Why night racing and weather effects may never come to Forza 5
Adding night racing and weather effects to Forza Motorsport 5 would require at least nine months of additional work to account for new physics and lighting effects, meaning these features may never come to Turn 10's Xbox One racer.
Bringing classic tracks to a next-generation console hasn't proven easy for Turn 10 Studios. Creative director Dan Greenawalt says that building next-gen tracks and assets for Forza Motorsport 5 is time consuming, and that adding weather and nighttime effects would've added a tremendous burden to the team. In other words, don't expect to see these additions come to Forza 5 any time soon.
Greenawalt tells IGN that getting a track up and running takes at least nine months of development. The process would be significantly longer if the team also had to account for additional physics, shadows, and lighting effects.
"If we wanted to make one of those tracks work with the added particles or projected shadows, and of course adding the physics to do something like night and wet, it means re-engaging those tracks," Greenawalt added. "I'm not trying to give an excuse, I'm trying to give context as to why this is an order of magnitude higher than something like Drag and Tag, and other things we're looking at from the community."
Gran Turismo 6 includes both of these features, but it also benefits from being a current-gen game. It will be interesting to see how the demands of next-gen asset creation will affect the PS4 version of Gran Turismo.
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Ozzie Mejia posted a new article, Why night racing and weather effects may never come to Forza 5.
Adding night racing and weather effects to Forza Motorsport 5 would require at least nine months of additional work to account for new physics and lighting effects, meaning these features may never come to Turn 10's Xbox One racer.-
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Were people expecting them to patch that stuff into Forza 5? It sounds to me like they're saying don't expect that stuff in a sequel, either.
Night racing on its own is kind of dumb anyway, it's fine if you have an open world and full day / night cycle like Forza Horizon did. Variable weather might be more interesting than either rain or no rain, I'd never choose to race in the rain diliberately, but if it happened during a long race and you had to deal with it that would be fun. These games rarely have long enough races these days for that to matter.
It would be great if these new next gen console-sim racers had dynamic lighting and shadows and weren't static time of days so you could race at different lighting conditions, though. Dawn through dusk, something basic like that can change the way the same old track feels after a dozen times. Baked in lighting should be a relic of the past. It's probably a large part of what helps them maintain 60fps however.-
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Oh, they have an excuse for everything http://www.ign.com/articles/2013/11/07/turn-10-boss-explains-nurburgring-absence-from-forza-5
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Endurance racing is a thing. They race in the wet, they race overnight.
http://en.wikipedia.org/wiki/24_Hours_of_Le_Mans -
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I love Forza 5 and it makes me happy I have a XB1 but -> "I'm not trying to give an excuse" and above ^^^ yes you are giving a excuse. It really blows my mind with the scale of such a team, resources, money, first party support, dedicated fx, particle, shadows, you name it this could not of been done. This is not a indie team making their first big game.
There are many indie teams that put in massive amounts of details and extra effort with a fraction of such a team and resources the big guys have really there is no excuse.
"would've added a tremendous burden to the team" admitting that extra effort and details is just not something the Forza team was willing to do and it was too challenging and too demanding, ? ok. Give me a break when both Need For Speed Rivals and Assassin's creed black flag open world games have weather effects(and many other games way older and not constrained to a track) you have to wonder. Sure to add physics on wet surfaces(when it rains) would of taken more work but when you have a base physic mechanic I sure hope you can extend that for different gameplay cases. Does Forza not have different physic for the different road surfaces already? surely they are different physic profiles and handling....
I am sorry there is no excuse they would of been better off not to not comment or just say it was out of scope end of discussion. So weird.
Maybe I am going to get shitting on for saying the above it is how I feel. Maybe indie games really is the future of video games some times I just don't know any more.-
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My guess was that, since this was a launch game, with a fixed deadline, that had to conform to constantly changing specifications, written on unfinished SDKs, that it was much more difficult.
It still leaves the question of why games like NFS Rivals and Ass Creed were able to do it, but I guess they were not as focused on graphical fidelity as was Forza? The latter of which was also a port designed for last gen graphical limitations.
Or they just didn't prioritize it.
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Getting real sick of studios giving time tables like this like we're supposed to feel sorry for them. News flash, we're handing over 60 bucks for these games. You aren't doing us any favors here, this is a cash/goods relationship. Consumers don't care how long it takes you do to something, they just want a good end product.
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