Despite its history and status as one of the most famous racing destinations in the world, the Nürburgring was a no-show when Forza 5 launched this past November. It was a conspicuous absence when you consider that the German raceway has been present in Forza Motorsport in one form or another since the series debuted in 2005.
So why did the Nürburgring miss the initial launch of Forza 5? And why is it being released now--as a free download, no less--nearly seven months later? To understand that, you need to understand the new technology that inspired Turn 10 to rebuild all of its tracks from scratch, and why the lingering effects of that decision have led the studio to give back to its fans in a way it never has before.
Those dots on Trevor Johnson's screen may look like a bit of Seurat-esque pointillism, but they're actually called point cloud data. This information is the product of the new laser-scanning system that Turn 10 began using for all of Forza 5's real-world tracks. Imagine a giant contraption that sends a laser blast out in every direction, returning detailed information on surrounding surfaces in terms of both physical space and RGB color values. Spend enough time lugging that thing around a track, and what you get is a comprehensive 3D model of an entire circuit, one that consists of a seemingly infinite number of tiny dots that tell you everything from the severity of a pothole to the darkened coloring of a freshly patched stretch of asphalt.
"It wasn't until recently that the level of fidelity we needed has come to be with this technology," says content director John Wendl. "Laser scanning has been around for a while, but it just lacked the quality we needed to get usable information. Now with point cloud data, we get geometry information, but we also get texture and lighting information as well."
It's a far cry from the method that Turn 10 employed on previous games, which involved studying satellite imagery to get a feel for a track's layout. Because that top-down approach naturally misses many of a track's subtle topographical shifts--the slope of a hill, the bank of a curve--the artists would then have to rely on track photography and manual measurements to determine those surface details. It was an approach that required a great deal of visual interpretation, something that never quite sat right at a development studio so obsessed with realism.
"Before Forza 5, we used to use a military-grade GPS system," explains Wendl. "And those systems, while they're very accurate on the horizontal scale, they're fairly bad on the vertical scale."
"So we had to use photos and measurements to gauge vertical variety," says Wendl. "And on a track like this with all kinds of dips and undulations, this thing is just ancient. All that comes through on our new system with millimeter accuracy."
"The time we put into Nürburgring is worth probably four or five regular tracks," says Wendl. "From a sheer production perspective, it takes forever. We had over 30 artists working on it for 13,000 man-hours. It's just an incredible effort to build this thing."