What a beautiful rendering of this iconic track. Congratulations to the T10 staff involved in bringing this track to life.
The vibrant colours, foilage and track life have been done right the whole way round.
Some minor inaccuracies in terms of some curbs and the such but overall this is a spectacular presentation and creation of Mount Panorama on a major race weekend.
Well done.
I’m gonna be pumping a lot of hours into this track!
Agree with this. I’m sure those more focussed on the detail will find some flaws but it’s one of my favourite tracks and the first few laps have been great fun.
Are you on PC or Xbox?
They are usually barely visible on PC unlike Xbox where the low resolution & absolutely horrendous TAA/FSR implementation make them pop up front & center.
I actually thought it was a little too vibrant, i checked my tv to make sure my settings werent messed up. It is a great track, definitely should have been added back months ago but whatever. Did a little 40 lap endurance race with the supercars, it was fine, ai didnt seem to have any seizures at any particular corners. But it does feel like a bla update, happy bathurst is back but its not something thats gonna keep people playing for long.
The track looks and feels in line with expectation, based on other sims I’ve driven. Never driven the real track.
Visuals on Series S are good, but a few places seem weak. The crop of same-size trees left of the Conrod Straight look a bit like 2D photos, even out of my peripheral vision. I didn’t stop to investigate. And there seems to be a very distinct pop-in line for grass. And that grass does seem a bit thicker than I recall on any other track.
I realize that Series S is THE low end. But I mention these points because I do not recall these issues ever catching my eye on any other FM track, on the same console.
More problematic were the AI. I ran three free-race events on Bathurst. In all 3 races, the AI were sporadically unable to cope with the track or other traffic on the track. Sometimes running head on into tire barriers.
I was able to complete the first two races, with some active avoidance of AI cars that had got themselves into trouble. The third race, the AI deliberately (took them 3 to 4 seconds of sustained effort) pushed my Porsche into the wall, and every car behind proceeded to ram my car until every breakable part was broken.
Yup. On PC but, I actually run on low. I’ve seen seams on some tracks, like Mugello and VIR, but nothing so far on Bathurst.
The track itself is in line with every iteration I have encountered in other games and sims. Not as much road feel detail as R3E or ACC, but the turns and scale of the elevation and time it takes getting around it feels right. If there was a mod to swap out Forza’s lore brands for real world banners, then it would heighten the immersion. I guess instead of seeing Super Cheap or Fosters, I got to see Multi Modal, Prorata and Low Auto…
Maybe it will get a sponsorship reskin some time soon?
I was a little surprised not to see xbox branding anywhere as they sponsored this year’s Bathurst 1000 and had a fair amount of track wall plastered with xbox logos.
It is a little immersion breaking but not materially so.
It is nice indeed. The thing with FM23 is that they have returned to the FM5 FOV which felt just about right. THe FM6 and 7 FOV made every track look small and out of proportion as if you are viewing the action through a fish eye lens.
Now, the track scale and proportions feel right relative to the car. I’m having loads of fun on it too testing out the cars with the improved sounds - that was literally the first thing I did after the update. Loads’O’fun!
This is not the first time you’ve mentioned this “change in FOV”, and I must say I’m a bit confused. Isn’t the FOV in FM23 user-adjustable? Can you do a side-by-side screenshot comparison of this “fish eye lens” effect from FM6 or 7 with how the same track looks in FM23?