For it to be achieved with a significant boost in the amount of cars being simulated is phenomenal. The only time 60FPS is ever compromised is when the player switches cameras: there's the small chance that you'll drop a frame - a singular frame, invisible to the human eye.įor Turn 10 to have achieved this level of fidelity in its graphics, physics and AI and for it to consistently meet that 16.66ms rendering budget is a milestone of engineering on the Xbox 360 platform. Remarkably, the engine does not drop a single frame during general gameplay and never loses v-sync, meaning that there is absolutely no tearing whatsoever. The performance profile is identical to Forza Motorsport 3. The idea here is to give the in-game engine a bit of a workout by switching between views, causing a few crashes and seeing if anything at all will cause that frame-rate to take a hit. Below, in our first 60FPS streaming video, we demonstrate a selected montage of action from six different races. There are no major surprises from Forza 4 in terms of the performance - Turn 10 has always targeted a locked 60 frames per second with v-sync engaged, and the new game is no exception to the rule. Whichever way you slice it, that's a substantial improvement over the eight cars supported in the last game. There are also further modes available such as the Track Day, which dynamically generates new cars and allocates them around the track, effectively giving you an "unlimited" amount of rivals to pass. In single-player we've seen up to 12 cars being supported so far, while online moves that up to 16. While we would have loved a locked 4x in all game modes, the chances are that the processing cycles simply weren't there to spare. On the right we see much the same scene but with the additional overhead of CPU cars to process - here anti-aliasing is the same 2x implementation we saw in previous Forza titles.
#Forza motorsport 4 xbox 360 download trial
On the left we see 4x MSAA during a time trial race (the edge of the windscreen gives us our best look at the multi-sampling). From a rendering perspective, the game still operates at native 720p, but the locked 2x multi-sample anti-aliasing of the previous Forza titles has been altered to allow for an improved 4x MSAA implementation which we think is tied into the game mode selected: time-trial gives better edge-smoothing, while the more processing intensive race modes seem to be using the same 2x solution.
![forza motorsport 4 xbox 360 download forza motorsport 4 xbox 360 download](https://m.media-amazon.com/images/I/91BTipijxGL._SY445_.jpg)
However, the iterative improvements Turn 10 has made to its engine are hugely impressive nonetheless. The Xbox 360 is now a mature platform, developers are highly familiar with the architecture and it's safe to say that generational leaps in quality are no longer possible. The revelatory boost in the quality of the car models and environments between the last two games simply couldn't be replicated to anything like the same scale - and we're probably right in thinking that the new game shares much with its predecessor in terms of environments and existing car models. Upon first loading up the game, you may be forgiven for thinking that little has changed from 2009's Forza Motorsport 3. Turn 10 is back and Forza Motorsport is better than ever before - bigger, newer, shinier and with a whole host of technical achievements to enjoy both in terms of the visuals and the core driving simulation.