We want each of our players around the world to experience Forza Motorsport in a way that works best for them. We embrace Xbox’s philosophy that gaming is for everyone and should be inclusive and accessible.
You can navigate to Forza Motorsport’s accessibility and driving assistance settings directly from the main menu every time you start up the game. Here you will find the following options that can be tweaked to fit your needs and play style:
Driving Assists
Race your way with the level of difficulty you desire and the assists that you need to cross the finish line. Customize your driving experience by choosing what inputs you control and to what extent our AI helps manage your on-track skills.
Global Assist Preset: This provides an easy way to change the below settings in pre-set groups. All settings can also be customized individually.
Suggested Line:
- FULL: A line appears on the track to indicate the suggested driving line. This line turns blue when it is ideal to accelerate, or red when it would best to slow down.
- BRAKING ONLY: A red line appears on the track to indicate where a driver should apply brakes to slow down.
- OFF: Drivers must find their own racing lines and braking zones, which makes driving more challenging.
Braking:
- FULLY ASSISTED: When a driver approaches a corner, this system automatically applies the necessary level of brakes to get the driver through the turn. In addition, this system applies brakes in certain circumstances to help avoid rear-ending other cars. NOTE: This can make it more challenging to pass other cars.
- PARTIALLY ASSISTED: When a driver approaches a corner, this system automatically applies the necessary level of brakes to get the driver through the turn.
- ABS ON: When a driver applies the brakes, this system pulses the brakes to ensure that they don't lock up.
- ABS OFF: The driver is in full control of the braking force. If the brakes are applied with too much force, they will lock up. As drivers master braking, they will find this option can lead to faster races.
Throttle:
- ASSISTED: When not needing to slow down for a corner, this system automatically applies throttle, so the driver doesn’t need to hold the input constantly, reducing muscle tension and fatigue.
- UNASSISTED: The driver has full control of the throttle.
Steering:
- FULLY ASSISTED: provides strong guidance to help the car stay near the Suggested Line. Note that this has no effect when using a Force Feedback input device.
- PARTIALLY ASSISTED: provides some guidance to the driver's steering, but only when necessary. Note that this has no effect when using a Force Feedback input device.
- NORMAL: gives the driver full control over steering but dampens certain physical effects to make driving easier.
- SIMULATION: eliminates any damping and steering speed assistance for a more realistic effect, making counter-steering much quicker. NOTE: This mode is difficult with a controller and is recommended for advanced drivers.
- Allow manual steering into pit: When using Fully or Partially Assisted steering in an event with required pit stops or Fuel & Tire Wear enabled, reduce the strength of the steering assist when near the pit entrance.
- ON: Allows the player to drive directly into the pit even when using steering assists.
- OFF: The Pit Entry Assist button must be used to overcome steering assist and enter the pit lane.
Traction Control:
- On: A traction control system attempts to keep wheels from losing traction by applying corrective braking to the spinning wheel and cutting power when it detects extreme wheel spin.
- Sport: This mode allows for slightly more slip before applying corrective braking.
- Off: Disable all traction control.
Stability Control:
- ON: A stability management system attempts to keep the car from spinning out under difficult cornering conditions. The onset of oversteer triggers the stability management system to apply braking force to individual wheels.
- SPORT: This mode allows for slightly more slip before applying corrective braking to individual wheels.
- OFF: Disable all stability control.
Shifting:
- AUTOMATIC: Handles gear shifting for you.
- MANUAL: Requires manual upshifting and downshifting.
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MANUAL WITH CLUTCH: Requires clutch depression while the gears change, using either a clutch pedal or a button. Efficient manual shifting can result in better acceleration and quicker lap times.
- NOTE: Changing gears may be slower if the transmission is damaged during the race. The Gear Cluster HUD element will show when it is safe to release the clutch.
Pit Entry Assist / Reset To Track:
At any time during a lap, activate Pit Entry Assist so your car will automatically enter the pit lane the next time you reach it. Reset to Track will reset your car back to the track at any time (Reset to track does not function in Multiplayer events).
- CONTEXT SENSITIVE: Tap to toggle Pit Entry Assist while within track limits during normal racing. Tap to reset your car onto the track when off the track, or when facing or moving backwards.
- DURATION SENSITIVE: Tap to toggle Pit Entry Assist. Hold to reset the car onto the track.
- Button Hold Time: Set how long the duration-sensitive button must be held for the input to register as Reset to Track (does not apply to Context Sensitive mode).
Visual Accessibility
UI Colorblindness Modes: Players with tritanopia, deuteranopia, or protanopia can change certain colors in the UI theme so that UI information and focus states can be easily distinguished, as desired.
World Colorblindness Filters: Players with tritanopia, deuteranopia, or protanopia can add a filter to the rendering of 3D objects like tracks, cars, drivers, in-game cinematics, etc. to make color information distinguishable, as desired.
Increased Contrast: Turning this on will provide greater contrast to certain UI elements to allow players greater visual readability.
HUD Contrast: Changes the contrast to a greater value for HUD elements.
HUD Text Scaling: Increases size of text for the UI while you are in a race.
Menu Text Size: Adjusts the text size in menus. Most text will scale based on your preferred text size, however, when selecting “Larger” or “Largest” options, smaller text will scale to meet a minimum size, so it is easier to see. Some larger text may not scale any higher.
Moving Backgrounds: Players can disable moving backgrounds, making it easier to read or navigate menus.
Subtitles
Players can enable subtitles that appear when there is dialogue playing, including Audio Description.
- Subtitles: Display subtitles on screen.
- Subtitle Text Size: Adjust the size of text for subtitles.
- Background Opacity: A subtitle background will appear behind subtitles to assist with legibility that you can set the opacity for. Setting this to 0 turns off the subtitle background.
Screen Narrator
Screen Narrator is a system that can read out all User Interface (or UI) elements to assist with menu navigation for players with limited vision. Narration is currently supported when the in-game UI is set to any of the following languages (you can change the in-game language in the settings menu):
- English
- Spanish
- Portuguese
- French
- German
- Polish
- Italian
When arriving in a new UI scene, the Screen Narrator reads the first menu item, as well as other UI elements such as the screen title, contextual information, and button hints.
When moving through a menu, the Narrator reads the currently highlighted option, along with more information depending on the settings described below.
Here are the additional options available for Screen Narrator:
- Volume, pitch, and speed can each be set separately.
- The Narrator voice setting allows you to select from the narrator voices installed on your system for the current in-game language setting.
- Read control type will announce what type of control is available with the currently selected option. This tells the player what input to use for that control. The controls and their inputs are: Button (using the Confirm button), Slider (using left and right), and Value Selector (using left and right).
- Read list position lets the player know where they are in any menu, by indexing the menu items. This can read only the position number (as in, “3”), or it can add the total number of menu items (as in “3 of 7”).
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Read group selected applies when navigating to a group of settings or parameters under a header (as in the settings page). When arriving at a new group, the Screen Narrator will always read the name of the group before the name of the currently highlighted button. This setting reads the word “Group” before the group name.
- NEVER: Never read the word “Group” before the name of the selected group.
- AS NEEDED: Only read the word “Group” when necessary to separate the group name from other text (such as to separate the page title from the first selected group on that page. Example: “Settings, Group: Accessibility”).
- ALWAYS: Always read the word “Group” before the name of the selected group.
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Read option selected applies when navigating to an option, as in the Free Play Event Setup page. This feature announces the word “Option” before the currently highlighted option, for enhanced clarity in navigation.
- NEVER: Never read the word “Option” before the name of the focused item.
- AS NEEDED: Only read the word “Option” when necessary to separate the focused item from other text (such as when changing a group also selects the first item from that group. Example: “Group: Accessibility, Option: Screen Narrator”).
- ALWAYS: Always read the word “Option” before the name of the focused item.
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Read value selected is similar to the above two features. After changing the value of an option, this feature reads the word “Value” before the current value.
- NEVER: Never read the word “Value” before the name of the current value in a Value Selector multiple choice control.
- AS NEEDED: Only read the word “Value” when necessary to separate the value name from other text (such as when first moving focus onto the value selector control and the control name is narrated before the current value. Example: “Subtitles: Value Off”).
- ALWAYS: Always read the word “Value” before the name of the current value in a Value Selector multiple choice control.
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Read button hints refer to the explicit button inputs in menu navigation, which are read out at the end of other menu narration. This setting controls how often the Button Hints are announced.
- ALWAYS: Read button hints on a customizable delay after every screen narration, and periodically when idle.
- WHEN DIFFERENT OR IDLE: When button hints have changed, read them on a customizable delay after other narration. Also read when idle.
- ONLY WHEN DIFFERENT: When button hints have changed, read them on a customizable delay after other narration.
In-Race Activity Feed
The in-race Activity Feed informs the player about on-track events in real-time including experience gains, car level gains, penalties and disqualifications, skipped laps, and more. Nine types of notifications are customizable, with some granularity, so you see and hear only the notifications of your choice.
- Player Joins Lobby: Controls whether a notification appears in the Activity Feed when a remote player joins the session. This is exclusive to Multiplayer modes.
- Quick Chat: Controls which Quick Chat phrase notifications appear in the Activity Feed when a player sends a quick chat message. This is exclusive to Multiplayer modes.
- Personal Best: Controls whether a notification appears in the Activity Feed when you set a personal best through any Key Segment of a racetrack.
- Segment Score: Controls whether a notification appears in the Activity Feed when you exit a track segment, showing your score through that segment.
- Car Level Up: Controls whether a notification appears in the Activity Feed when you earn enough experience to level up your car.
- XP Gained: Controls whether a notification appears in the Activity Feed when you gain experience points, with the amount and reason for the gain such as overtaking opponents’ cars or settings a personal best time.
- Tire and Fuel Wear: Controls whether a notification appears in the Activity Feed when fuel use or tire wear reaches critical thresholds such as 5 laps of fuel remaining.
- Race Penalties: Controls which penalty notifications appear in the Activity Feed when a player receives a time penalty. This is exclusive to multiplayer. Note: There is already a verbal indication to players of their own total time penalties, so narrator users may want to set this to Opponents Only.
- Disqualifications: Controls which disqualification notifications appear when a player is disqualified. Note: There is already a verbal indication to players of their own disqualifications, so narrator users may want to set this to Opponents Only.
Audio Description
Audio Description: Audio description dialogue details the on-screen action for supported cinematic moments in the game. Dedicated audio description volume control is available.
Communications
Speech to Text: Enabling this will allow transcription of voice chat to on-screen text when you are in an in-game voice chat session.
Text to Speech: Enabling this will allow you to press the button you have bound to TTS Text Entry and then type a message which will be sent as audio to other people in your in-game voice chat session.
Blind Driving Assists
Getting Started
Forza Motorsport is a simulation racing game, and as such, presents a level of challenge for players in the pursuit of finding their fastest self. While the difficulty of the overall experience can be adjusted via options found in the difficulty portion of the settings menu, the Blind Driving Assists system was never intended to be an “easy mode.” However, Forza Motorsport is a game known for its customization features and our Blind Driving Assists and Blind Accessibility options are no different. While you’ll initially be presented with the option to enable a set of Blind Driving Assists designed to get players up to speed on track, each blind driving assist available at launch can be configured within the Accessibility Settings to customize each player’s racing experience. Turn systems on or off and use dedicated volume and pitch controls for each assist, to adjust the audible cues. The Blind Driving Assists heavily rely on stereo panning and have been optimized for headphone listening.
Steering Guide
The Steering Guide is a continuous waypoint for you, panning your car's engine and tire audio to help get you back to the intended position on track. By default, the system pans the audio in the direction you should steer, as if you are following the car's audio around the track trying to bring it back to center. If you hear the car audio pan left, you would steer left until it returns to center. However, for those that would rather feel like they are pulling their car back to center, we have the option to invert the Steering Guide panning. When inverted, if the car audio pans left, you will steer to the right as if you are guiding the car back onto the track.
As you become more familiar with how the Steering Guide works, you may feel like you need more time to react to the steering information. The Steering Guide lookahead offset option will let you make small adjustments in how early or late the Steering Guide reacts to track changes. Experiment with this option to give yourself enough time to react while keeping your lap times quick.
Deceleration Cues
Deceleration Cues are a series of indicators that you will hear when you need to slow down your car as you approach an upcoming turn. The playback of these cues will vary in speed to indicate the rate of deceleration required. At its fastest speed, players may need to fully engage the brakes, while a slower rate may mean you only need to let up on the throttle a little.
Like the Steering Guide, the Deceleration Cues have their own lookahead offset value that can be adjusted to give you more time to react to braking zones. Experiment with this value so you have enough time to slow down without braking too early for a turn.
Turn Navigation
Enabling Turn Navigation provides verbal cues before each turn to indicate the direction, length, and sharpness of the turn. The turn severity is graded on a scale from 1 to 6 where lower numbers are more severe. For example, a "Left 1" would be a tight left turn where you will need to reduce speed significantly during your approach. Alternately, a "Right 6" is a very shallow right-hand turn where you may not need to reduce speed at all. Hairpin turns, which are the sharpest of all turns you’ll encounter on track, will be called out as “Hairpin Left” or “Hairpin Right,” while turns that persist for a longer period will be indicated as “Long”, like “Left 3 Long.”
Turn Cues
Turn Cues inform you of your approach to a turn, or series of turns, as well as your progression through the turn. When approaching a turn, or series of turns, the player will be presented with a three-tone countdown, where each cue increases in pitch to indicate your proximity to the start of the turn. Upon entering the turn, you’re presented with three more cues, indicating the start, apex(middle), and end of the turn. The third of these mid-turn cues is higher pitched to indicate the end of the turn. For a series of turns, where multiple turns are strung together, the Countdown Cues will only play leading into the first turn of the series, and the cue that plays at the end of the final turn will be even higher pitched to indicate the end of the series of turns.
Track Limit Cues
The Track Limit Cues relay your approach and proximity to the edges of the "in-bounds" track area as well as when you have moved out of and back into those limits. The audio cues are panned hard left and right and increase in pitch and repetition to indicate which side of the track you are approaching and how close you are to the limit in either direction. When you’re very close to the track limit, the cue will change to a constant tone, alerting you of your immediate proximity to the edge. If you proceed to drop three or more wheels over the track limit boundary, the pitching cues will stop and two quick cues will be played to signify the car outside of the track limits. When you re-enter the in-bound track area, the same quick cues will play in reverse order and the pitching proximity cues will begin playing again.
Wrong Way Cues
The Wrong Way Cues start playing when your car is over 90 degrees in the opposite direction of the intended race direction. A repeating cue will play until you have pointed your car in the intended race direction again, which will be indicated by a final sound.
Shift Up/Down Cues
When playing with Manual Transmission, the Shift Up and Shift Down Cues indicate the appropriate RPM to shift to the next gear. These can be enabled independently of each other.
Gear Indicator Cues
The Gear Indicator Cues will verbally alert you of the gear into which you’ve shifted. These are verbal cues that use the Screen Narrator system so the volume, pitch, and voice controls will affect this cue.
AI Takeover
When enabled, AI Takeover cues will indicate that the game’s AI has taken over the controls of your vehicle. This is most common during the pitting experience, allowing you to make real-time adjustments to your pitting strategy.
Audio Settings
Audio Customization Settings: Players can independently customize the volume of various groups of sounds to create their preferred audio experience. While most of the audio mix settings can be found on the Audio settings page, accessibility related sounds, such as those used for Blind Driving Assists, Screen Narrator, and Audio Description can be found on the Accessibility page of the settings menu. The Audio settings feature the following:
- Master Output Volume: Adjusts the volume of all sounds in the game.
- Voice-Over Volume: Adjusts the volume voice-over, outside of accessibility specific systems like Screen Narrator, Audio Description, and those used with Blind Driving Assists.
- Voice Chat Volume: Adjusts the volume of voice chat.
- Music Volume: Adjusts the volume of music.
- SFX Volume: Adjusts the volume of all in-game sound effects except those related to Blind Driving Assists.
- Player Engine Volume: Adjusts the volume of the player car engine.
- Player Tires Volume: Adjusts the volume of the player car tires.
- Opponent Cars Volume: Adjusts the volume of opponent engine and tires.
- Impacts Volume: Adjusts the volume of collisions.
- Environments Volume: Adjusts the volume of environments such as crowds and helicopters.
- HUD (In-Race UI sounds) Volume: Adjusts the volume of UI notifications attached to in-race HUD elements, such as experience counters.
- UI (Menu UI sounds) Volume: Adjusts the volume of menu UI sounds.
- Microphone: Controls whether other players can hear you in an online session.
Controls and Input
On the various input settings pages, players will be able to choose from a list of preset layouts for your device (controller, keyboard, wheel, etc.). They can also customize any preset layout (automatically creates a copy of the layout for editing, the default presets will always be there for you) by rebinding any in-race command to a new input.
Additionally, on the Advanced settings page for your input device, players can customize deadzones for axis-based controls: Steering, Acceleration, Deceleration, Clutch, Handbrake. They can customize vibration and force feedback settings when applicable and (on PC only, for non-gamepad devices) invert axis for axis-based controls.
Known Issues
Speech-to-Text / Text-to-Speech
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Text-to-Speech:
- Players who have never enabled Text-to-Speech via Xbox/Game Bar settings OR who have changed their System Language/Location settings may encounter an issue where text-to-speech messages are not synthesized into voice. To resolve this issue, follow the steps below:
- On PC: Open the Game Bar by entering “Game Bar” into the Search bar, or by using the keyboard shortcut: Windows Key + G. In Game Bar, navigate to Xbox Social Widget -> Xbox Social options -> Game accessibility, then under Game Chat Transcription, check “Text-to-speech on” then relaunch the game.
- On Xbox: Navigate to Xbox Settings -> Accessibility -> Game and chat transcription, then under Game transcription, check “Text-to-speech" then relaunch the game.
- The button hint for the input required to access Text-to-Speech may not appear for PC Players on Windows 10. The input to open the Text-to-Speech text input window is the ‘N’ key by default, and can be remapped if needed via the in-game Settings -> Keyboard menu.
- Players who have never enabled Text-to-Speech via Xbox/Game Bar settings OR who have changed their System Language/Location settings may encounter an issue where text-to-speech messages are not synthesized into voice. To resolve this issue, follow the steps below:
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HUD / Quick Actions:
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While on-track, after using an arrow key to access Quick Chat or Telemetry, players on PC will no longer be able to see the HUD element indicating what action is performed by each arrow key. Quick Actions performed by each D-Pad or Arrow Key are listed below
- Quick Action 1: Mutes/Unmutes the player mic, or sends the Quick Chat 1 message (Good Race!) if Quick Chat is active. Mapped to Up on D-Pad or Arrow Keys by default.
- Quick Action 2: Pages right on the Telemetry HUD if Telemetry is active, or sends Quick Chat 2 message (Good Luck!) if Quick Chat is active. Mapped to Right on D-Pad or Arrow Keys by default.
- Quick Action 3: Toggles Telemetry HUD, or sends Quick Chat 3 message (Sorry!) if Quick Chat is active. Mapped to Down on the D-Pad or Arrow Keys by default.
- Quick Action 4: Activates Quick Chat, closes the Telemetry HUD if Telemetry is active, or sends Quick Chat message 4 (Thanks!) if Quick Chat is active. Mapped to Left on the D-Pad or Arrow Keys by default.
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While on-track, after using an arrow key to access Quick Chat or Telemetry, players on PC will no longer be able to see the HUD element indicating what action is performed by each arrow key. Quick Actions performed by each D-Pad or Arrow Key are listed below
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Settings:
- In the Settings -> Controller or Keyboard menus, the description for “Quick Actions” (D-Pad/Arrow key actions) incorrectly state that Quick Action 1 (Up on the D-Pad or Arrow Keys) activates Quick Chat, and Quick Action 3 toggles Telemetry. The correct Quick Actions are as follows:
- Quick Action 1: Mutes/Unmutes the player mic, or sends the Quick Chat 1 message (Good Race!) if Quick Chat is active. Mapped to Up on D-Pad or Arrow Keys by default.
- Quick Action 2: Pages right on the Telemetry HUD if Telemetry is active, or sends Quick Chat 2 message (Good Luck!) if Quick Chat is active. Mapped to Right on D-Pad or Arrow Keys by default.
- Quick Action 3: Toggles Telemetry HUD, or sends Quick Chat 3 message (Sorry!) if Quick Chat is active. Mapped to Down on the D-Pad or Arrow Keys by default.
- Quick Action 4: Activates Quick Chat, closes the Telemetry HUD if Telemetry is active, or sends Quick Chat message 4 (Thanks!) if Quick Chat is active. Mapped to Left on the D-Pad or Arrow Keys by default.
- In the Settings -> Controller or Keyboard menus, the description for “Quick Actions” (D-Pad/Arrow key actions) incorrectly state that Quick Action 1 (Up on the D-Pad or Arrow Keys) activates Quick Chat, and Quick Action 3 toggles Telemetry. The correct Quick Actions are as follows: