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Forza Horizon 6

Applies toFH6

Forza Horizon 6 (Playground Games, 2026) is an open-world driving game set in Japan, with the map centred on Tokyo. It runs on ForzaTech. The track is named Brio in the install. Observed

All observations on the FH6 pages come from one recorded census of a Steam install of the game, which is no longer installed (about 158 GB), so the figures cannot be re-checked today. The counts are measurements over every file of the stated kind and are marked Observed; no FH6 statement is marked as proven. Observed

<game folder>\media\
Tracks\Brio\ GeoChunk0..3.minizip, ChunkMap*.dat, ChunkContentsMiniZip*.txt, bin.zip, Ribbon_00\, trackroutes\, triggerzones\
Cars\ one zip per car (682) and _library\ (materials, textures, shaders, wheels, tyres)
Livery\, UI\, Stripped\ livery shapes, menu art and map tiles, string tables, the encrypted database
ShadersDXIL.zip, Rendering.zip, Water.zip, ... engine shaders and settings
_library\TexturesPG\ shared engine textures

The layout is described on PGZP archives; the cars on Cars. Observed Player saves are in a platform game-save folder, not in the install (Saves and tunes). Observed

The world is one very large map (22,035 m square on the pause map) whose Tokyo city lies in the south; the Shibuya scramble crossing is around x −2,050..−850, z −5,390..−4,190. Observed It is stored as 512 m terrain cells and as placement cells of several sizes (Coordinates and cells). The map has four seasons, and the same data selects spring, summer, autumn or winter content (Seasons). Observed

The data volume of the track is on Data volume: 113,868 models, 14.4 million placements, 169,351 textures, the downtown core at 46 million triangles per 700 m box at LOD1. Observed

  • FH6’s mesh record (version 1.13) breaks the published FH5 readers. The record has a material-group count, four season material ids per group, a 32-bit morph count and more fields than FH5’s. Sourced · ForzaTools
  • One track in four seasons. Material ids, placement files, terrain clusters and parent materials all select by season (Seasons). Observed
  • Much of the look is computed at run time from data no file holds: the near-field ground clipmap, decals’ blend state, ambient-occlusion strength, wetness. (Values only the running game holds) Observed
  • The game database, settings and profile are encrypted with Arxan TransformIT; no key is public. Observed
  • Placeholder textures ship in the data (saturated flat images and default maps); a decoder that takes every texture at face value will show them (Swatch textures). Observed
  • Name-based guesses mislead. Water, decal and road surfaces must be classed by shader family, never by material name; some names that suggest water or foliage are metal (Materials). Observed
Which build of the game do the observations come from?

The census recorded the install’s Tokyo track but not the game’s build number. The install is gone and the figures cannot be matched to a specific update.

What is known

SystemClaimsConfidenceProven or observed
Overview1587%
Archives and files10187%
Data model12592%
World and streaming31789%
Geometry14394%
Materials7096%
Shaders25188%
Textures6190%
Lighting and sky3789%
Terrain7384%
Water1979%
Effects and decals1776%
Gameplay data14589%
Runtime and limits2893%

Computed from the engine's pages; the whole picture is on the coverage page.