Forza Horizon 4 Official PC System Requirements Revealed

Microsoft and Playground Games have revealed the official PC system requirement for Forza Horizon 4 via its Windows Store page. According to the specs, PC gamers will at least need an Intel i3-4170 or an Intel i5 750 with 8GB of RAM and an NVidia 650TI or an NVidia GT 740 or an AMD R7 250x.

Playground Games recommends an Intel i7-3820 with 12GB of RAM and NVidia GTX 970 or an NVidia GTX 1060 3GB or an AMD R9 290x or an AMD RX 470. Although Playground did not specify the resolution and framerate for these recommended specs, we suspect that they are for gaming at 1080p with 60fps.

Forza Horizon 4 will feature over over 450 cars, will support cross-play between Xbox and Windows 10, will feature a simplified chat system, and is currently scheduled for an October 2nd release.

Below you can find the game’s full PC requirements.

Forza Horizon 4 Official PC System Requirements

34 thoughts on “Forza Horizon 4 Official PC System Requirements Revealed”

  1. Hardware feature level 11… I mean are these games even true DX12 on PC? Or are all of the true Dx12 games just being put on Xbox… I mean I really enjoy playing Horizon 3 / Forza 7 on PC. But at the same time I would like to know wtf is really going on.

    Because I don’t even want to see a hint of DX11 that should of been gone years ago from the face of the earth.

      1. well nobody has broken the drawcall dx11 limit… At least I don’t think… I mean I see texture popups in horizon 3… maybe they will get rid of that BS in 4?

        1. Texture pop-in? I don’t think I’ve ever noticed that happen. Though right before a race that load-in with the cars lined up and people walking around is kinda buggy with models etc. popping in sometimes.

          1. you will see them once in a while just racing around in the open world in the game. But I was looking for them as well.

        2. This is called streaming resources. It’s a necessity for all open-world games to work. Without them you’ll just see loading screens all over the place, very low quality textures in a whole game, or it won’t even be possible to create an open-world game whatsoever without them. These are also used to speed up level loading so that you won’t have to wait until all the assets are loaded into the memory. Without streaming, the GPU and RAM memory would be wasting their bandwidth and size for things that are largely not needed at a given time and place in the game. All modern engines use streaming resources these days and will always use them, because not using them would be a time and memory waste.
          https://docs.microsoft.com/en-us/windows/uwp/graphics-concepts/the-need-for-streaming-resources

          As for the “broken the drawcall dx11 limit” you’ve already answered that to yourself. About 20x drawcalls can be made in DX12 vs DX11 on the same 4core/8thread CPU. In the game industry that would mean much more performance in multiplayer games OR much more detailed environments and effects in singleplayer games for the same performance. Because Blinn’s Law.
          https://en.wikipedia.org/wiki/Jim_Blinn

    1. Which “features”? Aside from potential performance gains, I don’t think DX12 offers any new special visual effects or anything over 11.

      1. Like what? I mean DX9 added things like warping effects and further shader effects I think. 10 did some lighting enhancements. 11 added tessellation. What does 12 add that anyone can actually see?

        1. Wait you mean it’s tacked on support with no performance benefits? Not sure. FH3 is very CPU heavy, though, which you’d think it would *not* be as a DX12 title.

    2. DirectX12 is not only about Feature Levels. You can use Feature Level 12_1 on even Direct3D 11.3.

      3DMark Time Spy is one of the only “true” DX12 on the market, because it uses an engine written entirely from scratch with DirectX12 in mind.
      This is from the Time Spy section in the 3DMark Technical Guide, page 18:

      “DirectX 11 introduced a paradigm called Direct3D feature levels. A feature level is a well-defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality in DirectX 9.
      With feature levels, 3DMark tests can use modern DirectX 12 and DirectX 11 engines and yet still target older DirectX 10 and DirectX 9 level hardware. For example, 3DMark Cloud Gate uses a DirectX 11 feature level 10 engine to target DirectX 10 compatible hardware.
      Time Spy uses DirectX 12 feature level 11_0. This lets Time Spy leverage the most significant performance benefits of the DirectX 12 API while ensuring wide compatibility with DirectX 11 hardware through DirectX 12 drivers.
      Game developers creating DirectX 12 titles are also likely to use this approach since it offers the best combination of performance and compatibility.”

  2. I think they previously said that their “recommended” would be for 1080p/60fps on high settings. Which would be consistent with 3. Though you could probably manage 1440p pretty easy with something like a 970/1060 too.

  3. Forza Horizon 3 needed an i7 and a GTX1080 to do 60FPS @ 4K/60FPS ultra and MSAA.

    However if you locked to 4K/30FPS like Xbox One X you could do that with an i5 + GTX1060.

      1. well hopefully lol even though horizon 3 was really good. i can do 1440p-165hz as well the choice lol

          1. yeah it’s a lot smoother it’s like going from a standard tv to a full HD TV that goes over 120hz for a comparison

          2. If you mean between 30 and 60 yes it’s huge. It’s not just the visual smoothness, it’s that there is less latency.

  4. Didn’t expect this to run on an i5, let alone one from 2009. Maybe my i7 will run this decently after all.

      1. 2 usd for 2 months of access to 150 full games… you can call it “rental” but still it is only 2 usd for 2 months…

        You can easily finish Forza Horizon 4, Gears 4, Doom and more games in less than 2 months. So you don’t need to pay full 60 usd for retail version of single game if you can finish all those games for 2 usd.

        Doom – price on Steam = 60 usd
        Doom – price on GamePass = 0.013 usd (easy math: 2 usd / 150 games)

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