Forza Motorsport General Discussion Thread

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I understand the disappointment from some around here but for me, this (plus Mt Panorama) is what really matters:

1991 Holden HSV Commodore Group A SV.

This car is an absolute nostalgia bomb for me. It (or at least the boring family variant my parents had) was from a time when I was just starting to pay attention to motorsport as a kid, and at the time was something of a plucky upstart against the might of Godzilla at the time. And looking back, it was a hell of a step forward for locally-engineered homologation specials. The racing versions toward the end were spinning the Holden V8 well north of 8000RPM, it had a six-speed box, it was capable of just shy of 300km/h, and it is responsible for one of the most memorable top-ten shootout laps of all time. And just listen to the thing:



Hell in the promo image for it it looks as though they've even managed to replicate the VN Commodore's famously average panel alignment! :lol:

I'm stoked.
 
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Mustangs and Camaros aren't very Australian though are they? They were always going to put Falcons and Commodores in for this update. I'm actually quite thankful they did because I'm really sick of American cars.
Technically yes they are American cars but those two in particular are known for being the only two manufacturers currently partaking in the Bathurst 1000 and v8 supercars as a whole. Even so it there's quite a few more Falcons and Commodores they could have thrown in but oh well life goes on
 
I understand the disappointment from some around here but for me, this (plus Mt Panorama) is what really matters:

1991 Holden HSV Commodore Group A SV.

This car is an absolute nostalgia bomb for me. It (or at least the boring family variant my parents had) was from a time when I was just starting to pay attention to motorsport as a kid, and at the time was something of a plucky upstart against the might of Godzilla at the time. And looking back, it was a hell of a step forward for locally-engineered homologation specials. The racing versions toward the end were spinning the Holden V8 well north of 8000RPM, it had a six-speed box, it was capable of just shy of 300km/h, and it is responsible for one of the most memorable top-ten shootout laps of all time. And just listen to the thing:



Hell in the promo image for it it looks as though they've even managed to replicate the VN Commodore's famously average panel alignment! :lol:

I'm stoked.


Love to see it, was just hoping it would have been the #5 in race trim.
 
Mustangs and Camaros aren't very Australian though are they? They were always going to put Falcons and Commodores in for this update. I'm actually quite thankful they did because I'm really sick of American cars.
They might technically be American cars but the V8 Supercars versions have a distinctly Australian flavor. They're unique to the series and designed and built here too.
 
Is it out or are you going off promo images?

Dude we only saw a pic of about 1/100th of the track lol. It's to be seen if there's sponsors all around the track or not come....

....tomorrow. why wouldn't it be released this week when it's been announced many times...?
I was going off the promo image, but I could tell. Theres very few tracks in the game currently that mix fantasy sponsors with real world ones, and as it turns out, I was correct.

Again, it's only a small thing. But it lacks detail and realism, and breaks the immersion for me slightly. Feels a lot less like the Bathurst I know when its uniquely Australian brands have been replaced by fake ones.

As for cars in the update.. very disappointing. The VN Commodore is really cool, but the showcase prize car being a livery on a car we've had since launch? pretty pathetic.

Looks like someone forgot to remove the 'Gen3' branding on the image for the new featured tour, wonder if that was a genuine mistake in the first place or if Gen3 cars were pulled at the last minute

jy84yrI.png

Im just going to give them the benefit of the doubt and say it was a mistake
It's seems a little too oddly specific of a mistake to make though. The V8s we have currently aren't Gen 3, they're Gen 2, and being that they're all the same gen, what's the point in specifying?
 
Turn 10 said this back in August:

The 2024 ship has sailed for that promise.
Yes I remember that part of the August blogpost very well and was waiting to see whether that would appear this month, or not. Extremely disappointing that they've already broken a highly important (to me and others no doubt) part of their "promise" and have not even acknowledged the fact.

And so the "career" remains objectively poor.

It would have been better if they had at least acknowledged the fact and mentioned it was "delayed" or something.

On a lighter note, I've translated the Update blogpost into Australian as per below ;)
Screenshot_20241209_220219_Samsung Internet.jpg
 
So, BMW month is gonna be an interesting theme, tho, I will lay the lowest expectations.

Might as well list down most of the BMWs that are yet to be added to FM from past games, as well as some NTF speculations (bold are my gusesses for next update):

Recycled from past Forzas
  • 2022 BMW M5 CS (Very likely, I hope)
  • 2005 BMW M5 E60
  • 2013 BMW M135i
  • 2009 BMW 135i
  • 2011 BMW Z4 sDrive35iS
  • 2008 BMW Z4 M Coupe
  • 2014 BMW M4
  • 2016 BMW M2
  • 2014 BMW #56 Team RLL Z4 GTLM
  • 2014 BMW #55 Team RLL Z4 GTE
  • 2013 BMW M Performance M3 Touring Car/DTM
  • 2009 BMW #92 Rahal Letterman M3 GT2
  • 2010 BMW M6
  • 1994 BMW M5
  • 2003 BMW M5
  • 1986 BMW M635CSi

New to Forza
  • 2014 BMW M3 (F80)
  • 2018 BMW M3 CS (F80)
  • 2023 BMW M3 CS (G80)
  • 2017 BMW M4 CS
  • 2025 BMW M4 CS
  • 2024 BMW M4 GT3
  • 2024 BMW M Hybrid V8
  • 2024 BMW M5 (G90)

My thoughts of the update?

Quite underwhelming, though the addition of the 2013 XBOX-liveried VF Commodore Supercar gives me hope that T10 hasn't forgotten about FM5/FM6 exclusive cars/liveries. Hope that we get more FM6 and below exclusives as returning cars in the future.

RTGI's implementation in PC might be a drastic graphical improvement, though, I would like to know what other graphic improvements have been made outside of RTGI in this update. The Forza GT Division split is a very great idea to balance out the grids rather than throwing GT4s against GTEs in one AI grid.
 
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it only confirms that iracing had a finger on it
its weird it happens as soon after they announce the cars
Competition at its finest. Notice how AMS2 is getting all these new LMH and GT cars and iRacing getting proper liveried NASCARs and then snag current gen Supercars from being added to FM.
 
Really liking this addition of Mt. Panorama. Track looks as stunning as the other post-release tracks, and the ability to see well beyond the circuit's landscape as you climb adds a little unique charm compared to the other tracks. This track also reminds me every time I've come across it in different games, what a fun rollercoaster it is, as there's not a single corner that doesn't make you want to go faster & faster through it. It was not on my list of tracks I wanted to see return soon, but I'm happily won over.

Additionally, unless I've missed something in the update notes, the game seems to really, really like this track. I've only done single car hot laps on it, but it runs buttery smooth from a FPS standpoint on my XSX which is helping make it even more graphically pleasing track to race on.
 
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After playing around with this update for a bit here's a few takes of mine.

Graphically: this game looks a lot sharper and richer. Colors seem to also pop even more then before no complaints at all with graphics other than there's still some surfaces that look jaggy.

Bathurst: good to see this track back and man does it look and feel great driving on it. One of the best settings I've seen so far is night time with a thin haze, absolutely beautiful. It also feels a bit tighter then before but I guess that's realistic, no complaint just an observation.

Car sounds: not overly impressed with the six or so cars they redid, the only one that stands out the most to me is the Ferrari F12tdf it sounds great at full blast. Everything else is meh. I really think the equipment they are using cannot fully translate the sounds as clear and sharp as it should, some cars still sound off

The cars for this update:...... the 2011 HSV GTS stands out to me and maybe I'll toss around the new VK Commodore SV. But nothing else to say there

The AI: at this point T10 should really consider an aggressiveness slider too. While I do see the AI racing faster and braking randomly a lot less, they still rammed the **** out of me in several races tonight. That could also be a byproduct of the braking issue fix they implemented which is now becoming like a whack a mole. But again the AI so far have been really racing closer, faster, and less braking issues just with a little more rubbing and aggression.

Overall not the worst update in terms of QOL and track selection/redo but overall car content is lacking yet again and AI just needs to be honed in a little more. Looking forward to the BMW update next month, those features that was talked about in the last blog post for creative hub and permanent single-player featured tours and hopefully an end of the year but looking ahead blog post could follow soon.
 
The barriers are much taller than they should be, gives off a weird funnel effect, makes everything look even more narrow. The barriers are taller than most cars. At Forrest Elbow (the hairpin before the long straight), you can the see the concrete barrier is much higher than the tyre barrier, which is the height it should be.
 
Recycled from past Forzas
  • 2022 BMW M5 CS (Very likely, I hope)
  • 2005 BMW M5 E60
  • 2013 BMW M135i
  • 2009 BMW 135i
  • 2011 BMW Z4 sDrive35iS
  • 2008 BMW Z4 M Coupe
  • 2014 BMW M4
  • 2016 BMW M2
  • 2014 BMW #56 Team RLL Z4 GTLM
  • 2014 BMW #55 Team RLL Z4 GTE
  • 2013 BMW M Performance M3 Touring Car/DTM
  • 2009 BMW #92 Rahal Letterman M3 GT2
  • 2010 BMW M6
  • 1994 BMW M5
  • 2003 BMW M5
1986 M635 CSi

The base model for a Group A car, so I think it’s perhaps the most important “recycled” BMW not currently in the game.
 
Another mixed update with good stuff but also kind of a letdown. Bathurst is overall good, a few kerbs obviously wrong and The Cutting doesn't feel right and seems to have no "hook" to it, but it's fun to drive and looks great even with the goofy fake brand signage.

Car selection is definitely disappointing. The VN Commodore is nice, and it's good to get all the others back... except the Xbox Commodore, using a re-liveried car as a FOMO reward is very lame, but hey at least now I don't have to bother earning it. Since they didn't really go all out with the new cars, it's kinda sad that they didn't give us all of the Aussie cars back from previous games. I wanted the XR Falcon back in particular as it was a versatile car, but we are still missing the XY Falcon and the old Holden sedan thing from previous FM/FH games too, as far as Aussie things are concerned.

Still no manual grid order, no mention of fixes for the car collision bug, now it appears every time you go into event setup it changes the time of day to "Random" for some reason(?), the HDT Commodore and Holden Formula drift cars don't appear to be in the showroom even though the Ford ute is available and the press release thing says they both should be, no BoP changes for multiplayer, etc.

The Forza AUS hopper seems weird being all Bathurst. I mean Bathurst is a top 5 track for me personally, but I still want to mix it up. I can see the hopper being dead after like 2 weeks because people just get tired of doing the same track over and over.

BMW month is... a thing. Hoping for the 635CSi but beyond that I dunno what I want really. The M4 GT4 would be cool but I'd way rather have a GT4 update with multiple GT4 models since we are in such desperate need of them. I'd welcome back the non-GTS version of the M4 and the regular E92 M3 as they are both more versatile then the models we have now but that's hardly that thrilling. Everyone says LMDh but... kinda meh there for me personally as the only LMDh manufacturer I care about at all is Cadillac, but it drives wonky as **** so LMDh as a class in Forza just doesn't excite me much.
Weakest update yet, makes me scaried for the new year since they had not put a single new car, only 2 cars and they are return cars

to make things worst, instead of make series with fixed setup they decide to cave to "try hards" and doubles down on open setup instead of make series for people that dont want expending a hour trying to config a setup just to be destroyed by someone that got a meta setup from a friend by 10 seconds each lap
You are being dramatic.

There are tons of tunes that are more than good enough available to download. In the lobby you can push Y to go to the player list and it will even show you what tune people are running if it's shared, so you can try out the tunes the top guys are using and put yourself on even ground with them.

I think you will find the tune isn't really as big of a deal as many people like to make it out to be. "It's the tune that's the problem!" is a bit of a tinfoil hat thing, the reality is that as long as your tune wasn't ****ed, a new tune is the difference between a podium and a win, not a 13th and a win or something.

Our league has run many races where no tuning is allowed, and are currently finishing up a season where everyone had to use a locked spec tune all season long. As a general rule, people finish in about the same place they do as when tuning is open, and the gaps in the field are about the same. We have also had several guys who are fighting for podiums every week share their tunes with guys struggling to get into the top 20 and it has very rarely made much of a difference.

I'm not saying a fixed hopper would be bad though. In my opinion the Ginetta G40 Jr is darn near perfect for racing out of the box and it would be a prime candidate for it, as would the MX5 Cup car. They can't really just keep adding hoppers without diluting the player pool too much though, and a lot of their default setups are very understeery so lots of race cars wouldn't be much to drive without tuning.
Seems like the theme in this era of racing games is the true sims get first dibs or all out rights to certain cars while games like GT7 and FM have to wait an extended period of time or not at all...or fork up a lot of money for a particular car. Really sucks to see iRacing getting the new gens and we don't get them in FM.
I don't think it's necessarily sims, that mobile game Real Racing 3 has a decent selection modern race cars. I haven't played it, but I'm assuming it's easier for them because they just need the model good enough looking to be acceptable on a phone and don't need to worry about simulation or realistic driving dynamics of course.

If you haven't before, check out its car list if you want to be depressed:
http://www.igcd.net/game.php?id=1000009424

It would actually be interesting to see what the hold up is. This has pretty much always been something Forza is bad at, sadly. Definitely frustrating/disappointing, but Forza has been frustrating/disappointing me for years now so I've built up a tolerance. :D
I thought I would check out how Bathurst looks, but then the update got stuck and I had to re-download all 143 GB again 🙄

I'm feeling underwhelmed, almost disappointed by the "new" cars. It's nice to have Bathurst back though. I love the technical section up on the mountain.

Also, I wonder when we'll get a blog post with the roadmap for early 2025. I'm very curious which tracks that'll be added next 🤔
On console? Did it get stuck on the "Downloading..." and just never start? Did you try pausing the download and resuming it like I've posted here a few times before? Unfortunately too late now but that happened me back for the update after the Nordschleife I think, and ever since then it has done that to me for every update except the Sunset Peninsula update, but I've been able to get around it using that method.

My guess is the "roadmap" (a slightly generous term for what they do, when you compare it to other studios) for future content will be with the next update. We still haven't caught up with the last one since we are still missing career changes and share hub and stuff.

The barriers are much taller than they should be, gives off a weird funnel effect, makes everything look even more narrow. The barriers are taller than most cars. At Forrest Elbow (the hairpin before the long straight), you can the see the concrete barrier is much higher than the tyre barrier, which is the height it should be.
Yeah I felt that funnel effect at first and couldn't put my finger on what it was exactly, but noticed it a few laps later when moving the camera around looking stuff. I feel after I ran a handful of laps I sorta stop noticing it, but then every once in a while I look around with the camera and re-notice it again.

I guess we will get used it and in a month or two it will just feel "normal" to us though.
 
Well, I think I'll do a full report on RTGI tomorrow, and now I'm more confortable with my PC's performance with it.

View attachment 1411783
I also had a quick look yesterday, but from what i saw the rtgi is not working in the cockpit. And the lack of rough material reflections make it stand out even more in the cockpit. The track and outside of the car do have rtgi and it looks great. But the cockpit looks too dark with zero light bounce, not even pre baked gi like FH5. I hope this is a bug and not the final version. The visual target mod had full rtgi and full rt reflections with rough materials and more track detail and still run better than this. It was less stable obv. But looked much much better.
 
I also had a quick look yesterday, but from what i saw the rtgi is not working in the cockpit. And the lack of rough material reflections make it stand out even more in the cockpit. The track and outside of the car do have rtgi and it looks great. But the cockpit looks too dark with zero light bounce, not even pre baked gi like FH5. I hope this is a bug and not the final version. The visual target mod had full rtgi and full rt reflections with rough materials and more track detail and still run better than this. It was less stable obv. But looked much much better.

For real? We waited over a year and they finally release it unfinished? I'm going to try it tonight but that sucks man
 
I don't think it's necessarily sims, that mobile game Real Racing 3 has a decent selection modern race cars. I haven't played it, but I'm assuming it's easier for them because they just need the model good enough looking to be acceptable on a phone and don't need to worry about simulation or realistic driving dynamics of course.

If you haven't before, check out its car list if you want to be depressed:
http://www.igcd.net/game.php?id=1000009424

It would actually be interesting to see what the hold up is. This has pretty much always been something Forza is bad at, sadly. Definitely frustrating/disappointing, but Forza has been frustrating/disappointing me for years now so I've built up a tolerance. :D
Wow what the hell. A mobile game with that many great racing cars and dozens of them not in FM is wild. And to think many of them used to be in FM but not currently smh. Yeah im a little more mad now lol.
 
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Forza Motorsport 10_12_2024 08_37_22 a. m..png
Forza Motorsport 10_12_2024 08_37_25 a. m..png

These are two examples of occlusion with RTGI. Because colors are now properly saturated, I no longer use a filter.

Forza Motorsport 10_12_2024 08_34_01 a. m..png

Highlights can look fantastic.

Forza Motorsport 10_12_2024 08_42_52 a. m..png

Occlusion under a white floodlight. Notice how the red seats are reflected in the dials and lower vents, while the red reflection on the left is from my driver's glove.

Forza Motorsport 10_12_2024 08_53_16 a. m..png

Now under a yellow floodlight.

Forza Motorsport 10_12_2024 08_54_19 a. m..png

Lastly, away from any floodlight, we can see the fully illuminated dials.

In the end, RTGI is a choice and quite resource intensive as you need to get your settings to balance performance with visual quality. In my case its high settings with everything in auto, full reflections and RTGI (high) and TAA because DLSS remains bad for me, and I can keep well above 60 fps in all scenarios. The only filter I use is for sharpening the textures a bit.
 
I don't like SUVs, but things like the Urus Performante, AM DBX707 or Purosangue I think they would have their place in Forza Motorsport.
I said the same thing. I would want strictly the top performance model of each truck maybe with exception of Jeeps SRT8 and a Trackhawk together.

All these new GT Divisions really helps with recreating WTC races, I just did the Daytona race this morning with GT2 and GT3.
Yes its a great addition to have this finally. Now I hope they break up GTX sportscars division next.
 
The barriers are much taller than they should be, gives off a weird funnel effect, makes everything look even more narrow. The barriers are taller than most cars. At Forrest Elbow (the hairpin before the long straight), you can the see the concrete barrier is much higher than the tyre barrier, which is the height it should be.
I'm guessing the barriers are higher in places to prevent cars from flipping/rolling over the barrier.
 
I'm guessing the barriers are higher in places to prevent cars from flipping/rolling over the barrier.
What? I am saying that the barriers are higher in game than they are in real life, there's no need to stop cars from flipping over barriers in a video game where they can just place invisible walls.
 
What? I am saying that the barriers are higher in game than they are in real life, there's no need to stop cars from flipping over barriers in a video game where they can just place invisible walls.
Maybe they raised the barriers so that people using 3rd person view behind the car still get that enclosed feeling even with a much higher eyeliner?
 

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