Two racing juggernauts compared in the most ambitious DF analysis yet.
We’ll even bring real world locales into the mix this time.
After all, real-world auto manufacturers invest significant money into research and development in the pursuit of performance.
Using race tracks such as the Nurburgring, cars are compared and validated based on their performance and specifications.
This competitive spirit runs deep, fuelling engineers and designers alike and strengthening the firm’s identity and focus.
So it goes with Gran Turismo and Forza Motorsport.
For decades, these franchises have competed, tackling problems in their own unique ways.
Let’s start by laying out some guidelines for our video capture and the resulting comparisons.
We’re looking at both games at 4K resolution and a 60Hz refresh rate with HDR disabled.
Forza Motorsport was captured on Xbox Series X with the high-resolution texture pack installed.
This is to provide a wide view of what the game offers to players in terms of visuals.
Situated within the province of Liege, this stunning track is known for its dramatic curves and breathtaking scenery.
The crisp blue skies and deep green forests are stunning.
There are differences to note here that persist throughout each game.
This doesn’t happen with cube maps, however, which Forza also uses.
GT7 has its own solution to occlusion that is not ray-traced but is still effective nonetheless.
Both cars simulate reflections on the windshield glass and both boast working gauges too.
Furthermore, motion blur is disabled when in cockpit view in Forza, while it’s retained in GT.
All the little crevices are properly shadowed on each car.
When accelerating, Forza relies on a texture trick, basically swapping the 3D wheel for a blurred texture.
Headlight assemblies are a great place to start, with various transparent materials and intricate details.
It’s a similar story at the back of the car, where a shiny black material is used.
This produces quite bright reflections in Forza, with GT producing a darker and more accurate result.
The paint shaders have improved for sure, while RT helps bring the two games closer together.
Let’s park the vehicle comparison for a bit and take a look at the track of Spa itself.
Another interesting thing that GT does is simulate lighting on rough surfaces.
The most obvious difference between the two games stems from light intensity.
GT, in contrast, has rain particles that are influenced by dynamic lights as you drive.
I’d also like to mention the dynamic time of day and dynamic weather featured in both games.
That makes for a more realistic - if less dramatic - drive.
With this setting engaged, the lines on the car become much cleaner and more defined.
Up close, both cars look pretty good.
In front, the light fixtures appear similar, though GT’s 2003 car lacks the headlight washer option.
I particularly like how that small incandescent bulb looks within its housing - very realistic.
Let’s shift the mood and talk damage before we jet off to our next track.
Forza has a more advanced damage model and simulates dirty cars exceptionally well.
Both, however, do a good job with the surroundings.
The dramatic clouds and the detail in the landscape work beautifully.
Our final stop is the Nurburgring.
There’s even thick fog when set to the highest rain levels.
Couple that with the dynamic cloud simulation and it looks pretty stunning.
The main nitpick I’d raise lies in the tarmac - it’s too even and too reflective.
(It also disappears when occluded due to the nature of SSR.)
Gran Turismo takes a very different - less flashy, more realistic - approach.
There are no lens effects, the track isn’t a mirror and particles from other vehicles are limited.
It features highly diffuse specular reflections with mirror-like reflections appearing within puddles where water collects.
Grassy areas also become increasing muddy as water levels rise, a step not replicated in Forza.
The sky lighting in particular plays a significant role in making GT look realistic during the rain.
Plus, brake and headlights shine brightly across the track surface, while car reflections are more diffuse.
Thinking of frame-rate, though, one thing I found interesting is that both games have alternate frame-rate modes.
I’m hesitant to give a final opinion but, in the end, I need to do so.