- 1,362
- US. North East region
If the A.I. is aware of the player, and the player can have them bite on making defensive moves, then that would be a BIG plus in my book. Right now, the A.I. is wooden and unresponsive.
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Designing A Legendary Track: The Artistry Behind Fujimi Kaido
Fujimi Kaido is a storied, fan favorite track in the Forza Motorsport community. Go behind the scenes and discover how we're bringing back these legendary Japanese mountain roads with a modern look and feel.forza.net
Sound good, but...With Forza Motorsport, our goal was to make the AI more competitive with our fastest players. We run the simulation through thousands of laps on a per track layout, per car type basis. This builds a custom racing line, enabling the AI to drive really fast on any given track. To dial in the AI system, we also gathered feedback from the community, including sim-racers and professional racing drivers, to help us achieve the desired pace and proficiency. This process even included input from some of our own designers here at Turn 10, who compete in autocross and racing events in their free time.
When driving in traffic, the system frequently moves to a dynamic racing line as the Drivatars try to find their own ideal line on the track. This can result in sub-optimal driving performance, such as collisions, AI driving off track, or things that a professional driver would not do. Here is what we would like to see in our Drivatar AI to ensure you can enjoy fun and engaging single-player racing:
To get us closer to the outcomes listed above, we've developed and will be releasing a multi-line AI system that is trained on multiple lines of traffic, giving Drivatars more options for the optimized racing lines they can follow. This update should improve side-by-side racing in heavy traffic scenarios, allowing AI to skillfully and consistently race without erratic driving behavior when it's not forced to stay on the optimal line.
- Faster, even when they are not on the optimal racing line.
- Skilled and defensive, providing exciting competition.
- Capable of overtaking the player and passing other AI opponents without veering off track.
- Able to better limit collisions and off-track behaviors, including awkward mergers when they attempt to return to the ideal racing line.
Another great aspect of our new multi-line system is that the AI can now elegantly blend between different racing lines in traffic.
They said a lot of things before launch... To their credit, they have been working on everything, from graphic and sound optimization to content and whatnot. It needed another year in the oven but IMO the top management forced the launch to pad that year's game lineup.Sound good, but...
... didn't they say before launch that this was how the AI would work, with 19 "ideal driving lines" to pick from at any given time compared to three in FM7?
That has always stung, exactly as you said. With some decent AI the driving experience of FM23 would be extremely compelling.Sound good, but...
... didn't they say before launch that this was how the AI would work, with 19 "ideal driving lines" to pick from at any given time compared to three in FM7?
Wow! Such a good looking track, they have really outdone themselves with this oneDesigning A Legendary Track: The Artistry Behind Fujimi Kaido
Fujimi Kaido is a storied, fan favorite track in the Forza Motorsport community. Go behind the scenes and discover how we're bringing back these legendary Japanese mountain roads with a modern look and feel. forza.net
I think some people already know what the first car around FK will probably be for the majority of players.
Personally, I am looking forward to seeing people's reactions when the update is released.
FK has certainly been getting lots of good reaction already, so hopefully T10 can build some momentum and keep it going.
Heh. It's possible that they had very lofty goals, and that, as with many other aspects of the game, they failed to meet in time for the release of the game. That being said, it's good to know they're still working towards delivering that promise.Sound good, but...
... didn't they say before launch that this was how the AI would work, with 19 "ideal driving lines" to pick from at any given time compared to three in FM7?
also there has the fact that its likely they did that game in 2/3 years or so, so its quite amusing what they did on that short window o ftimeIt needed another year in the oven but IMO the top management forced the launch to pad that year's game lineup.
Actually at least a six-year development cycle if we consider that FM7 launched in 2017.also there has the fact that its likely they did that game in 2/3 years or so, so its quite amusing what they did on that short window o ftime
but i am sure some aspects like career mode and some issues would be done with a extra year
thankfuly the game has able to hold itself until now and the 10 years plan is selling well until now (and likely will continue so at least for short term if we consider how sucess FH and gamepass are)
While it was 6 year gap between games, this is used wrongly/in bad faith to imply they had more time to work with the game or imply that they were "lazy and not intrested on make a good forza"Actually at least a six-year development cycle if we consider that FM7 launched in 2017.
Thanks, that would put development to launch at about 4 years. But in my headcanon 2023-2024 was early release or "Game Preview" (they would have saved themselves a lot of grief). Also, it's just my opinion, but developing FM7 was a mistake as it had the same basic structure of 5-6 while adding nothing significant (at this point Gran Turismo made the leap to Sport, say what you will, but that was a clear break from GT6), and that lighting model was bloody awful.While it was 6 year gap between games, this is used wrongly/in bad faith to imply they had more time to work with the game or imply that they were "lazy and not intrested on make a good forza"
they only started developing after fix the mistakes with FM7 and worked on it until the last update of FM7 that was summer of 2019, when they also officially announced that were moving to work on the new forza
in fact it was reported on this same gtplanet back in 2019
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Turn 10 is "Transitioning its Weight" to Next Forza Project
Dan Greenawalt made it official yesterday: Turn 10 is beginning the process for its next game, presumably Forza Motorsport 8. The Forza creative director sat down with Brian Ekberg, Chris Esaki, and other members of the Turn 10 team yesterday for the latest episode of Forza Monthly. The show covewww.gtplanet.net
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Forza Motorsport 7 Development Will End After August Update
With this month's update out in the wild, players will soon bid farewell to further updates for Forza Motorsport 7. After two years, Turn 10 has confirmed development on FM7 will end following next month's update. The news comes courtesy of Turn 10's Brian Ekberg: "Finally, a word about the futuwww.gtplanet.net
The catch is, how will this be possible for P and X class cars, given that they don't have any open tour series? (for now; Le Mans Old Mulsanne gives up to 1 free level per lap).Yep, I usually use the open tours to "top off" car levels to work towards manufacturer discounts
I dont see why they cant reduce the level cap from 50 to 30, by that point you can pretty much afford everything anywaysApparently, the Open Tour’s a very motivating way to get your cars to level up to at least level 45-50 by using one car in two series (eg. using the Mustang Foxbody in D and C Class), for a total of about 3 hours (including practice runs).
The catch is, how will this be possible for P and X class cars, given that they don't have any open tour series? (for now; Le Mans Old Mulsanne gives up to 1 free level per lap).
And pretty much having at least a 5% discount becomes more efficient in the long-term (up to 500,000 credits off the total Ferrari dealer for example) for the collectors, which provides a huge sense of satisfaction for the hard work that you done unlike FH5, which rains free cars every week.
Speaking of which, how will T10 handle the FOMO cars of FM23, given that we got the Backstage Pass in FH5 (No traces of it were found in FM23's files last time I checked)?
Well, there's always a chance of P and/or X being included in Open Tours in future months...Apparently, the Open Tour’s a very motivating way to get your cars to level up to at least level 45-50 by using one car in two series (eg. using the Mustang Foxbody in D and C Class), for a total of about 3 hours (including practice runs).
The catch is, how will this be possible for P and X class cars, given that they don't have any open tour series? (for now; Le Mans Old Mulsanne gives up to 1 free level per lap).
And pretty much having at least a 5% discount becomes more efficient in the long-term (up to 500,000 credits off the total Ferrari dealer for example) for the collectors, which provides a huge sense of satisfaction for the hard work that you done unlike FH5, which rains free cars every week.
Speaking of which, how will T10 handle the FOMO cars of FM23, given that we got the Backstage Pass in FH5 (No traces of it were found in FM23's files last time I checked)?
Because there are various achievements related to level 50...I dont see why they cant reduce the level cap from 50 to 30, by that point you can pretty much afford everything anyways
When was the last time E was in the Open Tour? I think it was once but it was a long time ago.Well, there's always a chance of P and/or X being included in Open Tours in future months...
I think you're right - maybe about a year ago.When was the last time E was in the Open Tour? I think it was once but it was a long time ago.