Farming Simulator 25 (FS25) Game-play captured from The FarmSim Guy and DjGoHam youtube videos with my own commentary on top. Not exactly sure how this kind of "story" came about, I didn't plan on it... text editor was open and I just started typing notes when watching and it ended up in a web page.
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October 22nd 2024 there was burst of FS25 game-play preview footage released by all the main youtube video creators, so I wanted to check some of those out to see if there is anything new and interesting info. I started to write notes so I can create this kind of web page with the new info, but then it somehow turned like a story of some sorts when I'm live commenting while watching that footage. So I kept going and below is what I wrote down.
Its three different videos, Hutan Pentai 2km Terrain preview, then AI Hired Workers and GPS, then Ground Deformation and ending up with quick confirmation on AI Hired Workers and GPS info.
The FarmSim Guy youtube videos were 1440p so below normal 4k resolution and luckily djgoham videos didn't have anything new for me to screenshot as those were just 1080p low res blur. Its a shame to screenshot not 4k source and the screenshot then is 4k resolution, its like... dude don't do that. But hey, guess I was feeling enthusiastic about FS25 new footage so I went with it. Hopefully in the coming weeks there will be legit 4k resolution sources available for new footage.
In some way this kind of FS25 anticipation enthusiasm while learning about new FS25 features was good to record on a web page in a story form, but yeah I highly doubt I'm going to do more of these, this page feels kind of silly but well once it was done I didn't want to flip flop and delete the whole thing, so here it is, lets go
This text was written by watching FS25 Preview Gameplay - Checking out Hutan Pantai youtube video.
FS25 AI Hired Workers Menu
AI Hired Workers control/setup menu.
Immediate impression is that Giants definitely took some influences from FS22 Courseplay or courseplay in general across the history, you have headland, number of headland, use headland or not and skip lanes/lines which is very surprising to see in FS25 Hired Workers control menu.
AI Settings menu. Mode, AI Worker and Steering Assist.
This AI settings menu for hired workers has options for Working Width, Number of Headlands, Work the Headlands (on/off) and Skip Lines (lanes or rows, passes).
Steering Assist by my assumption is guidanceSteering (GPS) mod functionality at least to a some degree. It has AI settings menu control/setup options for Working Width, Number of Headlands, Work Direction (automatic), Side Offset (in meters) and Show Lines (on/off).
I have to admit, I'm somewhat baffled why GPS has option for headland, I mean is this some kind of giants "courseplay and GPS bastard cross-breed child" or what, someone correct me if I'm wrong but real life GPS in farming tractors/vehicles goes along A and B lines/tracks, meaning straight path, specific heading direction in compass degrees, it does not drive along the field edges, yes I've heard and probably seen some real life american farmer youtube videos where GPS does end of row TURN of the tractor, but that still is just a pure A - B line/track following functionality, tractor is just automatically turned 180 degrees in the end and then it continues A B line.
My guestion is that whats the difference on "AI Worker" aka giants-courseplay and "Steering Assist" aka giants GPS-mod features, they seem very mixed, confusing right now.
In below example screenshot from The FarmSim Guys FS25 preview game-play video you can see AI Hired Worker with 2 headlands and bunch of inner row passes.
Once Claas combine harvester reached corner of the field, note that its a hard 90 degree angle corner hehe, it turned nicely. In this spot of the video you can see the FS25 Ground Deformation, which is just the good old farmsim tire tracks feature linked up with heightmap editing, it cause tires to make ground down a bit.
After just starting to watch these videos and seeing the previous ones from giants themselves, I'm just wondering if the tire tracks ground deformation is permanent or does it dissipate over time the more you drive your vehicle forward, which would be a really bad, a true gimmick in FS25, I truly hope its not that but so far I've not seen an confirmation for that.
Below screenshot is while new holland tractor is driving along straw swath.
That straw swath looks more detailed than in previous FS17, FS19 and FS22 farmsim games. Now of course this is Hutan Pantai 2km terrain by giants, once you start to increase density, infolayer and weight image pixel resolutions all that detail slowly fades, it doesn't disappear completely but its definitely the most detailed in such small little girlie men terrain size like 2km. It would be more detailed with even smaller terrain but I doubt you can see much of a difference at that point.
Overall I'm happy to see grass/straw swaths on the ground having more detail, always welcome improvement.
Asphalt road in the below screenshot looks funny.
You can clearly tell its not photorealistic, not even close, I mean no offense to the texture artist who created that but I cant ignore what I'm seeing, that looks like a child drew it on windows paint program, its just too game-y looking. Even age old FS19 asphalt road textures look better almost photorealistic at least in farmsim terms. I'm very disappointed of that road texture quality and its believability or lack there of. I'm actually surprised how lousy it looks, I mean come on giants...
Edit: at this point when I was watching the video I made the mistake of thinking this is Riverbend Springs, I kind of ignored the video title when I clicked it running, the terrain itself LOOKS very american to me, english language signs, american style gas station etc, so my false impression was that this is the american terrain, I was wrong, I had to edit my text quite bit after this point.
Edit: while proof reading this page I got to think, its kind of weird that one could mistaken ASIAN terrain to AMERICAN terrain, in grand scheme of things that tells you something... is this asian terrain really looking and feeling like regular american one in FS25 then, that would not be good. Anyways just a funny/concerned observation.
Hutan Pantai 2km terrain now has small individual rocks placed nicely along road at least in this particular location shown in the below screenshot.
You can see rocks, somewhat big boulder alike sizes on right side of the tractor, then smaller rocks coming up ahead on right side of the road. Looks good, nice to see those as generally speaking farmsim games have been so avoid of rocks, its just grass, bushes and two types of trees
Edit: I wrote this paragraph while falsely thinking this is the american terrain, I decided to leave the text intact: But that left side of the road ditch worries me, what kind of concrete thingy is it, I have never seen such thing in real life american farming videos or photographs. My first thought is that such thing would be way overkill and too expensive to construct on rural american farmland, its just not needed. I think it must be some sort of weird giants editor terrain dev mistakenly placed "hey this concrete ditch thing looks cool!!1" issue, dunno but it just looks wrong.
Edit: same as above: Watching that video further down there are some insane concrete canals, err what the hell is this crap, I've seen city of los angeles having such huge concrete canal things for water but never have I seen such things in rural farmland areas, this is just traditional terrain developing objects placement pixel porno mash-up by giants again, why am I not surprised, wow man
Now at this point I realized from the video title that hey wait a minute, this is the FS25 South East Asian Hutan Pantai 2km terrain and not the american Riverbend Springs 2km terrain, DOH stupid me. Oh well, now I know what I'm talking about moving forward in the video. Yeah those canal things, I have no idea or I don't even care what these asians have in their countries, they most likely have some concrete canals there how would I know, not my thing. Anyways moving forward with the video I now look it through Asian Goggles so to speak hehe, I won't be making more comments like "this doesn't look like amerika to me!?!"
Yes I could have just edited, re-written several paragraphs but nah, what I said still stands in american rural farmland perspective, even though the premise of my comments were wrong. Looking forward to another videos where I get to see Riverbend Springs 2km terrain. Hmm hey weird, this turned out like a "fs25 video reaction story" or some other odd thing hehe, oh well moving on
In this screenshot we have traditional giants pixel porno claustrophobic object placement style, but hey its asian terrain so maybe its like british boggage ridden landscape what do I know.
Just saying that good luck driving around in such object density horror mess where every other corner makes you collide with some geometry blocking object. Not my kind of thing, but seems like a lot of european terrain players love this kind of object density. Something for everyone I guess. Man I cant wait to create my very own first PMC terrain for FS25, will be great, a large, open spaces, no geometry object blocks anywhere near to cause issues, just extremely cool large scale farming fun
While The FarmSim Guy (FSG) was driving through that South East Asian town or guess its supposed to be a city in giants fantasy world, it just felt absolutely and completely horrible claustrophobic experience, I mean giants have truly out done themselves with object density and pixel porno, this is so tightly packed, so cramped with objects its not even funny anymore, man I would never ever in million years play a legitimate FS25 savegame in this hijo de puta or whatever its name terrain is, never. Who knows maybe I never even fire up this terrain, I only ran FS22 ... err Haut-Beyleron or whatever the french euro trash terrain is on FS22, I used that ONE (1) time when trying to debug my Nvidia GTX TITAN X GPU crashing issue, other than that I never played there. Most likely this South East Asian huta-whatever terrain turns out to be the same and zielonka, I believe giants added the pay DLC FS22 euro terrain to FS25 as default, as they seem to do on new game engine releases.
Anyways, enough ranting about pixel porno terrains
While watching FSG drive around Hutan Pantai (yes I copy-pasted the name from above haha) I can get a sense, a feeling, a mood, that FS25 heightmap in giants 2km terrains has more details than in FS22. I honestly cant remember if they mentioned this before or am I confusing it with ArmA 3 community new game engine news, but hmm could it be that giants engine v10 which runs FS25 is using 2048 x 2048 pixel resolution heightmap image, which means in 2km terrain you get 1 meter / pixel resolution, hmm hmm, it just might be. I have a extremely faint recollection that some of the initial FS25 info releases talked about this but I'm probably remembering it wrong. Anyways I can tell that heightmap has now more details, close in details, than in FS22.
Edit: for reference, its normal for the FS19 and FS22 terrain editing community to use 4096 x 4096 pixel resolution heightmap images, in fact its the standard on large terrains.
Now I'm thinking that could giants have improved engine v10 somehow, could it accept 8192 x 8192 pixel resolution heightmap images without performance issues, that would be cool. This is pure speculation, most likely 8192 res heightmaps are not possible, so don't go spreading out this info, I'm just speculating, thinking out loud.
More into the video Hutan Pantai terrain is extremely, just completely ridiculously hilly, there are just roller coaster alike roads going up hill, giants terrain dev(s) truly had some fun sculpting or generating this random heightmap, pixel porno boyz will love it for sure, what a game-y world have they created once again
Finished watching the video and nothing other new stuff came up.
This part was written while watching The FarmSim Guy (FSG) "FS25 Preview Gameplay - GPS and AI Workers - I'm Impressed!" youtube video.
This is on FS25 Riverbend Springs 2km terrain, the american farming terrain in Farming Simulator 25 (FS25).
Straw or whatever grain thingy swath this is, it looks quite thick and nice.
I have to assume that its this swather type header implement that does it, I doubt regular grass mowing causes thick piles like that, will be interesting to see when I get my hands on FS25.
Look at the above screenshot, along the swathing vehicle, you see the light brown grain foliage model/texture, but then in the distance when view distance setting is cutting off, the field suddenly turns into GREEN, yikes! How did that happen, I mean of course level of detail (LOD) stuff must be in every game but this "view distance foliage circle" or whatever its called, its just completely stupid looking if a light brown nicely ready to harvest field turns in the distance into GREEN growing plants color, I mean ugh, big time
I believe this has to do with the foliage far distance models/textures, perhaps it could be fixed with some editing, but hmm it just might be that far distance ie view distance, foliage cannot tell the difference between cultivated land, growing plants and ready to havest crops. I'm not sure, hmm I wrote a todo task about it and investigate once FS25 is out, although I believe it should be the same for FS19 and FS22 as well.
Ground deformation example screenshot.
The screenshot is not the best, FSG likes to yank mouse to control camera very violently, looks like his hurry to go somewhere as camera is not stationary for a second, anyways. When you drive over straw swath, the ground deformation kicks in and squashes the straw and I assume any other material like grass, hay or such.
I do hope that while it just squashes the material it will be only a visual thing, that it wont actually reduce the "fill level" material liters count for that part. Although even if it did, in my view its not realistic but guess it could be avoided by simply not driving over crops, so hmm yeah not an issue, just was wondering about it a bit.
Below screenshot shows you AI Hired Worker finished one round of headland and now its beginning first inner row.
Looks like AI Hired Workers has some good functionality in FS25 base game now, on day one of the FS25 release we wont be needing GPS or Courseplay mods, its kind of nice, although I am a die hard fan of Wopsters GPS mod (and whoever did the FS17 version back in the day) plus FS19 Courseplay of course, and I highly doubt any of these features would prevent Wopster or Courseplay dev team for not porting over their mods to FS25, I mean FS22 has AI Hired Workers as well although not as advanced as here and that didn't prevent these mods to be developed, so hoping to see good mods coming out after several weeks, even though it kind of looks like that you could "live with" the AI Hired Workers in base game. Interesting times we're living. Edit: to clarify, none of these "AI Worker" or "Steering Assist" come even close to a full courseplay functionality, lets make no mistake there, that is not what I mean here, but definitely giants is taking/taken a step towards GPS and Courseplay mods, towards, just not quite there yet.
Indeed, wonder if one day giants engine reaches the point where FS17, FS19 and FS22 alike guidanceSteering (GPS) mod is no longer required as base game has all the functionality, I mean ALL, of the mod already, that would be a day to remember by for sure. I kind of like how things are, I'd like to have mods remain the same as I highly doubt giants would ever match FS22 GPS mod quality with in-game features. And I would be as bold as say that I will refuse to believe giants would ever surpass FS19 Courseplay features and functionality in their base game unless they really scrap the garbage engine completely and re-write a brand new game engine.
Anyways, back to the video
Finished watching the video and was left wondering that what is the difference between AI Hired Worker and Steering Assist, I didn't get it from this video at least. It was hard to keep track that FSG was doing there, was he driving or AI driving, was it GPS mode or regular AI Hired Worker mode, very confusing. But I have to assume there is some difference in functionality as well yeah makes no sense otherwise, why would you have two different modes which are the same heh. Anyways, three weeks or so and I get to test it myself.
This part was written by watching The FarmSim Guy (FSG) "FS25 Preview Gameplay - Checking out Ground Deformation" youtube video.
Was hard watching this video as FSG is yanking his mouse violently all the time, there is like 0.3sec pauses when he is just looking at something leaving the camera movement alone. It takes great precision to hit print-screen button to catch one of those pause moments in the video to get the source screenshot. But, anyways.
Below screenshot is from where tractor drove circles in the field messing it up with ground deformation tire tracks.
Its very hard to see from that 1440p 60FPS video source which is a moving image (as I explained above), so it doesn't really show up good but at least you get the overall sense that how badly you can ruin a nicely cultivated field if you just drive across it like crazy.
These are the tire tracks hooked up in the engine to heightmap elevations, so tire tracks have disappeared over time on all farmsim games, you can configure it from game options how much of the tire tracks you want to use/keep/support dunno how to describe it, guess it uses more memory if you increase that value as game has to store all that data at run time, I'm not sure just speculating, but the point is that tire tracks are not forever, they do disappear over time as you drive further.
Ground deformation might look nice in quick glance, but overall as you know the background (no pun intended), its just a cheap quick fix gimmick, I honestly wish giants would not have brought that in-game, its so lame. But I believe there is option to turn them off. Right now without been playing FS25 with my own two hands in my own computer in glorious 4k resolution, my thinking is that I will disable ground deformation in game options after first few hours seeing how it plays out. I mean sure guess I'm hopeful that ground deformation would look so good, would work very nicely in practical farming operations, working the ground and even on gravel roads, but I just cant see that happening knowing how its the tire track gimmick. But hey, maybe I'll get proven wrong at FS25 game release, nothing would make me more happier.
Field work passes/rows direction. This screenshot shows an example how those lines/rows direction can be configured.
The angle of rows direction is between 5 degrees, so 0, 5, 10, 15, 20 degrees... you get the idea. That is pretty OK, you don't need any finer detail on the degrees value, five is fine. This is a nice feature, I'm honestly quite surprised giants added such thing, I would have expected them to leave it to standard 0/180 and perhaps 90/270 degree directions. Well done, I like that.
A slightly better Multi Terrain Angle field foliage/ground textures in FS25 than previous games, this is not the 32 or whatever number is it on regular terrain mods that support it, but its much more than angles of 0, 45 or whatever FS19 and FS22 has by default.
Looks better to me, not that it never bothered me because it always will be "not real", the implement working the ground will not do perfect field texture result even with the best of the multi terrain angle config changes, you cant expect perfection, it wont happen, not with giants engine as it is currently. We can only hope that in the future we get such fancy graphics engine in some farming game, a real simulator, which handles this so seamlessly that you cant tell if its a texture applied thousand times in angles or custom hand painted result, heh I have hope for the future
Anyways another slight impovement in FS25, I accept that as a good thing over FS19 and FS22 default "vanilla" games, no problems. However we have to remember that this is nothing new, its the basic thing we have had for years using terrain mods. But it is nice to see it on FS25 partially done.
Right at the end portion of the video I had my hopes up to get a screenshot of ground deformation better when FSG was walking around, but its so frustrating to screenshot that as JUST when you hit print-screen this dude yanks mouse and you get blurry moving camera angle, heh, oh well.
After few attempts got it done. More screenshots of ground deformation in FS25.
Finished watching the video, learned new things about the partial multi terrain angle in FS25, its OK.
This part was written when watching djgoham "FS25 GPS & AI Workers - How It All Works - Farming Simulator 25" youtube video.
Its rather odd that AI Hired Worker has the option to turn off headlands, I mean why would you want to do that? You want to drive headlands yourself? Why, I just don't get it, why not drive the whole field then if you like driving yourself manually, what I mean is that if you disable headlands then AI Hired Worker will not finish the field, it only does the inner rows and leaves headland untouched. In fact if you have crop destruction on, once hired worker is finished you most likely will get some tires driving over a crop destroying it. So overall, options are always good but I don't understand why someone would not do headlands
Here djgoham confirmed that Steering Assist (GPS) works so that you still have to control gas and break, like hitting cruise control to drive forward and then hitting back/break button (S key) at the end of the row to stop. In the corners, end of rows, you have to drive the vehicle yourself to turn it, just like with GPS mod all these years.
Steering Assist indeed feels very much like a GPS mod on these game-play preview videos, functionality appeares to be the same.