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#901 Posted : Friday, September 11, 2015 6:40:10 PM(UTC)
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#902 Posted : Thursday, September 17, 2015 9:22:44 AM(UTC)
September 17, 2015

BY LUKE REILLY One of the more interesting pieces of racing game trivia I’ve picked up over the last few years is just how hefty the cost of bringing a vehicle into a modern driving sim can be. During an interview with Turn 10 studio head Alan Hartman last year he mentioned to me how they're spending “well over the sticker price” of some of these cars to actually model them in-game.

“What we saw with Forza Motorsport 5 is that Australia is now, per capita, the place where Forza is the most popular,” says Hinton.

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#903 Posted : Thursday, September 17, 2015 11:44:28 AM(UTC)

Newgarden was immensely impressed with what he saw and played, and he said that even the simulator he trains to prepare for races on doesn’t have a built-in wet-weather simulator.
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#904 Posted : Thursday, September 17, 2015 6:44:50 PM(UTC)

This coming weekend at the Singapore Airlines Singapore Grand Prix, Romain Grosjean and Pastor Maldanado from the Lotus F1 Team will be bringing the Forza Motorsport 6 racing experience to life, and will be decked out in Xbox-branded racing suits for duration of the event. In addition, the Xbox brand will be making a special appearance on the E23 Hybrid cars of both drivers, as they compete against the field for maximum points at the checkered flag.

Edited by user Thursday, September 17, 2015 6:55:45 PM(UTC)  | Reason: Not specified

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#905 Posted : Thursday, October 1, 2015 5:04:17 AM(UTC)

John Wendl: It takes 4-5 months to build tracks for Forza Motorsport 6
by Jason Cartwright
September 30, 2015

John Wendl is the Content Director of Turn 10 Studios and in an exclusive Australian interview, we learnt about the painstaking process and substantial man-power that goes into creating the environments we now love to race in.

To create tracks in Forza Motorsport 6, Turn 10 Studios sends teams of 6 people around the globe capture each location in serious detail. This is done by laser-scanning each track, often at night as the busy schedules of most locations mean that after the sun goes down is the only time available. The laser scanning uses a Time of Flight (TOF) camera, in which the entire scene is captured with each laser or light pulse.

Once the data at the track is collected it’s then sent back to a team of around 15 artists back at HQ that take the data and inputs it into the game engine. Thanks to the accuracy available in the data, bumps in the roads and even surface changes are captured and reflected in the game. Once textures and lighting are added, crowds, buildings, and other landmark environmental features, the entire process has taken a staggering 4-5 months to complete.

Obviously with so many tracks in Forza 6, there’s not a single team that creates the tracks in the game, to deliver on their 2 year development cycle. Turn 10 Studios have multiple teams dedicated to track development.

It’s easy to talk about, but seeing photos of the game in development, really helps us understand the ridiculous human effort required to ship a game like Forza 6. Check out the gallery of photos below
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#906 Posted : Thursday, October 1, 2015 5:11:04 AM(UTC)
Above we see a couple of shots from the final game, but below are shots of Bathurst like you’ve never seen before. These images are derived from the data captured from the track, once it gets stitched back together. It may looks rough, but compared the level of detail computers from autonomous cars can see, there’s a stunning level of accuracy here. Dimensions, angles, depths and elevations are all key here, so the track we end up racing on, isn’t an approximation of a track, it is the real track.

Nice to see some development shots every so often.
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#907 Posted : Thursday, October 1, 2015 8:32:28 AM(UTC)
Has anyone watched the game credits? I swear they were about 30 minutes long - the number of people involved in producing FM6 was eye-opening to me ...
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#908 Posted : Monday, November 30, 2015 7:54:18 AM(UTC)

Behind the Scenes of Forza Motorsport 6

[...]We crashed Turn 10 in Redmond, Washington, with our cameras to unearth the secrets behind how this game is made (it involves smashing up old washing machines in junkyards, no joke). Then we challenged the studio to put up their best player so we could hold a Forza smackdown—Microsoft vs. The Drive.
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#909 Posted : Saturday, December 26, 2015 8:33:10 AM(UTC)
Ars Technica compares FM6's cars with the ones they've driven in real life:

Ars Technica’s (virtual) Performance Car of the Year
by Jonathan M. Gitlin - Dec 26, 2015

Almost all of the cars we drove in meatspace are digitally recreated in Forza 6, although we are missing the Porsche 991S, Volvo XC90 T8, and BMW i8. For a couple of other models we've had to substitute slightly—Audi's more track-focused TTS stands in for the regular TT, and the Model S P85D represents Tesla, since there's no Forza P90D yet. And finally, we've used two coupes (Chevrolet's Corvette Z06 and the McLaren 650S) where the convertible versions were unavailable.
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#910 Posted : Friday, February 19, 2016 12:23:39 AM(UTC)
Forza Motorsport 6 wins the DICE Racing Game of the Year award

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#911 Posted : Friday, February 19, 2016 5:17:53 AM(UTC)
[Mod Edit - Abbreviated profanity, profanity and profanity that is disguised but still alludes to the words are not permitted - D]

Edited by user Thursday, February 25, 2016 10:14:34 AM(UTC)  | Reason: Not specified

Vandalism/Forza Artists/Forza Showrooms/APEX RACING GT/Digital Motorsports on facebook...

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#912 Posted : Saturday, April 2, 2016 5:17:09 AM(UTC)
Microsoft Drives Farther Into ESports With 'Forza 6'
by John Gaudiosi MARCH 30, 2016, 1:11 PM EDT

Microsoft was early into the eSports fray, partnering with Activision Publishing on the Call of Duty Championship from 2011 through 2015. These days, it’s going all in on the first-person shooter Halo series produced by its own studio, 343 Industries, through the Halo World Championship and the Halo Pro League with eSports company ESL. In addition, Microsoft has partnered with eSports technology company FaceIt to power Xbox Live Tournaments.

Now, the software giant is bringing Forza Motorsport 6—a game developed by Microsoft Studios spinout Turn 10 Studios—to competitive gaming through a pair of separate tournaments.

“We’ve learned a lot over the years from partners like ESL, MLG, and Formula E, as well as from our own self-run events,” Ekberg said. “Over the next few years we will see some exciting innovation in the overall eSports landscape. We are glad to put the Forza community at the center of competitive racing, and feel we’re just getting started with the future of competitive online racing on Xbox.”

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#913 Posted : Saturday, April 2, 2016 9:18:44 AM(UTC)
The E-sports thing will help raise Forza's profile. However the controlled lobbies for E-sports are a world away from the pinball fever of Forza online. I hope something is going to be in place for that... lol
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#914 Posted : Saturday, April 2, 2016 9:49:32 AM(UTC)
The game also needs better lobby creation and spectating tools. You can't even see laptimes or lap counts when spectating at the moment.
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#915 Posted : Monday, June 6, 2016 8:50:56 PM(UTC)
Scoring Forza Motorsport 6: Michael Nielsen and Kaveh Cohen about the difficulties of reinventing the music of an established car racing franchise
By Peter F. Ebbinghaus - June 6, 2016

When I spoke with Michael and Kaveh about how they approached the score, both explained to me that the parts of the game that needed to be scored were divided into three: The pre-race, the actual race and the post-race. While the pre-race is all about selecting your favourite car, the next track and then get ready for the actual race, the post-race is all about looking back at the thrilling ride you just experienced. The post-race is the sequence when you have just crossed the finish line, your car is rolling back into the pits, all your scores and times are up, the energy of the race has come all the way down – and you get a few minutes to reflect on your race. As Kaveh and Michael told me, for these brief moments, it was possible to create some of their favourite overall cues in the score, like Love of the Sport or Focus.

The reason why Michael and Kaveh were approached by Developer team Turn 10 in the first place, was that Audio Director Nick Wiswell and Audio Lead Chase Combs had realized that many of their recent favourite movie trailers turned out to always feature the same two composers’ music in them. When both were approached, Michael and Kaveh were very excited – but a monumental task lay in front of them: They were told that the main goal was to create a new sound for the Forza franchise and to take the score into a new direction. Therefore one of the very first things for the composer duo was to find out what Forza’s theme was going to be.

Yes, since its first edition in 2005 there had never been a theme for a Forza game before.

Edited by user Tuesday, June 7, 2016 5:15:56 AM(UTC)  | Reason: Not specified

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#916 Posted : Sunday, December 18, 2016 9:09:38 PM(UTC)
Show-Car Owner Uses Forza 6 To Plan An Unbelievably Fast Photoshoot
Jared Auslander December 18, 2016

The build was coming down to the wire, and this show car-owning automotive photographer knew he had only a short window to get official photos taken of his car at a race track that wasn’t exactly around the corner from him. There wasn’t much time to plan—that is, if he’d gone the traditional route with it.

Dobbins used the game, not to race, but rather to location scout for his shoot. Using Forza’s “Photo Mode” at Lime Rock Park with a 2016 Volkswagen Golf GTI, he was able to not only “drive” on track, but also find the exact points on the track to shoot and the depth of field he wanted to shoot at. On a previous visit to Lime Rock with a LaFerrari and a 30-minute window to shoot, Dobbins had not yet used this tool that, he would later remark, was a huge timesaver. The photoshoot took all of 20 minutes and the video shoot took 10. Then, they left.
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#917 Posted : Thursday, April 6, 2017 7:24:48 AM(UTC)
Scorpio made simple: the next Xbox's tech explained
If you don't know a teraflop from a texture filter, read this.
By Oli Welsh Published 06/04/2017
Did you see it running a game?
Yes. Well, a ForzaTech demo, which is a stress test based on the Forza Motorsport 6 engine, running the maximum number of cars around a track with dynamic weather and all the bells and whistles turned on.
How did it do?
Smashed it. At the same graphics quality settings as Xbox One, the demo ran at a full 4K resolution, at a perfect 60 frames per second. For Xbox One to do this at a standard HD resolution of 1080p uses about 90 per cent of that console's power. Scorpio was only using 60-70 per cent of its resources to run this demo. The graphics settings were then ramped up to the equivalent of the ultra settings on the PC game Forza Motorsport Apex, and Scorpio still didn't break a sweat.

Inside the next Xbox: Project Scorpio tech revealed
Digital Foundry has the specs, has seen it running, and has talked to the people who built it.
By Richard Leadbetter Published 06/04/2017
Forza on Scorpio: 4K60 with power to spare

But the proof of the pudding is in the eating. Specs are one thing, but Microsoft is promising that both 900p and 1080p Xbox One games should be able to run at native 4K on Project Scorpio. We needed to see validation of this, meaning we needed to see software - a tough call so many months out from release.

Regardless, Microsoft duly obliged, showing us a ForzaTech demonstration with the Xbox One engine operating at native 4K, at a locked 60fps. As you can see in the screenshot above, GPU utilisation is remarkably low at just 60-70 per cent (you can grab a full 4K PNG version of the above shot here) - but we should stress that this is basically an Xbox One port, not representative of the full quality we'll see in final software.

"This is us. This is ForzaTech running 60 frames a second, 4K," says Turn 10 Studio Software Architect, Chris Tecton. "We're still running with settings that we would have used in Forza 6... but this is also including 4K content... we've got authored assets for this set of the models, cars, tracks everything. We pushed it through and made sure the 4K textures were flowing through. We've got them all there at the right resolutions and they're not giving us enough of a bandwidth hit to offset that. If we drop back to when we originally ran and we didn't have 4K assets, it was maybe one per cent different. We were very much bound on a different point than memory bandwidth. It's been awesome and this is the point it's at."

The demo stacks up the maximum amount of cars and runs the full AI and physics simulations. It's a highly taxing stress test, used to enforce the strict budgets in Forza Motorsport to ensure the locked 60fps the series is famous for. The ForzaTech port to Scorpio took two days to complete and was fully performant from day one. In fact, the team can push ForzaTech to the equivalent of PC's ultra-level settings and we're still sitting at 88 per cent GPU utilisation; in terms of system utilisation, this is ballpark with Xbox One at 1080p on its default settings. Clearly this is just one game, but the point is that Scorpio doesn't just scale Xbox One engines to 4K. For the Forza engine at least, there's overhead, and plenty of it.

"The awesome part about the whole story [is] that we can spend all this time heading into the future," enthuses Tector. "Instead of saying, 'How are we going to wrestle to get the performance on this?' we're actually saying we can make this quality trade-off or this quality trade-off and spend that time iterating, heading towards much better image quality. So instead of stressing about getting to a final resolution or a final frame-rate, we can really drive it all into quality."

Discussion about Forza at 8:20 in this video:

pic from Eurogamer. Note the different lighting/wet conditions from standard FM6.
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#918 Posted : Sunday, April 9, 2017 9:23:18 PM(UTC)
Forza Motorsport on Scorpio: the full story
How Turn 10's software helped to shape the next Xbox.
By Richard Leadbetter Published 09/04/2017 (April 9)

Just prior to Digital Foundry's visit to the Microsoft campus, Xbox's Senior Director of Console Marketing, Albert Penello, asked me what I needed to see on the day, what I thought was critical to the story. The answer was obvious and immediate: beyond the specs and the tech deep dives, I needed to see software running on actual hardware. Promises had been made concerning Xbox One engines scaling up to 4K and as compelling as the tech talks would be, only a real-time demo could really validate the claims made for the machine. Penello sat back confidently, nodded, smiled and the conversation moved on.

Less than 24 hours later, I'm talking with Chris Tector, Studio Software Architect at Turn 10 Studios. In common with every Scorpio presentation I've had that day, there's a sense of excitement in the atmosphere. He's genuinely thrilled to share the studio's role in Project Scorpio's development and yes, I will be seeing Forza running in real-time on the new console.

However, the 'ForzaTech' demo I'll be seeing won't be Forza Motorsport 7 - software announcements aren't typically tied into hardware deep dives - but clearly, Turn 10 and the Xbox team are confident that final software will match or indeed exceed the quality of what I'll be reporting on.
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#919 Posted : Monday, April 17, 2017 11:11:18 AM(UTC)
Porsche and Microsoft Announce Multi-Project Partnership for Industry-Leading Forza Franchise
by Alan Hartman, Studio Head at Turn 10 Studios Posted on April 12, 2017 at 11:00 am
We entered this premium partnership with Porsche as a result of their shared passion for sports cars and motorsport. Porsche has a rich history of motorsport which combined with Turn 10’s unrivaled position in digital racing entertainment has formed the basis for a new and exciting form of seamlessly integrated racing entertainment. The partners are working to develop and launch new ways to combine driving experiences, racing schools, and dominant motorsport successes with Forza’s regular cadence of high-quality game experiences, content, and events. Our six-year partnership is starting off strong with ForzaRC, and we can’t wait to show everyone what else we have planned.

NYIAS 2017: Turn 10 and Porsche's new alliance | Ars Technica
Published on Apr 14, 2017
Ars Technica's Jonathan Gitlin talks with Porsche and Turn 10 Studios at the 2017 New York Auto Show about their new alliance in the Forza racing series, and their growing participation in e-sports.

Forza Racing Championship Season 3: www.forzamotorsport.net/.../forzarc_ny_invitational
ForzaRC New York Invitational preview: www.youtube.com/watch?v=PyR68DV_uTk
ForzaRC New York Invitational April 15: www.youtube.com/watch?v=5n6I78ffJ-M
ForzaRC New York Invitational April 16: www.youtube.com/watch?v=DQ8vhSu0nxg

Edited by user Monday, April 17, 2017 11:15:07 AM(UTC)  | Reason: Not specified

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