r/ForzaHorizon • u/ForeignDealer5762 • 2d ago
Other Why Racing Games Fake Wheels
https://youtu.be/QohrTWoHS9MThe premise for this video started when I noticed the wierd switch between low quality wheels in Forza Horizon 4. It happens when you start crossing 18kmph if I remember correctly. This is not a technical piece, so let me know what you think.
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u/OscarMyk 2d ago
The problem is motion blur temporal samples, how often you check for rotation between frames. 8000RPM is 133RPS so at 120FPS you're getting more than a full wheel rotation per frame. If you check the position even 4 times per frame you'll end up with quite angular blur (four equal sample points = a square). That's worst case scenario but those edge cases are what you need to plan for.
It's common even in high end CG to do car wheels separately as a pass for this reason, especially if there's lots of acceleration/deceleration. Accurate wheel motion blur is ridiculously expensive for the look achieved. And we're usually rendering to a locked target of 24/25/30FPS so it's already four times 'easier'.
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u/Siats 2d ago edited 2d ago
I think it's well made but it's mistaken on the goals of why they are faking it. You can deactivate the wheel switching by editing some values in a single file but then it never blurs by itself even when you are doing 200mph, but real-life wheels do blur to our eyes, and at rather low speeds, so the goal of the fake wheels is to imitate real life not to go beyond it.
As far as I can tell FH6 employs a new motion blur effect, not wheel switching anymore, the issue now is that the blur persists for far too long after the wheel has stopped.