I don’t know if this was the case with Motorsport 6 and/or the Xbox One version of Horizon 2 as well, but it’s a bit strange.
When in hood view, the reflections are created by copying the screen buffer into a texture and then UV mapping that onto the car model. This allows the full scenery including other cars to reflect, so it’s a good solution overall.
For some reason though, in FH3 this has a delay, so the reflections appear to come from the previous frame and not the current one. This is most noticeable if you turn the camera left and right when in hood view, there’s a resulting jello effect.
It also suggests that there are two alternating buffers for the reflection texture - the texture is captured from the back buffer before the hood and UI are rendered and motion blur is done, it’s not just a copy of the front buffer. This makes things even more strange. Why keep multiple buffers for something that doesn’t need it?
If it used the front buffer as the source of course there’d be a one frame delay, but it would also make the UI reflect.
The jello effect could also be caused by the UV mapping itself lagging behind, but that is also a bit weird.
I haven’t seen this happening in any of the Xbox 360 iterations of Forza as far as I can remember.
It doesn’t happen in chase view which uses a cube map, nor does it in cockpit view where any reflections seem to come from the scenery’s local cube maps.
As an artifact, this is really puzzling.