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Liste des sujets

-=[Topic news, previews, vidéos...etc]=-

XboxLife
XboxLife
Niveau 10
10 septembre 2004 à 18:21:15

Wai j´ai vu :ouch2:

Il me semble que c´est Indiana Polis :ok:

Best007
Best007
Niveau 10
10 septembre 2004 à 18:24:54

ouai je pense aussi a indi.
Ecoute je pense pas qu´on va aller avec notre caisse aussi haut dans les tribunes :lol: alors ca ne me derrange pas si ils sont seulement beau de loin :rire:

XboxLife
XboxLife
Niveau 10
10 septembre 2004 à 18:26:42

Wai mais moi mon tripe depuis tj ds les jeux de caisses, ce serait que les personnes puissent passer par dessus les barrières et venir sur la piste comme sur le tour de France, avoue que ce serait pas mal :rire2:

Best007
Best007
Niveau 10
10 septembre 2004 à 18:28:04

Ouai c´est claire mais après il y aurai des morts je pense :lol: tu pourrai meme plus rouler tellement y aurai de cadavre sur la piste :rire:

XboxLife
XboxLife
Niveau 10
10 septembre 2004 à 18:29:50

Et après je te dis pas la tête du garagiste quand il voit ton pare-choc :rire:

Best007
Best007
Niveau 10
10 septembre 2004 à 18:32:15

:lol: plutot celui qui devra la nettoyer :lol:

XboxLife
XboxLife
Niveau 10
10 septembre 2004 à 18:36:10

Tu me diras, ça pourrais faire style vinyles rouge sur le devant, un peu comme des flammes :rire2:

Nan mais sans dec c´est cool qu´il y ait des gens autour, ça fera moins vide que PGR2 :ok:

Best007
Best007
Niveau 10
11 septembre 2004 à 10:21:44

Ouai bon bof moi ca met un peut egale :lol:
J´ai trouver une petite preview toute nouvelle toute fraiche ici :ok:

http://www.jeux-france.co.com/articles_dossiers168.html

Best007
Best007
Niveau 10
11 septembre 2004 à 10:23:34

Mais quelle belle phrase:

" Si les jeux de course sont légions sur Xbox, voici qu’ils ont trouvé leur maître"

Best007
Best007
Niveau 10
11 septembre 2004 à 10:25:01

ooooooo mais qu´est se que j´aime cet article!!!

" On y croyait plus. Gran Turismo du haut de ses nombreuses années de règne intouchable, commence à trembler devant Forza Motorsport."

XboxLife
XboxLife
Niveau 10
11 septembre 2004 à 13:26:18

:ouch2:

Bon je mis mets... :ok:

XboxLife
XboxLife
Niveau 10
11 septembre 2004 à 13:26:50

Je m´y mets*

Pardon :hap:

:lol:

XboxLife
XboxLife
Niveau 10
11 septembre 2004 à 13:35:35

Wai c´est dommage que la démo ne soit qu´a 40% alors que le jeu est en développement depuis 2 ans, ils auraient pu mettre plus...

J´éspère en tout cas qu´il n´y aura pas les voitures tourbillonante sur elle même à la moindre touchette de l´herbe ou du sable comme dans les GT, c´est très chian au bout d´un certain temps.... :sarcastic:

Bad-Ryu
Bad-Ryu
Niveau 10
12 septembre 2004 à 02:18:56

Bonsoir forumeurs :hello:
Je vous passe le lien d´un site avec une fiche technique des prochain jeux de caisses a venir dont celle de FM :d) http://www.racing-insiderer.com/fiches/8infos_forza.php

Donc c´est un site a surveiller de pret car il y a des videos et tous plein de screen :-)
Mais pas de nouveaux :non2:

Best007
Best007
Niveau 10
12 septembre 2004 à 10:48:52

:ok: On forme une sacrée equipe a 3 ! :lol:

XboxLife
XboxLife
Niveau 10
12 septembre 2004 à 12:05:20

Bah wai mais pour l´instant nos lecteurs ne sont pas très nombreux :snif:

On a une équipe de choc, aucune news ne nous échappent :rire2:

Ce topic c´est un peu la bible de FM, d´ailleurs quand le jeu va sortir ça va être trisite on aura plus rien à dire :lol:

Moi je suis impatient de découvrir combien de temps je mettrais pour faire le Nurburgring avec une TVR Speed 12, tu ne seras plus le seul Best, alors fais gaff à toi :oui: :doute:

Best007
Best007
Niveau 10
12 septembre 2004 à 13:48:14

" alors fais gaff à toi"

Je n´attend que sa Xboxlife :oui: :cool:

XboxLife
XboxLife
Niveau 10
12 septembre 2004 à 13:52:23

Fais pas le malin avec moi toi, j´ai de très bonne relation avec Lorie alors gare à toi... :cool:

Bad-Ryu
Bad-Ryu
Niveau 10
12 septembre 2004 à 18:45:10

:lol:

XboxLife
XboxLife
Niveau 10
13 septembre 2004 à 18:10:45

( Suite)

:d)

Dan Greenawalt: Let me give you some of the context around Forza Motorsport´s AI. To create our AI, we created a full learning system that can learn to drive any car ( not matter how the car is setup) and any track. It can apply and generalize what its learned on one track to other tracks it´s never driven before. It can also learn to drive in the same fashion as any player. It emulates the player´s racing line and how he/she uses the brakes It emulates, it generalizes, and it gets smarter. This is the benefit of having a PhD in Robotics and Artificial Intelligence researcher developing our AI full-time.

Please discuss a bit about the visuals that gamers can expect to see in Forza. What will make gamers who can´t believe the graphics in PGR2 and RSC2 say " wow!" when they play Forza?

John Wendl: PGR2 and RSC2 did great things graphically. We are taking things to the next level with Forza Motorsport. We are offering an unprecedented level of photo-realism and accuracy. Our racetracks and city courses are meticulously modelled to within inches of their real world counterparts. Thousands of photos were taken at every location to ensure incredible levels of accuracy. Where players will really see the biggest difference is in our vehicles. In Forza Motorsport it´s all about the cars, and we´re pushing the Xbox hardware to its absolute limit by using many layers of complex pixel and vertex shaders. We´ve had a single graphics programmer working on our vehicle shaders for over a year to get them " just right". We´re able to realistically reproduce the surface properties of a variety of materials including painted metal, glass, rubber, plastic, fibreglass, carbon-fiber, etc. We´ve also studied hundreds of wrecked cars to really understand how these cars sustain damage so we could better and more accurately represent it visually in the game. Cars can be scratched, dented and crumpled. Glass can break and fall out, and parts can flap and eventually fall off. The damage will even appear differently depending on the material type, metal, fibreglass, plastic, etc.

This damage doesn´t stop with the cars. We also represent damage to a variety of surfaces in the environments themselves. If you brush against a wall you´ll see scrapes of paint on the wall that matches the color of your car as well as dented and scratched guardrails. Persistent skids appear realistically on all surfaces the player can drive on. We don´t want anything to stand out as " not real´ or " missing" visually from our game. This all helps with the immersion.

Elaborate on any post-production visual techniques if this hasn´t been covered in the above question.

John Wendl: Post production can mean a lot of different things but we use the term to describe graphic effects we do to the real-time rendered image after initial rendering in game all in " real-time". We add realistic lighting effects such as " bloom" and focus effects such as " depth of field" this way. " Bloom" is the phenomenon of high intensity light blurring and expanding in the human eye or camera due to limited dynamic range. Full screen anti-aliasing is also done to the full, rendered image in real time.

All of these things add up to an incredibly real and immersive environment. The graphics in games shouldn´t be a showcase for specific technological features. They should work seamlessly together to enable the player to suspend disbelief and immersive him/herself in this alternative experience. There are many things we´re doing graphically that some players may not even notice or be able to articulate but they know that " it just looks right".

As far as the audio track goes, will we hear the actual exhaust and engine notes from the cars that are being replicated in Forza? What about after a car has been modded? Will the engine notes change if gamers modify the volumetric efficiency of their power plants with higher lift cams or a freer breathing intake/exhaust?

Greg Shaw: In terms of if the audio will change with various upgrades, the answer is " absolutely." However, keep in mind not all upgrades will change the audio. This is because our engine closely models real world situations though. The audio engine for Forza was built from the ground up to take into account the many different upgrades possible on a car. The sound for every car is being handcrafted and polished with authenticity in mind and this includes the upgrades. Some of the things we´ve been able to do are simply amazing. You can expect the specific sounds of a car to get louder, change timbre, and even be completely different for many different upgrades.

If E3 was any indication, MadCatz looks as though they are planning a special Forza wheel. We have no doubt that the wheel will be spectacular, but will it support force feedback via Forza?

Garrett Young: MadCatz was a great partner for creating our wheel for E3. The Xbox doesn´t actually support force feedback natively on the hardware side, so we are still working out the kinks with them on how we can utilize the rumble channel to deliver the functionality we want. Most important to us is that we deliver a great, polished force-feedback experience. If we can´t do it right with the current wheels available for the Xbox, we won´t do it in this version of Forza Motorsport.

The online features of Forza have been kept tightly under wraps. There are hints of cool features such as head-to-head Drivatar races with the gamer taking more of a management role. Please elaborate on the online functionality of Forza, beyond the assumed Quick Match/OptiMatch/Live aware feature set.

Garrett Young: Live play is something we´ve been hard at work on for the last 18 months. We´re going to wait until later this summer before we talk in much depth about our cool Live gameplay features.

La vidéo du moment