Series X comparisons, optimised options and more in the DF tech review.

To avoid these drops at higher prefs, you’ll need to have a powerful CPU.

Replays also seem more taxing than races, with 30 percent lower frame-rates in CPU-limited like-for-like scenarios.

forza motorsport key art

Forza Motorsport also has slightly odd core and thread scaling.

On paper this all sounds great, but there are some significant caveats here.

Therefore, it can be advisable to restart the game after making graphical changes.

Cover image for YouTube video

This is very weird and not what I would have expected at all.

This is logical, but not particularly intuitive.

The performance target option is also confusing.

a four-way comparison showing Forza Motorsport running on a 12900K with six cores, eight cores, eight cores with hyper-threading and eight cores with hyper-threading and eight further e-cores

Still, on AMD and Intel GPUs FSR2 in quality mode works well enough and better than TAAU.

Let’s start with a headline feature: RT reflections.

This can’t be changed either, with just one setting controlling RT effects apart from RTAO resolution.

Cover image for YouTube video

Finally, turning off RT means that you instead get SSR and other standard reflection techniques.

Increasing the number of rays traced for RTAO makes the effect more stable and flicker less.

As for other texture resolution configs, Series X uses medium for track-side detail and lower-than-low track textures.

There are actually fewer static objects in the Xbox cubemaps than PC on low, too.

For shadows, the Xbox version uses a setting in between PC’s high and ultra.

Beyond this setting, differences between the two platforms become largely academic.

Windshield reflections on Xbox resemble the high setting on PC, while car level-of-detail looks like high.

With that, I’d say we have some nice optimised configs for mid-range GPUs.

Therefore, I recommend turning off RT completely to help clear up some of the mid-track traversal frame-time variance.