Forza Motorsport at 4K / 60 FPS / Ray Tracing: the concessions seen at Digital Foundry | Xbox Usa

Forza Motorsport will be available at 4K and 60 FPS on the Xbox Series X and at 1080P and 60 FPS on the Xbox Series S, all with active ray tracking while racing. But how is it possible if reaching such a level on the PC requires war machines? Digital Foundry reviewed the item and reviewed the trailers released by the developers, highlighting some interesting details.

Is anti-aliasing different from MSAA x4?

The initial technical information about the Forza Motorsport translation is compelling because very few games have reached such a level. Developers have about a year left to make optimizations, but Digital Foundry technical specialists have found tricks that allow Turn10 to achieve the translation they claim.

On the Xbox Series X, the game will be available in 4K and 60 FPS with active Ray Tracing reflections while playing. The game shown at the Xbox conference runs on PC, but Turn10 later explained that the demo was also tested on the Xbox Series X for the same version. So we’re waiting to see this version later, but you can watch the videos on your 4K TV while waiting to get a preview of the rendering on the PC.

Digital Foundry points out that even high-end PCs have trouble dealing with Ray Tracing reflections when a game is running at 60 frames per second in 4K. So how does this get to Turn10 on the Xbox Series X? The answer is in the details.

In the past, Turn10 has always modeled itself in native resolution on consoles with MSAA 4x (Multisample anti-aliasing), an anti-aliasing technique that uses sampling of content only. But with this new Forza Motorsport, the developers have obviously opted for a different strategy, if the videos shared by the developers are to be believed. By slowing down some broadcast sequences, we find that anti-aliasing does not apply to some bodywork elements, for example, while MSAA 4x should generally eliminate the effect of aliasing. According to Digital Foundry, Turn10 this time will use a different anti-aliasing method that is less resource intensive.

4K, yes, but not anywhere

Other details that analysts have been able to identify in Maple Valley’s gameplay are about the resolution of the game.Again, Turn10 seems to have moved away from what we’ve been using until now, which is a native 4K resolution throughout the scene.

In the intro scene of the gameplay presentation, we see the beautiful Maple Valley circuit with a river following the track. But zooming in a bit, we see that the rocks are not rendered in 4K, but at a resolution of almost 1080p. Other things off the track as well in the same case.

According to Digital Foundry, we may be in the presence of an image reconstruction technique or a technology such as Variable Rate Shading. This aims to manage the quality of the shaders differently depending on the objects displayed in a scene, which makes it possible to optimize resources and requires less GPU (graphics processor) on the machine.

Ray Tracing studied under a magnifying glass

Digital Foundry added that even if Turn10 delivers an image with things you don’t need all in 4K, Ray Tracing remains much more resource -intensive. How does Turn10 manage to deliver Ray Tracing reflections? Once again, the answer lies in the details.

There are many ways to manage Ray Tracing reflections in video games and the least consumption is to use a technique close to the mirror. And this is the one that seems to be used by Forza Motorsport, as shown by an excerpt from the trailer presented where the wheel part seems to look around like a mirror, while one might expect a slower rendering. in fact.

However, the other passages presented in Turn10, and especially in the game’s trailer (and not the game) present this same face with a bit of a slow reflection. This is also the case with the engine surfaces of one of the cars shown in the pits, where the reflections are more realistic. By comparing similar scenes between the gameplay video and the trailer, we can see that Ray Tracing doesn’t seem to be used in the same way for the same things. Digital Foundry finally thinks the one -minute trailer doesn’t offer the same Ray Tracing as the 5 -minute game.

Gameplay on the left, replay trailer on the right

Will Forza Motorsport offer different levels of Ray Tracing in its PC settings? It’s hard to say now, but the immediate answer may lie in how the scenes are captured and presented to the audience.

For one thing, we have a 5 minute gameplay video with highlights of Ray Tracing. On the other hand, we have a nearly one-minute trailer of the game based on replay episodes that benefit from the Global Illumination technique in addition to Ray Tracing. The interpretation of the game during replays is therefore more realistic than playing it, which is consistent with the comparison made here.

If the game trailer isn’t from the gameplay, but from the replay stages, why did Turn10 show the mention of “All in-game 4K footage” in the video trailer? The developer seems to have taken a shortcut here by deciding that the replays of the game are “in-game”, as the gameplay phases from the rest of the video really are, and that nonetheless includes a less advanced Ray Tracing and no Global Illumination.

For now, the rendering of this new Forza Motorsport seems in any case better than the Forza Motorsport 7. But to offer Ray Tracing in 4K and 60 frames per second on a console that sells for € 500 only, the Turn10 obviously needs to look for tricks to ease the machine’s graphics processor. We will definitely have a chance to talk about it again before the game is released. Keep in mind that the developers have another short year to optimize the game and that the changes will definitely be made right away.

Forza Motorsport is set to release in Spring 2023 on Xbox Series X | S and PC as well as Xbox Game Pass and PC Game Pass.

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