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Free from the time constraints of a console launch deadline, Forza 6 is a more substantial game than its predecessor, providing both more content and some eagerly awaited gameplay modes
از لحاظ گیم پلی و کانتهای موجود دربازی نسبت به نسخه قبلی فورزا پیشرفت های قابل ملاحظه ای وجود داشته
Basic image quality appears similar to Forza 5, and so jaggies and shimmering across sub-pixel elements and fine details are commonplace across the scene. Forza 6 (like, we assume, its predecessor) uses EQAA for anti-aliasing, an AMD-specific hardware AA solution that sees sample fragment storage decoupled from coverage computations, thus allowing more flexibility from a memory/performance perspective. Essentially, it's an alternative implementation similar to MSAA and suffers from many of the same flaws.
IQ بازی نسبت به فورزا ۵ پیشرفتهایی داشته ولی بیس کار همونه. از EQAA استفاده شده که نوعی AA توسعه داده شده توسط AMD ست. این نوع AA از لحاظ محتوایی خیلی شبیه MSAA هست و همون اشکالات رو هم داره ولی از لحاظ پرفورمنس و پهنای باند مورد استفاده انعطاف پذیری بهتری داره.
overage is regularly disrupted by how shading and post-processing are implemented in any given scene, often making it seem like there is little to no AA at all. Adjustments in the lighting model occasionally deliver a slightly cleaner image compared to Forza 5, but the difference is minimal at best.
البته تاثیر شیدینگ و پست پراسسینگ روی بازی به نحوی هست که انگار بازی اصلا AA نداره و یا خیلی کم داره
Turn 10 has managed to squeeze yet more from the minuscule 16.67ms render-time available for each frame, resulting in a tangible increase in detail over Forza 5. The new Rio de Janeiro track showcases a higher level of graphical complexity than anything seen in Forza 5, with long draw distances and densely packed scenery filled with buildings, spectators, and plenty of incidental detail
T10 موفق شده که نسبت به فورزا ۵ جزییات بیشتری در بازی قرار بده و برای مثال پیست ریو از هر پیسی در فورزا ۵ جزییات بیشتری داره. پیستهای فورزا ۵ هم دربازی جزییات بیشتری پیدا کردن.
lsewhere within the presentation, texture detail appears slightly clearer on the ground and road surface, though disappointingly these elements still tend to get blurred over a few metres away from the camera. It's possible that Turn 10 may be using different texture ******ing methods for various elements of the scene (Project Cars did this), with Forza 6 seeing tweaks that refine the presentation.
جزییات سطح جاده هم بهبود داشته اما متاسفانه جزییات هر چه از دوربین دور میشیم تار میشن. ممکنه T10 از TF متفاوتی برای المانهای مختلف تصویر استفاده کرده باشه ( مثل Project Cars)
One of the biggest changes in Forza 6 is the appearance of night-time racing and wet weather conditions, along with what Turn 10 describes as '3D puddles', which we expected to build up over the course of a race. Indeed, the appearance of pouring rain and pools of water scattered across the ground has a tangible impact on handling, with very different physics deployed: cars obviously have less grip across the soaked tarmac compared to driving across dry road or grass, making careful throttle control even more important. As usual, the level of simulation here is superb - as far as it goes. According to Turn 10, Forza 6's 3D puddles impact handling based on a range of factors including
the porousness of the underlying surface.
اما بزرگترین تغییر بازی نسبت فورزا ۵ اضافه شدن رانندگی در شب و همینطور بارندگی هست. که مشخصا روی هندلینگ ماشین تاثیر میگذاره
While the effects on the handling model work really well, the visual presentation can feel somewhat sterile. There is no variance to rain patterns or volume, with the effect staying the same throughout the entire race. The puddles of water on the ground also appear to be comprised of flat textures featuring a number of surface properties. Transparency, reflections and interaction with surrounding light sources are impressively handled, but physical interaction with the cars appears limited due to lack of a geometry-based body. The puddles don't react to the wheels as they drive through the surface, while splashes of water are thrown up in the form of flat alpha sprites. This is the compromise we need to accept in order to enjoy that completely consistent, locked 60fps.
گرچه تاثیر فیزیک بازی در این حالت خیلی عالیه اما از دید بصری یکم قضیه ش فرق میکنه. اولا افکت بارون در سراسر بازی یکسانه و زیاد و کم نمیشه.
گودالهای روی جاده هم بنظر میرسه که تکسچر کاملا صاف باشن. که نوعی امکانت روشون پیاده سازی شده. اما از اون جهت که در واقع Geometery در اونها معنا نداره فیزیک ماشین در برخورد با اونها هم خیلی محدوده. ( در واقع گودالها واقعا گودال نیستن و فقط تکسچر سطح جاده در نقاطی دارای ویزگی هایی هست که وجود گودال رو القا میکنه)
Night-time racing also brings about a change in handling, with the drop in temperature reducing the amount of tyre grip, though the difference is very subtle compared to driving in daylight conditions. Most of the challenge is provided by how lighting is handled in the various tracks that support this feature: Daytona is illuminated by light sources all around the circuit, giving a clear view of the road ahead, while conversely, large sections of the Nurburgring feature no additional lighting beyond the car headlights, creating a black abyss that becomes trickier to tackle. The use of light sources to fundamentally change the gameplay experience here is a nice touch, though the lighting model sometimes appears a little harsh, with some scenes featuring more depth than others.
رانندگی در شب هم کمی روی هندلینگ تاثیر میزاره چون که در شب به علت دمای کمتر لاستیک ها و جاده به نوعی تاثیرشون بر هم عوض میشه. البته این تاثیر خیلی کمه.
Both wet weather and night-time conditions make for more interesting races in Forza 6, but we are left wanting more after seeing how they add to the core gameplay mechanics. Both wet conditions and time of day are limited to just nine tracks out of the 23 available (those where the studio thinks they'll make the most impact), while rainy conditions are also limited to daytime racing too. Overall, the effects mostly work from a visual perspective and they succeed in spicing up the gameplay. The fact that frame-rate isn't impacted is a big deal, too - but there's also the sense that Turn 10 could perhaps have compromised too heavily: the effects are static, not dynamic, meaning that the uncertainty of variable weather conditions in any given race and how that affects handling isn't replicated, while the transition of the time of day is also missed.
تاثیر بارون و شب روی فیزیک بازی عالیه. ولی میشه گفت که T10 در واقع به علت حفظ فریم ریت مجبور شده از خیلی جاها بزنه. اولا افکت ها کلا استاتیک هستند و داینامیک نیستند. به دین معنا که افکت بارون در تمامی شرایط یکسانه. و همینطور تغییر داینامیک روز و شب وجود نداره.
But there is a perfectly reasonable explanation for the limitations in these systems. Turn 10's physically-based lighting model relies on a combination of pre-computed ('baked') and real-time light sources to simulate global illumination and the resulting ambient lighting across the track. As such, it's impossible to introduce dynamic changes to time of day and weather conditions without significantly re-writing the current lighting model in favour of a real-time approach - something that would be a difficult task while targeting that uncompromising 60fps update.
لبته دلیل این امر هم روشنه نورپردازی مورد استفاده بازی ترکیبی از داینامیک و بیکد هست به همین علت امکان تغییر روز و شب وجود نداره.برای این منظور باید از نورپردازی داینامیک استفاده میشد که احتمالا تاثیر منفی رو فریم ریت میگذاشته
It's a cliché, but there is very definitely the sense that Forza Motorsport 6 is the game its predecessor should have been - the key issue users had with the last release concerned the tangible downgrade in the amount of cars and the number of tracks. Turn 10 did well in expanding the game post-launch, but it's only with the sequel that we get a similar kind of comprehensiveness that we saw in Forza 4 - and for many, that is enough to warrant a purchase.
در مجموع میشه گفت که فورزا ۶ چیزی است که فورزا ۵ میبایست میبود. از لحاظ کانتهای موجود در بازی و ۶۰ فریم بودن ثابت بازی کار T10 قابل تقدیره