usually use when it's super hot in summer to keep my card under 90fps so it isn't a squelching lava producer.
 
May I ask if there is a setting to limit the FPS to 60 in the game's graphics settings on PC?
Every other Forza game on PC has had this option.
No, it will not be capped at 60 for PC.
Not what was asked, and in fact it will be in online multiplayer, which means it's even more likely to be a setting.
 
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May I ask if there is a setting to limit the FPS to 60 in the game's graphics settings on PC?
Assuming it's like all the other Forza games on PC, it will have such an option. Worth noting that the online modes are going to be capped at 60 or as close as possible* so it's not quite clear yet how that might affect the options. (IIRC Turn 10 said that if your monitor isn't running at a multiple of 60, but something like 75 or 144, the game will cap it as close to 60 as it can.)
 
For fantasy tracks after FM, I will say I'm hoping for some legacy tracks to come back in this game. I really would love to drive on Amalfi or Alpine Ring again.
I can see Alpine Ring being a great track for GT racecars, vintage cars and online racing. As for Amalfi, it will be a super fun track for hot hatches. :D
 
Every other Forza game on PC has had this option.

Not what was asked, and in fact it will be in online multiplayer, which means it's even more likely to be a setting.
Yeah, sorry, my misstake. It has been said that multiplayer will be capped at 60 fps but not single player (on PC)
 
I was listening to an interview with Chris and Dan and they were talking about players having 10 -15 cars they use and not all 500, so why have 500 (with older models) at launch, in a live service game? And I'm curious how that vision works with all the different divisions.

I'm also worried about the state of the AI at this late stage, they've talked about how easy it is to update the game and yet they couldn't get the AI right for three tracks or send the Youtubers a newer build?

So would love to know how big their budget and team was compared to previous games. And people talk about 6 years but was it more like 4 due to Covid?

I've pre-ordered it as I think it will be playable enough and they've clearly made a big effort to improve the presentation this time out but I'm still not expecting a classic tbh from what I've seen so far. - and hope that Up to 5 days wording isn't a bad sign.
 
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I was listening to an interview with Chris and Dan and they were talking about players having 10 -15 cars they use and not all 500, so why have 500 (with older models) at launch, in a live service game? And I'm curious how that vision works with all the different divisions.

I'm also worried about the state of the AI at this late stage, they've talked about how easy it is to update the game and yet they couldn't get the AI right for three tracks or send the Youtubers a newer build?

I think the AI has been covered enough for us to know that it’s not where near final. I personally don’t have any concerns, I’ve beta tested F1 games in the past and they’ve had incomplete/dodgy AI weeks from launch and it’s released and been class leading, so I’m not worried there personally.

Why have 500? Because could you imagine the uproar if it launched with 150 or 200? Heck some people are upset that it had less than Horizon. They’re dammed if they do, dammed if they don’t. I think a huge percentage of players would rather have 500+ including “older” (allegedly) models than have 150-200 that may be made up of new models (which may not be the case and can’t be proven it already isn’t).
 
I was listening to an interview with Chris and Dan and they were talking about players having 10 -15 cars they use and not all 500, so why have 500 (with older models) at launch, in a live service game? And I'm curious how that vision works with all the different divisions.

I'm also worried about the state of the AI at this late stage, they've talked about how easy it is to update the game and yet they couldn't get the AI right for three tracks or send the Youtubers a newer build?

So would love to know how big their budget and team was compared to previous games. And people talk about 6 years but was it more like 4 due to Covid?

I've pre-ordered it as I think it will be playable enough but I'm not expecting a classic tbh. - and hope that Up to 5 days wording isn't a bad sign.
500+ cars because of the diversity of players - the 10 that you're interested in will be different from the next player's preferred 10 and so on. The point is that the cars are available, and the game isn't focused on pokemon-collection as a goal.
 
500+ cars because of the diversity of players - the 10 that you're interested in will be different from the next player's preferred 10 and so on. The point is that the cars are available, and the game isn't focused on pokemon-collection as a goal.
Just wanted to know whether we can expect car list drops this week (till the full list is unveiled).

I also wanted to know whether RTGI mentioned in the digital foundry video refers to both PC and Consoles, or just the consoles. We still haven't seen the full depth of PC graphics options, and I'm pretty excited about all the RT stuff.
 
I do quite enjoy driving the cars in their stock format. It's part of what keeps me playing games like GT or Forza, they have so much variety and you can just enjoy the cars for what they are.

I also really enjoyed the way FH5 let you drive any car in many of the events, you didn't have to meet a specific class to be competitive, so it was fun to just choose something you enjoy driving and race it stock.

So I'm not too fussed on the upgrade system anyway, for the cars I want to upgrade, I'll spend the time to level up, but for many ilI just want to keep them in the class they begin with, with some minor tweaks to bring them close to the class limit
 

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