What about Performance Index changes?
Im going to get a bit more technical in this explanation. The PI and classification system have been significantly changed in Forza 4. As you know, Forza features a dynamic car classification system we call Performance Index (PI). This system was rewritten for Forza 2 and again for Forza 3. Thus far, each new approach has addressed some big issues and created new ones. For this version, we decided to keep the same general system and refine it based on data rather than rewrite it. This approach was born out of the wisdom weve gained over the years through rewriting itaka the devil we know. Forza 3 was incredibly well-explored and exploited by you, the players. Specifically, the community found issues with how the system scored AWD drivetrains and, to a lesser degree, downforce and weight. We took all of the data from our scoreboards and data logs (uploaded to the server, but not visible by players) to help us refine the PI simulation.
Unfortunately, we couldnt realistically address the Forza 3 PI issues with a title update. In order to address PI in Forza 3, we would have had to put an entirely new database out there in a title update. And, the database is larger than what is allowed for a title update. Therefore, the only way to get the new database out would be with a user-selected or Trojan Horse DLC. There are many restrictions on this type of DLC. Also, the likelihood of mismatched databases between players is very high. The final straw was this: In order to make this fix, we would have had to wipe all of the scoreboards and fix up everyones saved games, as well as delete all of the tuning files, ghosts, and replays in the community (including those on the storefront, in your local save game, and those currently installed on all of the cars in your garage). In the end, we elected to study the issues in Forza 3 with better data-logging so that we could hopefully address them all in Forza 4.
In Forza 4, the PI and classification system has evolved considerably. First, we changed the simulation track that our PI system uses to evaluate each car. This new track was more scientifically derived. Not only did we look at the Forza 3 data results to find a more realistic stackrank target based on how our communitys fastest drivers perform, we also exported and studied the track geometry from all of our Forza 4 tracks to find a better way to design the PI simulation track. Our goal was to make a PI simulation track that not only better represents actual car stackrank target, but also does so by recreating the types of track combinations found throughout the game. This new track is longer and features more types of corners and combinations.
There were also two big changes in the PI simulation itself. Looking at the PI simulation in Forza 3, we found that AWD cars were not accelerating out of the corners as effectively as they would in the real world. This meant that the average speed for their simulated lap was lowerthus they had lower PI. This error was related to the code as well as the simulation track geometry. So we changed the track geometry to have more increasing radius lines to follow. We also changed the code to push the front tire limits more while accelerating (especially for AWD cars). These changes made the AWD cars faster in the simulation. By making them faster in the simulation, they get a higher PI. Obviously, these changes dont change how fast they are on the track when youre driving them. This just changes how they are scored by the PI system. Therefore, higher PI simulation results for AWD cars means less headroom for upgrades before hitting the class boundary.
On a related note: I saw questions in the community regarding Forzas simulation of drivetrain loss in AWD cars. Forza 3 (as well as Forza 4) feature both higher driveline inertia as well as higher drivetrain friction for AWD cars, relative to RWD and FWD cars. This system is highly nuanced. Some AWD drivetrains are actually very efficient and some RWD systems are highly inefficient. However, as an average, AWD systems are less efficient than RWD systems in Forza. Drivetrain efficiency was not the source of the AWD PI issue in Forza 3.