Forza Motorsport: Is 4K 60fps with ray tracing actually doable on Collection X?

Practically 5 years after the final collection entry, we lastly have some concrete details about the brand new Forza Motorsport coming subsequent 12 months. Whereas the eighth sport within the collection drops the quantity from its title, the presentation was all about numbers: 4K decision and 60fps with real-time ray tracing, double the frame-rate that was proven within the 2020 teaser. Operating video games at 4K 60fps with RT is a tall order even for high-end PCs, so how can this be doable on Xbox Collection X?

To search out out, we took a take a look at the 2 teaser trailers launched to date – which, in line with Microsoft’s weblog, had been shot on PC however ‘additionally examined on Xbox Collection X for a similar visible high quality output’ – curious.

Analyzing the footage reveals a number of tell-tale indicators of optimizations designed to ship the GPU headroom to make RT doable in-game – beginning with decision and picture high quality. Prior Forza Motorsport titles have focused native resolutions with 4x MSAA, however the brand new trailers present aliased geometric edges that are not in keeping with multi-sampling. That implies that we could also be a less expensive anti-aliasing method. Equally, the sport does not look like focusing on a local 4K, with pixel counts resolving to 1080p in some scenes however 4K in others. There are additionally cases the place lately revealed objects on display screen have a telltale sample of pixels on them. These indicators could possibly be defined by some stage of picture reconstruction, variable charge shading (VRS), or maybe TAA.

Are Flip 10’s Forza Motorsport efficiency claims viable? Alex Battaglia investigates.

These strategies make 4K 60fps with RT a extra reasonable goal, however maybe that 4K must have an asterisk subsequent to it. That is nothing new for the console area, but it surely’s positively a novel strategy for Flip 10 and Forza Motorsport.

The trailers additionally trace in the direction of a few of the settings that the builders could possibly be utilizing to make real-time ray tracing extra reasonably priced. I think that the Flip 10 workforce could have chosen a selected sort of RT reflection to maintain computational prices down – particularly, utilizing coherent mirror-like reflections moderately than extra refined and reasonable shiny reflections. This has an outsized affect on efficiency – in testing the sport Ghost Runner on PC, I discovered that utilizing mirror-like moderately than shiny reflections saves 10ms on an RDNA2 graphics card. That is it 60 p.c of the frame-time of a 60fps sport – an enormous quantity. There’s proof of this RT setting getting used within the five-minute trailer, the place supplies exhibit both shiny, mirror-like reflections or no reflections in any respect.

Curiously although, the opposite trailer – the one-minute sizzle reel – appears to be like fairly completely different. It boasts a whole lot of diffuse reflections, which Flip 10 lately confirmed is the results of ray-traced international illumination (and clearly better-quality RT reflections) in replays, the storage and picture mode. That’s nice from a technological standpoint, however labeling it as ‘in-game 4K footage’ once we’re speaking about replay cameras feels a bit of off when it comes to transparency to the viewers, particularly when the opposite trailer which is based mostly on gameplay constancy exhibits no RTGI and fewer spectacular reflections whereas being labeled in the identical approach. It additionally raises the query of the PC model – will these with sufficiently highly effective rigs be capable to allow RT GI and higher-quality RT reflections in correct gameplay as properly? Hopefully we don’t see an arbitrary restriction right here, however that’s what we noticed in Forza Horizon 5, which disabled RT in-game – even when you’ve got the {hardware} to deal with the additional GPU load.




There’s an enormous development when it comes to track-side element between FM7 and FM 2023.

Past the methods to make 4K 60fps with RT doable, the demo additionally showcases modifications to Drive that look to reap the benefits of the newer {hardware} discovered on PC and Xbox Collection consoles. One huge change is a dynamic time of day system, which requires the sport to be re-lit in actual time – one thing that will have been an enormous efficiency sink on earlier consoles. Equally, there is a huge enhance to trackside element, with extra spectators, objects and even correct 3D timber with particular person branches and real-time self-shadows. Zooming in to a shot of a highway with cones reveals upgrades to the shading mannequin, which reveals far more materials variation. Whereas highway and cone had an analogous texture in FM7, every is shaded in another way now, and the cone’s plastic even features a simulation of subsurface scattering; the thinner areas of the plastic let gentle via. Given element variations like this, I’m very interested in how different elements of the sport are detailed and shaded up-close, like crowds or pit crews.

It is clear that there are clear and significant upgrades to picture high quality right here that befit a 2023 tentpole launch, alongside intelligent optimizations that make 4K 60fps with RT reflections conceivable for PC and consoles.

Nonetheless, a number of questions stay relating to the Xbox Collection model of the sport – does it exhibit comparable picture high quality and efficiency to the PC model, or are better compromises required? Equally, the Xbox Collection S model is particularly described as that includes real-time RT, so what does that appear to be and the way does it run? It’s going to be fascinating to see these questions answered as we be taught extra in regards to the sport.

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