In development for six years, the new Forza Motorsport for Xbox Series consoles and PCs features a complete revamp of the game's core technology. In an extended interview conducted remotely by John Linneman, the Turn 10 team go into depth on the technology behind the series reboot, covering tracks, vehicles, simulation, ray tracing, the various performance modes and much more. Our Forza Motorsport preview is in the works and will be with you soon. Subscribe for more Digital Foundry: Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: Want some DF-branded tee-shirts, mugs, hoodies or pullovers? Check out our store: For commercial enquiries, please contact business@ 00:00 - Introduction 00:51 - Why did Forza Motorsport Require Six Years to Build? 04:26 - Rendering Modes on Xbox Series X|S 06:32 - Switching from MSAA to TAA 09:13 - Why did the team choose to ship on next-gen only? 11:30 - Let's talk ray tracing 16:16 - The new sky system 19:03 - The new post-processing stack 19:58 - Advanced tire and physics simulation 21:37 - How do you make a track in Forza Motorsport? 24:37 - Trees and Crowds 27:22 - New shaders galore 29:53 - How the team handles materials 32:40 - How do they approach updating cars from prior games? 33:54 - DirectStorage 34:52 - The wrap-up
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