Forza Motorsport 8 - Accessibility Support Guide

Overview and guide for the Accessibility Options of Forza Motorsport 8, including a breakdown of each accessbility options and their mechanics in the game.

Forza Motorsport 8 - Accessibility Support Guide

Forza Motorsport 8’s Accessibility Support

Forza Motorsport 8 - Accessibility Support Guide

Forza Motorsport 8 has accessibility and driving assistance features for players in order to foster an inclusive and accessible gameplay experience.

Details of the accessibility options were sourced from Forza’s official website.

Driving Assists Options

Forza Motorsport 8 - Driving Assists Options

Global Assist Preset

Option Description
Global Assist Preset This allows you to easily adjust the settings listed below in pre-set groups. All settings are also individually customizable.

Suggested Line

Option Description
Full The preferred driving route is shown by a line on the course. When it is better to accelerate, this line turns blue, and when it is best to slow down, it turns red.
Braking Only On the track, a red line appears to indicate where a car should apply brakes to slow down.
Off Drivers must develop their own racing lines and braking zones, making driving more difficult.

Braking

Option Description
Full Assisted When a driver approaches a bend, this system delivers the correct amount of braking to get the driver through the turn. Furthermore, this system applies brakes in specific situations to aid avoid rear-ending other cars.

NOTE: This may make passing other cars more difficult.

Partially Assisted When a driver approaches a corner, this technology automatically applies the correct degree of brakes to get the driver through the bend.
ABS On When a driver uses the brakes, this mechanism pulses them to keep them from locking up.
ABS Off The driver has complete control over the braking force. If you apply too much force to the brakes, they will lock up. Drivers who grasp braking will discover that this option may lead to faster races.

Throttle

Option Description
Assisted When the driver does not need to slow down for a bend, this technology automatically applies the throttle, removing the need for the driver to retain the input continually, decreasing muscular stress and fatigue.
Unassisted The throttle is completely within the driver’s control.

Steering

Option Description
Fully Assisted Gives substantial guidance to assist the car in staying close to the Suggested Line. When utilizing a Force Feedback input device, this has no impact.
Partially Assisted Gives some steering assistance to the driver, but only when necessary. When utilizing a Force Feedback input device, this has no impact.
Normal Offers the driver complete steering control while dampening certain physical sensations to make driving simpler.
Simulation Removes all damping and steering speed aid for a more realistic feel, allowing for considerably faster counter-steering.

NOTE: This mode is difficult to use with a controller and should only be used by experienced drivers.

Allow manual steering into pit. Reduce the power of the steering aid when near the pit door while using Fully or Partially Assisted steering in an event with mandated pit stops with Fuel & Tire Wear enabled.
On Allows the player to drive right into the pit, even if steering assistance are being used.
Off To overcome steering help and enter the pit lane, use the Pit Entry help button.

Traction Control

Option Description
On A traction control system tries to protect wheels from losing traction by delivering corrective brakes to spinning wheels and reducing power when excessive wheel spin is detected.
Sport Allows for somewhat greater slip before applying corrective brakes in this mode.
Off Turns off all traction control.

Stability Control

Option Description
On A stability management system tries to protect the automobile from spinning out during tough cornering. When oversteer occurs, the stability management system applies brake force to individual wheels.
Sport This setting allows for a little more slip before corrective brakes is applied to individual wheels.
Off Turns off all stability controls.

Shifting

Option Description
Automatic Takes care of gear changing for you.
Manual Manual upshifting and downshifting is required.
Manual with Clutch Requires clutch depression while changing gears, either with a clutch pedal or a button. Efficient manual shifting can lead to faster acceleration and lap times.

NOTE: If the gearbox is destroyed during the race, changing gears may be slower. When it is safe to release the clutch, the Gear Cluster HUD element will indicate.

Pit Entry Assist / Reset to Track:

Activate Pit Entry Assist at any moment during a lap to have your car automatically enter the pit lane the next time you approach it. Reset to Track allows you to return your car to the track at any moment (Reset to Track does not work in Multiplayer events).

Option Description
Context Sensitive Toggle Pit Entry Assist when racing inside track restrictions. When your car is off the course, facing or driving backwards, tap to return it to the track.
Duration Sensitive Toggle Pit Entry Assist by tapping. Hold to get the car back on the course.
Button Hold Time Determines how long the duration-sensitive button must be pressed for the input to register as Reset to Track (not applicable in Context Sensitive mode).

Visual Accessibility

Option Description
UI Colorblindness Modes Players with tritanopia, deuteranopia, or protanopia can modify particular colors in the UI theme to readily discern UI content and attention states.
World Colorblindness Filters Players with tritanopia, deuteranopia, or protanopia can apply a filter to the rendering of 3D objects such as tracks, cars, drivers, in-game cinematics, and so on to discern color information as desired.
Increased Contrast Enabling this option will increase the contrast of some UI components, giving players better visual readability.
HUD Contrast Adjusts the contrast of HUD components to a higher value.
HUD Text Scaling Increases the size of text in the UI when racing.
Menu Text Size Changes the size of the text in menus. Most text will scale to your desired font size; however, when you pick “Larger” or “Largest,” smaller text will scale to reach a minimum size, making it easier to read. Some bigger text may not be able to scale much higher.
Moving Backgrounds Players may eliminate moving backgrounds, making it simpler to see and navigate menus.

Subtitles

Option Description
Subtitles Show subtitles on the screen.
Text Size Change the text size for subtitles.
Background Opacity You may alter the opacity of a subtitle backdrop that appears behind subtitles to help with readability. Setting it to 0 disables the subtitle background.

Screen Narrator

Players with vision impairments can use Screen Narrator, a technology that can read out all User Interface (UI) components, to help them navigate menus.

When the in-game UI is set to any of the following languages (you may change the in-game language in the options menu), narration is now supported:

  • English
  • Spanish
  • Portuguese
  • French
  • German
  • Polish
  • Italian
Option Description
Volume, Pitch and Speed Volume, Pith, and Speed may all be adjusted independently.
Narrator Voice You may choose from the installed narrator voices for the current in-game language setting by using the Narrator Voice setting.
Read Control Type The option that is now chosen will display the type of control that is accessible when read control type is enabled. This instructs the player on the appropriate input for that control. Button (using the Confirm button), Slider (using left and right), and Value Selector (using left and right) are the controls, respectively.
Read List Position By indexing the menu items, read list position indicates to the player where they are in any menu. This can either read “3” for the position number alone or “3 of 7” for the overall number of menu items.
Read Group Selected When browsing to a group of settings or parameters beneath a header (such as on the settings page), Read group chosen is applicable. The Screen Narrator will always read the group name before the name of the currently selected button when you arrive at a new group. The term “Group” appears before the group name in this configuration.

  • Never: The term “Group” should never be read before the name of the chosen group.
  • As Needed: Only read the term “Group” when it is required to distinguish the group name from other text (for example, to distinguish the page title from the first chosen group on that page, as in “Settings, Group: Accessibility”).
  • Always: Read “Group” before the name of the chosen group at all times.
Read Option Selected When selecting an option, such as on the Free Play Event Setup page, the Read option selected rule applies. For improved navigational clarity, this function broadcasts the word “Option” before the presently highlighted choice.

  • Never: Never read the word “Group” before the name of the selected group.
  • As Needed: Only read the phrase “Group” if it is necessary to separate the group name from other text (for instance, to separate the page title from the first selected group on that page, as in “Settings, Group: Accessibility”).
  • Always: At all times, read “Group” before the name of the selected group.
Read Value Selected The two options mentioned above are identical to read value selected. This feature reads the word “Value” before the new value of an option after changing its value.

  • Never: In a Value Selector multiple choice control, never read the term “Value” before the name of the current value.
  • As Needed: Read the term “Value” to distinguish the value name from other text (for instance, when focusing on the value selector control for the first time and the control name is read before the current value, as in “Subtitles: Value Off”).
  • Always: In a Value Selector multiple choice control, always read the term “Value” before the name of the current value.
Read Button Hints The explicit button inputs in menu navigation that are read out after the end of other menu narration are referred to as “read button hints.” The Button Hints’ announcement frequency is controlled by this option.

  • Always: After each screen narration and frequently when inactive, read button tips on a delay that you can set.
  • When Different or Idle: When button suggestions have changed, read them after other narration on a configurable delay. also read while not in use.
  • Only When Different: When button suggestions have changed, read them after other narration on a programmable delay.

In-Race Activity Feed

Option Description
Player Joins Lobby When a remote player enters the session, this setting controls whether a notice displays in the Activity Feed. This is only available in Multiplayer modes.
Quick Chat When a player delivers a fast chat message, this setting controls which fast Chat phrase alerts display in the Activity Feed. This is only available in Multiplayer modes.
Personal Best Determines whether or not a notification is displayed in the Activity Feed when you set a personal best through any Key Segment of a racetrack.
Segment Score Determines whether or not a notice shows in the Activity Feed after you exit a track segment, displaying your score for that segment.
Car Level Up Determines whether or not a notification displays in the Activity Feed when you accumulate enough experience to level up your automobile.
XP Gained Determines whether or not a notification displays in the Activity Feed when you acquire experience points, as well as the quantity and cause for the gain, such as passing opponents’ cars or reaching a personal best time.
Tire and Fuel Wear Determines whether or not a notice shows in the Activity Feed when fuel consumption or tire wear approaches crucial levels, such as 5 laps of gasoline remaining.
Race Penalties When a player earns a time penalty, Race Penalties controls which penalty alerts display in the Activity Feed. This is only available in multiplayer. Players are already given a vocal indication of their overall time penalties; therefore, narrator users may wish to set this to Opponents Only.
Disqualifications Determines which penalty alerts appear in the Activity Feed when a player receives a time penalty. This feature is only available in multiplayer mode. Because players are already given a verbal indication of their total time penalty, narrator users may want to set this to Opponents Only.

Audio Description

Option Description
Audio Description For supported cinematic sequences in the game, audio description dialogue describes the on-screen action. There is a dedicated volume control for audio descriptions.

Communications

Option Description
Speech to Text When you enable this, audio conversation will be transcribed to on-screen text when you are in an in-game voice chat session.
Text to Speech Enabling this allows you to hit the TTS Text Entry button and compose a message that will be broadcast as audio to other individuals in your in-game voice chat session.

Blind Driving Assists

Option Description
Steering Guide Steering Guide acts as a continuous waypoint for you, panning your car’s engine and tire noise to assist you get back on course. By default, the system pans the audio in the direction you should steer, as if you were trying to bring the car’s audio back to center. If you hear the car audio pan left, turn left until it returns to the center.
Deceleration Cues Deceleration Cues are a sequence of cues that tell you when you need to slow down as you approach a bend. The pace at which these cues are played back will fluctuate to reflect the rate of deceleration necessary. At its quickest, players may need to fully engage the brakes, whilst a slower pace may simply require a slight release of the throttle.
Turn Navigation Turn Navigation enables vocal instructions before each turn to identify the turn’s direction, duration, and sharpness. The severity of the turn is assessed on a scale of 1 to 6, with lower numbers being more severe.
Turn Cues Turn Cues alert you as you approach a turn or sequence of turns, as well as as you advance through the turn. When approaching a turn, or series of turns, the player is given a three-tone countdown, with each signal increasing in pitch to signify your near to the start of the turn. When you enter the turn, you’ll see three additional signals showing the start, apex (middle), and end of the turn. The third of these mid-turn cues is higher pitched, indicating the turn’s finish. When playing a series of turns, the Countdown Cues will only play before the first turn of the series, and the cue that plays at the conclusion of the last turn will be even higher pitched to mark the end of the series of turns.
Track Limit Cues The “in-bounds” track area’s edges, as well as your movement into and out of those limitations, are all communicated by the track limit cues. The audio cues are panned hard left and right and grow in pitch and repetition to show which side of the track you are approaching and how close you are to the limit in either direction. The cue will switch to a steady tone when you are extremely close to the track’s edge, warning you that you are in danger of going over. If you drop three or more wheels beyond the track limit barrier, the pitching cues will stop and two rapid cues will be played to indicate that the car is outside the track boundaries. When you re-enter the in-bound track region, the identical rapid cues will play in reverse order, followed by the pitching proximity cues.
Wrong Way Cues When your car is more than 90 degrees in the opposite direction of the scheduled racing heading, the Wrong Way Cues begin to play. A recurring cue will play until you have aimed your automobile back in the appropriate racing direction, as indicated by a final sound.
Shift Up/Down Cues Shift Up and Shift Down Cues show the required RPM to move to the next gear when playing with Manual Transmission. These can be activated independently of one another.
Gear Indicator Cues Gear Indicator Cues will notify you vocally of the gear you’ve selected. Because they are spoken cues that employ the Screen Narrator system, the volume, pitch, and voice controls will all have an effect on them.
AI Takeover When AI Takeover cues are activated, they signal that the game’s AI has seized control of your car. This is particularly frequent during the pitting experience, allowing you to change your pitting approach in real time.

Audio Settings

Players may individually adjust the loudness of different sound groups to create the ideal audio environment. However, accessibility-related sounds, like those utilized for Blind Driving Assists, Screen Narrator, and Audio Description, may be found on the Accessibility page of the settings menu. The majority of the audio mix options can be found on the Audio settings section.

Option Description
Master Output Volume Changes the game’s audio’s overall loudness.
Voice-Over Volume Changes the level of voice-over outside of accessibility-specific systems such as Screen Narrator, Audio Description, and those utilized with Blind Driving Assists.
Voice Chat Volume Changes the voice chat’s loudness.
Music Volume Changes the music’s volume.
SFX Volume Changes the loudness of every sound effect in the game, excluding those that are linked to Blind Driving Assists.
Player Engine Volume Changes the engine volume of the player automobile.
Player Tires Volume Changes the player car’s tire volume.
Opponent Cars Volume Changes the volume of the tires and motor of the opposition’s cars.
Impacts Volume Changes the collision volume.
Environments Volume Changes the volume of environmental factors like crowds and helicopters.
HUD (In-Race UI sounds) Volume Changes the level of UI alerts associated with in-race HUD components, such as experience counters. HUD (In-Race UI Sounds).
UI (Menu UI sounds) Volume Changes the volume of the menu UI sounds.
Microphone Determines whether other participants in an online session can hear you.

Controls and Input

Players will be able to select from a number of pre-set layouts for your device (controller, keyboard, wheel, etc.) on the different input options pages. By assigning any in-race command to a new input, players may also alter any preset layout (automatically creating a duplicate of the layout for editing, while maintaining access to the default presets).

Players may also alter the deadzones for the following axis-based controls:

  • Steering
  • Acceleration
  • Deceleration
  • Clutch
  • Handbrake

When appropriate, they can alter the vibration and force feedback settings, and (only on PC, for non-gamepad devices) they can reverse the axis for axis-based controls.

Forza Motorsport 8 Game Controls

Known Issues

Text-to-Speech

Text-to-speech messages may not be synthesized into voice for users who have never activated the feature via Xbox/Game Bar settings OR who have changed their System Language/Location settings.

Follow these procedures to fix this problem:

Option Description
On PC On a PC, you may launch the game bar by typing “Game Bar” into the search box or by using the Windows Key + G keyboard shortcut.

Go to Settings -> Gaming features in the Game Bar, click “Text-to-speech on” under Game Chat Transcription, and then restart the game.

On Xbox On Xbox, go to Xbox Settings -> Accessibility -> Game and chat transcription, check “Text-to-speech” under Game transcription, then restart the game.

For PC Players using Windows 10, it’s possible that the button suggestion for the input necessary to activate Text-to-Speech won’t show up. The in-game Settings -> Keyboard menu allows you to change the default key binding for the input that opens the Text-to-Speech text input window, which is the ‘N’ key.

Speech-to-Text

Speech-to-Text will not be available to Steam users. This will be solved shortly.

HUD / Quick Actions

Players on PC won’t be able to see the HUD element displaying what each arrow key does when on-track after pressing an arrow key to access Quick Chat or Telemetry.

Below is a list of the quick actions each D-Pad or Arrow Key may execute:

Option Description
Quick Action 1 If Quick Chat is open, Quick Action 1 delivers the message “Good Race!” or mutes/unmutes the player’s microphone. By default, Up is mapped to the D-Pad or the Arrow Keys.
Quick Action 2 Sends the message “Good Luck!” to Quick Chat 2 if Quick Chat is active or pages directly on the Telemetry HUD if Telemetry is active. By default, the D-Pad or Arrow Keys are mapped to the Right.
Quick Action 3 If Quick Chat is open, Quick Action 3 transmits the message “Sorry!” or toggles the Telemetry HUD. By default, Down is mapped to the D-Pad or the Arrow Keys.
Quick Action 4 When Quick Chat is active, Quick Action 4 activates it, shuts the Telemetry HUD if Telemetry is enabled, or sends the message “Thanks!” to Quick Chat. Default mapping for the D-Pad or Arrow Keys is Left.

Settings

The description for “Quick Actions” (D-Pad/Arrow key actions) in the Settings -> Controller or Keyboard menus states incorrectly that Quick Action 1 (Up on the D-Pad or Arrow Keys) enables Quick Chat and Quick Action 3 toggles Telemetry.

The following are the appropriate Quick Actions:

Option Description
Quick Action 1 If Quick Chat is open, Quick Action 1 delivers the message “Good Race!” or mutes/unmutes the player’s microphone. By default, Up is mapped to the D-Pad or the Arrow Keys.
Quick Action 2 Sends the message “Good Luck!” to Quick Chat 2 if Quick Chat is active or pages directly on the Telemetry HUD if Telemetry is active. By default, the D-Pad or Arrow Keys are mapped to the Right.
Quick Action 3 If Quick Chat is open, Quick Action 3 transmits the message “Sorry!” or toggles the Telemetry HUD. By default, Down is mapped to the D-Pad or the Arrow Keys.
Quick Action 4 When Quick Chat is active, Quick Action 4 activates it, shuts the Telemetry HUD if Telemetry is enabled, or sends the message “Thanks!” to Quick Chat. Default mapping for the D-Pad or Arrow Keys is Left.

Other Forza Motorsport 8 Guides

Forza Motorsport 8 Basic Information

▼Forza Motorsport 8 Basic Information
Game Editions Is the Game Coming to PS5?
Does the Game Have Cross-Play and Cross-Save? Do You Need Online Connection to Play?
Supported Steering Wheels and Peripherals Accessibility Support
PC System Requirements PC Exclusive Features
Game Controls Game Difficulty
Is the AE86 Trueno in the Game?

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Game Modes Guides

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Career Mode Guide Rivals Mode Guide

Career Mode Event Guides

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Useful Guides

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All Unlockable Cars All Limited-Time Cars
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How to Level Up Cars Fast Money Farming Guide
How to Farm Car Points (CP) How to Increase PI (Performance Index)
Car Pass Rewards List All Car Upgrades List
All Tracks List Differential Tuning Guide
Pitting Guide Tires Guide
How to Tune Cars How to Increase Horsepower (HP)
How to Reduce Car Body Weight Weight Reduction vs. Horsepower Increase
How to Drift How to Sell Cars
Car Class List and Guide How to Get Car Discounts
How to Change Driver Suit All Driver Suits List
How to Unlock Engine Swap How to Unlock Drivetrain Swap
How to Change Language How to Change License Plate
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Photo Mode Guide Car Design and Paint Guide
How to Share Car Designs

Forza Motorsport 8 Cars List

By Manufacturer

▼Forza Motorsport 8 Cars List (Manufacturers)
Acrua Alfa Romeo
Alpine AMC
Apollo Ariel
Aston Martin Audi
Austin-Healey Automobili Pininfarina
Auto Union BAC
Bentley BMW
Brabham Bugatti
Buick Cadillac
Caterham Chaparral
Chevrolet Chrysler
Datsun Dodge
Donkervoort DS Automobiles
Eagle Exomotive
Ferrari Ford
Ginetta Holden
Honda HSV
Hyundai Infiniti
Jaguar Koenigsegg
KTM Lamborghini
Lexus Lola
Lotus Lynk & Co
Maserati Mazda
McLaren Mercedes
Mercury Merkur
MG MINI
Mitsubishi NIO
Nissan Oldsmobile
Opel Pagani
Peugeot Plymouth
Pontiac Porsche
Radical RAESR
Renault Rimac
Saleen Shelby
Subaru Toyota
TVR Ultima Sports
Vauxhall Volkswagen
Volvo VUHL
Xpeng Zenvo
Forza Motorsport 8 All Cars List

By Division

▼Forza Motorsport 8 Cars List (Division)
Early Factory Racecars Early LMP Cars
Early Sport Compact Cars Exotic GT Classics Cars
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Forza Proto-H Cars Forza Touring Cars
GTP/C Cars GTX Sportscars
Hot Hatch Icons Cars Mission R Spec Cars
Modern Exotic GT Cars Modern Factory Racecars
Modern Hot Hatch Cars Modern Hypercars
Modern Sport Compact Cars Modern Sport Coupe Cars
Modern Sport GT Cars Modern Sport Touring Cars
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Forza Motorsport 8 Forum

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