Digital Foundry examined in detail the graphic evolution of Forza Motorsport on Xbox X Series X | S

As expected, the Digital Foundry team has already managed to get acquainted with Forza Motorsport on the eve of its upcoming release, and the result of this acquaintance was the presented technical review, which discusses many details associated with Forza.

Of course, you should watch the video completely, but here I would like to focus on comparison with Forza Motorsport 7 (2017). It is comparisons with Forza Motorsport 7 and occupy most of the presented analysis, and this is a fascinating view of how Turn 10 successfully moves forward in the current generation.

In the Forza Motorsport review is named "A pleasant update" Compared to Forza 7 for Xbox One, which cannot but rejoice, since some of them were not even discovered when meeting the game at Xbox Series X | S. Below is a short description of a number of noticeable updates of the game, including processed foliage and lighting:

Turn 10 very successfully used the fictional design of the Maple Valley highway, placing many overhanging trees along the edges of the highway, which made it possible to create a more dynamic appearance of the highway, emphasizing the changed foliage. Lighting in the game as a whole also received a significant improvement. In Forza Motorsport 7, the lighting was flat and looked unnatural in shaded places. In the new part of the game, lighting looks more saturated, which is especially noticeable in complex areas, such as stands.

This is largely due to the use of the Ray-Traced Ambient OcCclusion (RTAO) technology, which is present in the Forza Motorsport version in Performance RT and Visuals modes. Global lighting also seems significantly improved, the route and surroundings acquire a more natural shade under various lighting conditions. At times, these improvements give a very bright picture with dynamic lighting compared to the previous version.

But from this it does not become less spectacular, and in this connection we have to evaluate the three available graphic regimes. The most demanding, RT Quality mode allows you to play with all the on -on technologies of rays tracing and visual improvements, but at the same time sacrifices 30 FPS with a capacity of 30 FPS. At the same time, performance remains stable without changing the scale and works in 4k.

A completely different matter is the RT Performance mode, which limits the use of rays and post -cutting effects, and also allows you to maintain stable 60 FPS when working in non -standard resolution. The last mode allows you to play in the native 4K and 60 FPS at a lower visual level, but it still looks very impressive.

When moving to Xbox Series S, resolution changes, which similarly affects performance. It seems that it was necessary to cut the level of models and details, but the main thing is the goal, and, as noted in DF, on consoles it is obviously achieved. It is clear that most of all they analyzed reflections, since it is they who stand out well. And here, if you look at detail, the result using rays trace is noticeably better. Of course, in symbolic it looks much more spectacular.

However, at first, separate problems were noted with some cars. This is not surprising – when using real -time technologies, something may not go the same as we would like, and this should be corrected. At the same time, the DF editors did not test the version for the PC, which, as we already know, on the graphic processors NVIDIA causes serious problems. As usual, problems are manifested in the first few days, and this week there is a lot of trouble to prepare the game for its global release.

Those who were lucky enough to acquire a premium version of the game, having made a direct pre-order or by going to the Game Pass version, will be able to play it today. The rest will have to wait until October 10 to enjoy Forza Motorsport on Xbox X Series X | S and PC.