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Turn 10 took 2 days to get Forza running at 4K 60FPS

Forza running at 4K 60FPS on Project Scorpio took Turn 10 just 2 days of work, with one person on the job
By Anthony Garreffa from Apr 18, 2017 @ 20:38 CDT

Turn 10's big tease of Forza running at 4K 60FPS on the upcoming Project Scorpio console from Microsoft was a massive deal for the upgraded Xbox, but how long did it take the team to get it working at the normally PC reserved resolution? Two days. One person. Yeah.




During a recent interview with Gamasutra, Turn 10's Software Architect, Chris Tector, said: "We didn't get to the right place with audio hardware. On all of Xbox One. And we were hoping that would improve, because that would really open up some CPU headroom for us. I don't know if I'm calling out something I'm not supposed to!"


He added: "But we do a lot of heavier-weight audio than some other games do, and it means we do a lot of real-time mixing of that. Because the way we generate an engine is more of a simulation based on a whole lot of loops. But it means that we're modeling the different subcomponents within the car. So not just the engine, it's actually transmission and an inner cooler and blah blah blah, all these little bits on the engine that we're building up, and then that's a final mix on one car. And then we've gotta go do it on the next one. So it's pretty heavyweight, and we have some heavy requirements around that. But we'll get there someday".


Project Scorpio will be revealed at E3 2017, and check below for everything we've written about the console so far:


Project Scorpio confirmed specs


  • SoC: Highly customized 360mm² AMD System-on-Chip built on 16nm FinFET
  • GPU: Polaris-derived GPU with 40 Compute Units at 1172MHz, 6TFLOPs of Compute Performance
  • CPU: Custom x86 "Jaguar Evolved" 8-core CPU at 2.73GHz, 4MB L2 cache
  • Memory: 12GB GDDR5 memory with 326GB/s bandwidth (12x 6.8GHz modules on a 384-bit bus)
  • Storage: 1TB 2.5-inch HDD
  • Media: 4K UHD Blu-ray player


Project Scorpio coverage index



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