I usually play with chase cam, but the few times I played with cockpit view I haven’t noticed the ghosting of the dashboard. Maybe it matters with what monitor/TV you play the game. I play it with locked 75 FPS on a 2160p 120 HZ TV (LG OLED B9 from 2020), maybe it only has that ghosting that you can’t read the numbers anymore at 60 FPS.
You play it locked to 60 FPS? I mean it only makes sense that if you have a less smooth picture you also get more ghosting with active TAA.
You also get less aliasing effects and jaggies the more FPS and HZ you have. Because the aliasing effects are shown for a shorter duration they are less noticeable.
To me the game looks fine in native 2160p with 75 FPS at 120 HZ with active V-Sync and G-Sync.
Realistically speaking, it wouldn’t be that difficult on Turn 10’s part to have an option to remove TAA or depth of field.
How a major AAA game can release on PC these days without those options (and more) is beyond me.
Mods and tweaking files is great and I’ve done so in plenty of games. But I’m not touching anything of the like when the game is tied to my Xbox account and when there’s no approval of using them.
Honestly I’d much rather they remove the awful white vignette on the screen for night races. it is My least favorite thing graphically in the whole game. Let the contrast ratios on our TVs spread their wings.
Just stumbled across this thread and I can’t believe it. I recently made a similar discovery in Halo Infinite at the start of this year where the TAA has a simple toggle in the game files and everything looks perfectly fine.
The only explanation I can think of is that simple additions like this would take more time actually getting signed off on by management or some such bureaucracy than it’d actually take to add the feature.
I was fully expecting the game files to be locked down for this, similar to how RTGI can’t be enabled, but this is great!
FYI in the game files there is a folder called renderscenarios, inside it a folder called visual target, and finally a file named Frontend.xml with a line that reads RTGI_Enabled value=“0” so the option is there for the taking it would seem…
Thank you, you are my hero.
I’ve been wondering the whole time why I can’t use the two options ingame.
Thank you for this great tip, I play in 1440p and only 150% scaling is enough for me.
The game looks so much nicer, and the rest I control with Nvidia Freestyle (color, contrast, etc.)
The thing is TAA is applied to the “frame level”, so artifacts will be seen regardless of monitor or refresh rate.
I’ve just tested in 2160p, capping the game to 100FPS (monitor goes up to 165, using 120 + ULMB now, but refresh rate doesn’t really matter here).
Take a look at the screenshot below, and notice how the lap time indicator can’t be read clearly, so it’s not possible to accurately determine all numbers:
Even in in 1440p, Forza Motorsport 7 has much more nitid dashboards than FM in 2160p.
Also, dashboard is very blurry in 2160p, as can be seen in the screenshot. It’s not clear and nitid like the previous game (even with FM7 in 1440p).
Even at 2160p 200% resolution scale, this ghosting effect happens (it’s much better, but it still happens).
The frame generation option requires adding content to XML configuration template file as well as placing DLSS DLLs into game’s folder, but don’t know if there’s something like this for RTGI.
Also, I don’t know if RTGI isn’t already there in forza vista and photo mode.
I genuinely don’t know, because I didn’t play the game enough to reach some conclusion. Didn’t use neither Forza Vista, nor Photo Mode.
I can read that it’s 1:33,798 on the second picture of the dashboard. But honestly these are such small numbers, why you even care about this? You can just look at the HUD for such things.
I would not be able to read it if not zoomed in. Maybe on my 55 inch TV if I am close to it, but not on my 27 inch monitor. But I think even my 55 inch TV is too small for that.
The dashboard is not really the point. The problem is the blurriness and lack of sharpness applied to everything in the game as a result of how the TAA feature is implemented now.
I probably can only repeat it over and over again, for me the game looks fine in native 2160p. But I can imagine it looks bad in 1440p or 1080p or playing it on consoles.
Playing games with 4x anistropic filtering (console) must be horrible.
RTGI was cut in it’s entirety, yet was only initially planned for photo mode and replays anyway, so it would be strange for optimisation to be the reason and we know from the marketing that they’ve had it working for years now.
Regardless. The variables you can edit in the files don’t seem to be attached to anything, and unlike DLSS which has standard files across games, this would be a core engine feature not easily added.
We’ll just have to wait, but I don’t trust that it will arrive anytime soon. May even be held back to market new Xbox hardware which would be nonsense on so many levels. Idk.
Most players are playing at native 2160p with 100% scale (including me), and no, it doesn’t even look close to what they advertised and showed before release.