Skip to content

Releases: FH1-ReImagined/ForzaHorizon1-ReImagined

v0.2.0: the first stable release, now with VR (experimental)

Choose a tag to compare

@Dyotson Dyotson released this 26 Oct 21:50
b560528

The first stable release, now with VR (experimental). Also native car tuning, an ambient occlusion option, CPU drivers without rubber banding, and a 1,000-car garage.

VR (experimental) (#333)

Sit in the driver's seat with a headset: the in-car camera turns and moves with your head, in true stereo at 72 fps.

  • Start your VR app (WiVRn on Linux; SteamVR, Meta Quest Link or Virtual Desktop on Windows), put the headset on and press Play in VR in the launcher. Play still starts the normal flat game.
  • Settings > VR: Mode (Cockpit, or Big screen for a screen in front of you in any camera), Sharpness and Seat height. Recentre with the Home key, or hold both sticks pressed for a second.
  • Play in VR uses what the headset needs (72 fps, a higher render scale) for that session only. Your normal settings are not changed.
  • It is experimental: playable, but expect rough edges. It was tested on a Meta Quest 3 with WiVRn on Linux; SteamVR and Quest Link on Windows are untested. Take a break if you feel motion sickness. Guide: docs/vr.md.

Gameplay

  • Native car tuning (#453): Settings > Gameplay > Native car tuning adds the game's own Car Tuning to the pause menu in free roam. It needs Settings > Online > Sign in to Xbox LIVE off (#460).
  • Rubber banding (#449, #433): Settings > Gameplay > Rubber banding. Game (default) is as shipped: a CPU driver ahead of you eases off and one behind you catches up. Off lets every CPU driver race at its own skill wherever you are.
  • Garage for 1,000 cars (#472), up from 550.
  • Skip startup videos (#464): Settings > Gameplay > Skip startup videos goes straight to the title screen (about 45 s faster). The festival intro and the 1000 Club introduction still play.
  • Native pause menu (experimental) (#235): Settings > Advanced > Native pause menu gives the pause menu Home, Cars, Social and Settings pages. Off by default.

Graphics

  • Ambient occlusion (#445, #380): Settings > Display > World detail > Ambient occlusion. Low or High darkens the sunlight where surfaces meet: under cars, along curbs and rails, at the foot of walls. About 0.5 ms a frame at 1440p on an RX 9060 XT. Off (the default) is the game's lighting. Vulkan only; also on the in-game Graphics screen.

Performance

  • About 3% less CPU work per draw on the graphics command thread (#459). PCs whose CPU is the limit gain the most.

Launcher

  • Open launcher log folder on the Play page (#465), for launcher errors.

Fixes

  • Hard drive load surges (#443): the driver shader cache is no longer rewritten when nothing in it changed (#447).
  • Title screen: the Single player, Multiplayer and Rally rows no longer shift while Graphics opens (#450, #223).

The project moved to the FH1-ReImagined organization on GitHub; old links redirect.

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.36

Choose a tag to compare

@Dyotson Dyotson released this 25 Oct 21:41

Softer shadows, about 7% less CPU work per draw, a Steam Deck preset, and seven more game languages.

Graphics

  • Shadow softness (#380): Settings > Display > World detail > Shadow softness. Console (default) is the game as shipped. Soft filters each shadow over a wider area, with no measurable cost. Softer is wider still, with a smoother blur, for about 0.5 ms a frame (RX 9060 XT, 1080p at render scale 2). It is also on the in-game Graphics screen.

Performance

  • About 7% less CPU work per draw (#440): the graphics command thread now reuses the previous draw's render target setup when nothing changed, which is 95% of draws. In free roam on 4 cores with no frame cap, fps went from 158 to 165. PCs whose CPU is the limit gain the most.

Steam Deck (#140)

  • A Deck preset for new installs: 30 fps, FSR, MSAA Off, Console detail. Existing installs get a one-time "Use recommended" / "Keep mine" choice.
  • Match display now gives 40 fps on a 40 Hz screen. Battery saver keeps a chosen 20 or 40 fps.
  • A SteamOS install guide: docs/steam_deck.md.

Launcher

  • Game language (#434): Settings > Profile > Game language now offers every language the game ships, including Hungarian, Czech, Dutch, Danish, Finnish, Norwegian and Swedish.
  • This PC online: the local server now gets the game's database, so the Co-op Festival and its CPU drivers are offered when you play on your own PC (#67).
  • Damaged DLC: Setup now names a damaged copy of the Rally Expansion Pack that crashes halfway through Kettle Hills Stage 1 (#422, #327).

Fixes

  • Windows, 4K with display scaling: exclusive fullscreen now fills the screen instead of the top-left quarter (#418).

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.35

Choose a tag to compare

@Dyotson Dyotson released this 25 Oct 14:46
048b553

HD texture packs, made on your own PC or shared by the community, plus faster radio changes and easier DLC installs.

HD texture packs (#384, #413)

  • A new Texture packs page in the launcher. Add pack… installs a community pack from a .zip or a folder (or drop it on the page). Turn packs on or off and choose their order; when two packs change the same texture, the one lower in the list wins.
  • Make HD pack turns your own textures into an HD pack on your PC. Turn on Dump textures, play a while, then press Make HD pack. It uses a local AI upscaler (Real-ESRGAN, open source), downloaded once from its official release. About 9 minutes for a typical race's textures. Nothing of the game's art is downloaded or shared.
  • HD packs are now compressed: about 4x less graphics memory with the same look (a 2x pack in a race went from 1.6 GB to 0.4 GB). 4x packs are offered on cards with 6 GB or more.
  • Texture packs need Vulkan. The guide: docs/texture_packs.md. Packs are made from the game's art, so share only packs you made.

Gameplay

  • Faster radio station changes (#401): Settings > Audio > Radio > Station changes: Fast lets you flip through stations every 0.15 s, even while the station banner shows, with quicker fades. The default stays as the game shipped.

Launcher

  • DLC from subfolders and .zip files (#410): Setup > DLC now finds packages inside subfolders and inside .zip archives.
  • The installer always shows the install folder and lets you change it, also on updates (#403).

Performance and fixes

  • NVIDIA: prebuilt shaders kept between sessions (#406): NVIDIA's driver data used to exceed the shader cache's size limit, so nothing was saved and shaders were built again every start. The game now keeps as many as fit. Thanks @soconnor0919!
  • Windows logs now record the CPU time of the thread that feeds the GPU, so slow-frame reports say what the bottleneck was (#400).
  • Windows downloads come with a list of every installed file and its hash, so a file an antivirus flags can be identified (#409). Thanks @soconnor0919!

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.34

Choose a tag to compare

@Dyotson Dyotson released this 24 Oct 22:38
da9bf35

Mods and HD texture packs, a 540p scene for weak laptops, and fewer first-play shader hitches.

Mods (new) (#149)

  • A new Mods page in the launcher: Add mod... takes a mod's .zip or folder (or drop it on the page), and each mod can be turned on or off and put in order. When two mods change the same file, the one lower in the list wins, and the details say which.
  • Mods replace files inside the game's archives at start, without editing them, so they survive rebuilds and updates. A mod that can't load says why, and the game starts normally.
  • How to install mods and how to make your own, with every limit: docs/modding.md. Share only your own work, never the game's original files.
  • Also explains #117: an edited gamedb.slt repacked into media.zip hung the game because zip tools keep each file's old position. As a mod, the same edit works.

Graphics

  • Texture packs (#384), in Settings > Display > Texture packs (Vulkan): Dump textures saves each texture the game loads, and Use texture packs shows your higher-resolution versions instead. They use graphics memory only, not the game's. Guide: docs/texture_packs.md. Dumped textures are the game's art: don't share them.
  • 3D scene resolution: 540p (#347), in Settings > Display > Picture: for weak laptop graphics, the 3D scene is drawn at 960x540 while the HUD and menus stay sharp at 720p. About 44% more fps when the graphics card is the limit. It doesn't help CPU-limited devices like the Steam Deck.

Performance

  • Fewer shader hitches on first play (#378): when a draw needs a shader that isn't built yet, the game now starts building the shaders of the draws already queued too, all at once. With an empty cache, the thread that feeds the GPU spends about 60% less time on shader building.

Fixes

  • Frozen picture after a minimize (#221): after Show Desktop, or minimizing and restoring the window, the game kept running but the picture stayed frozen. It now comes back.
  • Lobbies in Find Custom Game (#391): after a lobby's host left, the lobby kept being listed with its old game type and details (a King lobby showed up under Infected). It's now listed as it is.
  • Benchmark restart loop (#374): the benchmark setup failed on deep DLC folders on Windows and kept restarting. Thanks @soconnor0919!
  • Online connection log (#392): forza.log now names the server address the game tries to reach, and warns clearly when the server never answers.
  • Co-op /event messages (#395): typing /event outside a Co-op Festival world now says where to go: Multiplayer > Find Game > Co-op Festival.

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.33

Choose a tag to compare

@Dyotson Dyotson released this 24 Oct 14:32
505dc45

Co-op campaign: race the festival's events with your friends. Plus trees and barriers back with Scene anti-aliasing Off, and fewer crashes on laptops with little graphics memory.

Co-op campaign (new) (#309)

  • Co-op Festival is a new multiplayer playlist for friends. Pick it and you're placed in a friend's world; if none of your friends has one open, you open your own and they join you.
  • The world's host types /event FR05 (or any event code; /events lists them) in World chat, and everyone races that festival event: its track, laps, car class and restrictions, time of day and CPU drivers at the event's own skill.
  • Everyone's career advances: after the session, the launcher adds each player's result, XP and prize to their own save. If an event isn't unlocked in your career yet, the result waits on the server (up to 30 days) and is added once you unlock it. The Play page lists what was added and what waits.
  • No car that fits? The lobby lends you a stock car that meets the event (e.g. an Audi for "must be Audi"). A few events (FR24, FR25, FR60, FR65) need an upgraded car of your own; /event warns about those.
  • The online race already pays its own winnings, so the career prize is topped up to the larger of the two, never paid twice.

Graphics

  • Trees, barriers and track items are back with Scene anti-aliasing (MSAA) Off or 2x (#268, #45): 0.1.32's faster modes skipped some of the track's objects as you drove past. They are drawn again; Off still saves about a fifth of the work of the thread that limits the Steam Deck and 4-core PCs.
  • New: World detail (#361), in Settings > Display > World detail: Shadow detail (small objects such as trees on a hillside, posts and rocks keep their shadows 3 or 10 times farther away) and Distant texture detail (sharper terrain, roads and scenery in the distance). Both default to Console; High and Ultra cost about 2% fps.

Stability

  • Laptops with little graphics memory (#268): on integrated GPUs with a small reserved memory (e.g. 512 MB on Ryzen laptops), heavy race frames could take the GPU so long that Windows reset the graphics driver (a crash). The game now leaves room in that memory and sends each frame to the GPU in smaller parts.
  • Logs for long sessions (#45): forza.log notes once a minute what the GPU emulation holds and what a frame cost, so "it gets slower the longer I play" reports tell us where the time goes. The 4-core scheduling warning is logged once instead of over and over (#367).

Online

  • Safer accounts: the game proves who it is to the server on every call, so nobody can post results, scores or photos in your name (#359).

Fixes

  • DLC and package installs only ever write inside the folder they install to (#362). Thanks @soconnor0919!

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.32

Choose a tag to compare

@Dyotson Dyotson released this 24 Oct 00:18

Smoother on the Steam Deck and 4-core PCs, no more hitches after loads, wheels that keep their force feedback, and a speed trap exploit fixed.

Performance

  • New: Scene anti-aliasing (MSAA) (#45): Settings > Display > Picture. The game draws its 3D scene in three parts to fit the Xbox 360's anti-aliasing; Off (fastest) draws it in one pass, about 30% less work for the thread that limits the Steam Deck and 4-core PCs, at the cost of more jagged edges. 2x is in between. 4x (game) stays the default. Steam Deck and BC-250 players: please try Off and tell us how it runs.
  • Faster graphics command processing (#45): about 6% less CPU time for the thread that feeds the GPU.
  • No hitch when returning from the map (#45): the first frame back used to copy the whole screen back to the game.
  • No more 0.2-0.3 s hitches after loads (#167): Title Update 4's car list query was rebuilt from scratch for every car each time you loaded into the world or signed up for an event; it now takes a fraction of the time.
  • Laptops with little graphics memory (#268): on integrated GPUs whose reserved memory is small (e.g. 512 MB on Ryzen laptops), the game now uses shared system memory once it's full, instead of overfilling it (black textures, driver timeouts).
  • Better logs for slow frames: forza.log now says why a frame was slow (more draws, textures, shaders, GPU waits...), so a log tells us directly what to fix.

Racing wheels

  • Force feedback no longer drops to a plain spring after 30 s (#304, #306): on Windows, the game's endless forces were sent with a duration that overflowed, so many wheels (Simagic, Fanatec and others) stopped them after about 30 seconds. They now stay on. Logitech wheels on Linux and macOS (G29, G27, G25, DFGT) get their force feedback too.
  • Controls live view (#306): pedals, shifter and handbrake on their own device (e.g. a vJoy fed by SimHub) now show on the wheel's live view.

Leaderboards

  • Speed trap exploit fixed (#349): after a fast travel, a speed trap could record the speed your car had before the trip. Traps now read your real speed. 66 impossible results were removed from the public leaderboards.
  • Every road on the map (#324) and car names for DLC cars (#343).

Fixes

  • Unicorn cars added with the save editor were black and couldn't be repainted (#339, #334): fixed for new ones, and Saves > Edit profile > Unicorn cars > Repair unicorn factory paint fixes cars added before (with a backup). Thanks @soconnor0919!
  • Jagged car thumbnails after buying or upgrading a car at a scaled resolution (#336). Thanks @soconnor0919!
  • Green/checkered car reflections at 1080p (#330). Thanks @soconnor0919!
  • Discord status: players who updated from 0.1.28-0.1.29 had an empty Discord application ID, so their status never showed; it's filled in now.
  • Crash reports explain the game's internal memory stop (#299), and DLC installs check the last block of every file (#357). Thanks @soconnor0919!
  • Release downloads now come with a SHA256SUMS file to verify them (#354). Thanks @soconnor0919!

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.31

Choose a tag to compare

@Dyotson Dyotson released this 23 Oct 10:22
da8386c

Public leaderboards with a map of Colorado, Horizon World with three and four players, Playground Games rounds that play to the end, Steam Deck sleep that keeps you online, and Thrustmaster wheels.

Leaderboards on the website

  • forza.dyotson.dev/leaderboards (#148, #316): the best score of every player on the public server, for every speed trap, speed zone and Rivals event, by car class. Pick a pin on an illustrated map of Colorado, or a board from the list. The roads on the map are the lines players drove in their Rivals laps, so they fill in as more people race. Scores refresh once a day, and the page works on phones too. Only what the in-game leaderboards already show is published: gamertag, score, car, class and date.

Online

  • Horizon World with three and four players (#12): when the host leaves, players now join the game's new host instead of the one that left, and the server's relay has room for a full world at high frame rates.
  • Playground Games (#13, #14): a Cat & Mouse round plays to its end, with results and XP, and the lobby after a round starts the next one by itself instead of waiting at "WAITING FOR PLAYERS TO JOIN...".

Smoother on slower PCs

  • 20 and 40 fps (#263): Settings > Display > Frame rate now offers 20 and 40 (also in the in-game Graphics menu). If your PC hovers around 20-25 fps, the game can feel jerky even when the frame-time graph is flat, because a 60 Hz screen shows each frame for 2 or 3 refreshes in turn. At 20 fps every frame stays exactly 3 refreshes, so it looks smoother. 40 fps does the same on 120 Hz screens and a Steam Deck set to 40 Hz. The game runs at real-time speed at both. Thanks @soconnor0919 for testing it on Windows!

Steam Deck

  • Sleep and wake keep you online (#140): a Deck that sleeps, or a game that pauses for a while, comes back to the same online session instead of signing in again.
  • Battery saver (#140): Settings > Display > Frame rate > Battery saver, Off (default), On, or Auto on battery (Steam Deck). When it applies, the game starts at 30 fps and render scale 1 with AMD FSR 1. Your own settings are kept, so plugged in, the next start is back to normal.

Racing wheels

  • Thrustmaster wheels (#308): the TMX, TX, TS-XW, TS-PC Racer, T300 RS, T150 and T-GT get built-in steering, pedals, clutch, paddles and buttons. A wheel whose axes read 0 when the game opens it no longer loses its pedals or needs a quarter turn before steering responds. A wheel that refuses a force-feedback effect is no longer asked again every frame.
  • vJoy / SimHub (#306): pedals, shifter and handbrake set to "vJoy Device" are found again on Windows, where the device has a longer name. Thanks @soconnor0919!

Co-op campaign

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.30

Choose a tag to compare

@Dyotson Dyotson released this 23 Oct 03:27
5a3f91a

Shaders shared by players, Discord status, a controller keyboard, and a big racing wheel update: separate pedals and shifters, smoother rumble, an analog handbrake, and force feedback that no longer fades out.

Prebuild shaders, shared by players

  • The shader list now grows from everyone's play (#276): after a session, the launcher sends the server which shaders your game used. It sends only shader hashes and render settings from your cache: no game files, nothing personal. Prebuild shaders then builds everything other players have met too, so new places stop hitching even the first time you get there. An entry joins the shared list once several players have reported it. You can turn sharing off in Settings > Online > Share shader list.
  • Prebuild shaders fixes (#295): with Advanced > Log level set above "info", a finished prebuild was reported as failed. It also now asks you to rebuild first when the game build is out of date, and only shows errors from its own run.

Discord

  • Discord status (#165, #312): your Discord profile shows "Playing Forza Horizon 1: ReImagined" and what you're doing (free roam, racing, shops, online lobbies), with your play time. On by default; it only works while the Discord desktop app runs, and Discord's own privacy settings apply. Turn it off in Settings > Online > Share activity on Discord. Thanks @soconnor0919!

Controls

  • On-screen keyboard (#294): when the game asks for a name (a photo, tune or livery), a console-style keyboard appears, usable with the controller. A types, B deletes, X adds a space, Y switches case/symbols, Start confirms. The keyboard still works too.
  • The mouse cursor hides after three seconds without movement (#291). Thanks @soconnor0919!

Racing wheels

  • Pedals and shifters on their own USB device (#272): Simagic, Fanatec, Thrustmaster, Logitech, Heusinkveld and Moza pedals and shifters plugged in separately now work with the wheel. Bind them by pressing in Controls > Bindings, or pick them in Settings > Controls (Pedal device, Shifter device, Handbrake device).
  • Choose which device is the wheel (#306): Use as the wheel in Controls > Bindings, or Wheel device in Settings. Automatic detection prefers a force-feedback wheel and never picks a device set as pedals, shifter or handbrake (e.g. a SimHub vJoy device).
  • Force feedback no longer fades out while driving (#304): a hitch, a wall hit or an alt-tab could leave the wheel feeling weak. Forces now fade only in pause, rewind, menus and loading.
  • Smoother rumble (#273): engine and road rumble play as a fine vibration through the wheel motor instead of a coarse rattle. Rumble style has Fine (new default) and Classic. Default strengths are now Engine rumble 50% and Road rumble 80%.
  • Minimum force (%) (#303): gives light cars some weight at the wheel. 0 by default; try 10–30.
  • Analog handbrake (#303): a handbrake axis (lever or pedal) works progressively, and the Handbrake row in Bindings takes a button and an axis.
  • H-shifter: the gear follows the lever's slot at event starts, as on the Xbox. Gear follows the lever's slot off makes gears change only when the lever moves, for people who also use paddles.

Launcher

  • Designs & vinyls (#172): browse preserved FH1 design and vinyl packages, and Import design… into your profile, with a backup first. Thanks @soconnor0919!

Fixes

  • Speed trap crash (#288): passing a speed trap or speed zone on a busy leaderboard could crash the game or show a garbage name. The server was fixed right away, and the game now also guards against it.

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes, and run Prebuild shaders again. Help: Discord.

v0.1.29

Choose a tag to compare

@Dyotson Dyotson released this 22 Oct 22:37
14283eb

Bind your wheel or controller by pressing a button, less CPU wasted on 4-core PCs and the Steam Deck, an in-game benchmark, and a crash fix for quitting to the title screen.

Controls

  • Press-to-bind controls (#279): the launcher's Controls page has a new Bindings card. Pick your wheel or controller and you see its axes and buttons live. Click Bind on a row (steering, throttle, brake, clutch, handbrake, paddles, gears, camera, rewind…) and press what you want. Reset all to default undoes everything, and a warning shows when an input is bound twice.
  • Wheel calibration: Calibrate wheel walks you through it. A quarter turn sets the rotation, and pressing each pedal detects its axis and whether it's inverted. The deadzone has a live preview.
  • Controller remapping: put any game control on any button or stick, e.g. throttle on A instead of RT. Each controller keeps its own profile, so a DualSense and an Xbox pad don't overwrite each other.
  • Thanks @soconnor0919 for reviewing it and fixing the reset case (#287).

Performance

  • Less CPU wasted on 4-core PCs and the Steam Deck (#45, Linux and SteamOS): the game's threads woke up about 38,000 times a second for nothing. Now it's about 11,000–18,000, and threads spend far less time waiting for a free core (29% → 5% of a core in free roam on a 4-core test). Fast CPUs mostly see lower CPU use. Slower 4-core CPUs should see steadier frame times. Please tell us in #45 how your Deck or laptop feels now.
  • On Windows the second half of this (the render thread sleeping while it waits for the GPU) is off until it's been tested there. To try it: Settings > Advanced > Sleep while waiting for the GPU (testing), and report any freeze in #45.
  • With Vertical sync off, the game runs its internal timer far too fast and burns CPU. Leave it on unless you're testing (#263).

In-game benchmark

  • BENCHMARK on the title screen (Title Update 4), then RUN BENCHMARK: the game restarts into a copy of your profile and lets the AI drive a race on Recaro Rush, then shows fps, 1% lows and stalls. Your career isn't touched. Thanks @soconnor0919! (#138)

Fixes

  • Crash when quitting to the title screen (#262): on slower PCs the menu's background video could ask for memory while the open world was still being unloaded, and the game stopped with exit code 134. It now finds the memory elsewhere.
  • Names are plain ASCII (security): gamertags, club names and photo titles are limited to letters, digits and spaces (gamertags at most 15 characters), on the server, in the launcher's Gamertag field and in the game. A player reported a speed trap showing a name made of strange characters that covered the screen. The public server already applies this rule.

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes. Help: Discord.

v0.1.28

Choose a tag to compare

@Dyotson Dyotson released this 22 Oct 16:58
4a318fc

Prebuild shaders before you play, a fix for the most reported race crash, a shader cache that keeps what it learns, and racing wheel follow-ups.

Prebuild shaders (Vulkan)

  • New optional step: Setup > Build > Prebuild shaders (#226). Like Steam's "Processing Vulkan shaders", it builds the game's graphics pipelines before you play, so new places, cars and cameras stop hitching the first time you see them. On our test PC the same drive went from about 600 shaders compiled while playing, with 6–9 hitches over 100 ms, to about 80 and none. The prebuild itself took a few seconds. The shaders come from your own game files; we only ship a list of which ones the game uses. The launcher recommends it again after a graphics driver, launcher or graphics setting change.
  • The shader cache keeps what it learns (#247): at every start the game dropped its newest stored pipelines, and the driver's cache stopped saving past 64 MB. Both are fixed, and stale entries from older versions are cleaned up. This is likely behind stutter in the same places every session (#167). On Windows, please tell us in #247 how your Vulkan driver pipeline cache log lines look after a few sessions.

Fixes

  • Race crash fixed (#182, also #232, #242, #275): a race between loading and freeing the game's cached resources could crash the game during races, on Windows and Linux, NVIDIA and AMD alike. Thanks @soconnor0919. If the game still stops with exit code 134 during a race, please comment on #182 with your forza.log.
  • Decal editor camera (#243): the camera now frames the panel you pick, every time. Before, it drifted further left with each panel switch.
  • Broken car pictures at high render scale (#241): after long sessions at render scale 3 the GPU ran out of memory, and the next saved car picture was garbage. Unused render targets are now freed when GPU memory is nearly full. A picture already saved broken is fixed by saving that car's design again.
  • Stuck in the 1000 CLUB tutorial (#237): when signed in, a save can wait for the 1000 CLUB tutorial and block driving until it's done. Saves > Edit profile… > Mark the tutorial finished repairs it (with a backup first), or finish it in the game: START > 1000 CLUB.
  • Lower CPU use on Windows (#259): the render thread no longer spins re-computing the gamma table, as 0.1.27 already did on Linux and the Deck, and screen fades now end at their target.
  • DualSense adaptive triggers (#224): a steady half press, and only while you're driving.

Racing wheels

  • Forces stop when you're not driving (#256): no more pulling and buzzing during rewind, pause and menus.
  • New strengths in Settings > Controls > Racing wheel: Centring strength (%), Engine rumble (%) and Road rumble (%). If your wheel rattles, try lower rumble values and tell us in #4 what feels right (#273).
  • Shifter by model: reverse is button 11 on the Xbox G923 and G920, and 18 on the G29 and PlayStation G923. Buttons the shifter uses no longer press anything else, so engaging reverse doesn't open the friends screen anymore.

Display

  • Frame rate: Match display (#215): Settings > Display > Frame rate has a Match display (N Hz) choice that follows your monitor's refresh rate, capped at what your PC can likely hold.
  • Cockpit gauges always lit (#183): Settings > Display > Picture. Your car's instrument backlight stays on by day, so the gauges are readable in cockpit view.

If you are on 0.1.9 or newer, the launcher offers this update by itself (About > Launcher updates). Then rebuild the game once with Setup > Build (a few minutes) to get the game-side changes, and run Prebuild shaders if you play with Vulkan. Help: Discord.