Not really, they might if directly asked. Then again we (GTP) did directly ask them (in regard to GT7 and it being PS4 and PS5), and basically got a 'no comment'!Don't you think Sony/Microsoft would publicly state such a thing, if only to reassure what are now previous gen machine owners?, as for other games, you'd inevitably get some form of confirmation of there being such a mandate if you asked in an interview.
From both a PR and potentially a legal standpoint it makes sense.I agree that Sony would be more likely to do that than not do that simply due to the numbers involved. 110-115 million users you don't want to get on the wrong side of. Microsoft, with a emphasis of backwards compatible maybe different.
Just because one game is more of a sim than another it doesn't mean the phsyical calcualtions going on in the other are any less complex. Don't mistake a game being a sim for automatically equating to the physics engine being more complex. The decision to balance the physics on that line a bit away fromtitles like ACC is a design one, not by itself a limitation of hardware.
Where the hardware becomes a limitation is the number of variables and frequency of calcaulations per second. Remember, the game has to do this not just for the player, but for ever car on track all at once. So if you doubt the number of variables and also double the number of cars on track at once, this is not doubling the complexity of the physics it is quadroupling them. So unfortuantely it isn't as striaght forward as this game is more of a hardcore sim than this other one.
Everything is a tradeoff in order to reach the maximum of what you want to acheive. When you reach a maximum you hit a bottleneck where going further creates issues such as instability such as inconsistent frame rates, artifacts, thermal throttling etc. The design direction you take will influece how much of A you can have at the expense of B and so on. The way they can make one area of GT7 better thna GT Sport on PS4 is to make other things worse than GT Sport and the design decisions made to accommodate GT7 on PS4 will impact the PS5 version too.
Remember, hardcore sims have existed for decades, but modern hardocre sims are a lot more realistic and complex physics wise than they were 10 years ago. Likewise, Gran Turismo has always operated in that more accessible sim space, but like the hardcore sims it has also become far more complex over the years. The modern and more complex games are simply not possible on older hardware, for example the PS2 could not run GT5's engine, likewise the PS3 couldn't run GT Sports.
May not be enough in all markets, it's a global product, if it doesn't fly in every market it's getting sold in, then it can be done in any of them.Legal as in a sticker on the case pointing out the differences between versions?
Preface: Why would anyone care about such a thing, and what do these values mean?
There are two advantages to calculating more physics positions, rotations and forces more often. Consider an extreme case of updating physics at 30Hz and have a car that can drive at 200mph. You're moving 3m between each physics update, so objects (eg kerbs, dips, potholes) that are smaller than that are likely to be missed entirely, thus the car won't react.
Firstly, a faster update rate gives more fidelity for the texture of the terrain beneath the tyres. Secondly, stiff springs become numerically unstable at large time steps (slow update rates), which can limit the settings used or start to give poor handling.
So why not always run at a very high update rate? Performance. Double the update rate and you've doubled CPU time dedicated to physics, and this quickly becomes expensive. Also, given cars only drive so fast and only have springs so stiff, there becomes a point where the is no benefit to running faster. As such, the rate is a compromise.
Anyway, on to the list:
'98 Sports Car GT - 50 Hz [from Blackhole Motorsports article]
'98 Viper Racing - 60 Hz (general) / 300 Hz (some aspects) [email with Dave Broske]
'98 Grand Prix Legends - 144 Hz
'00 F1 2000 - 50 Hz [from Blackhole Motorsports article]
'00-'08 Racer - 300 Hz (general) / 3000-30,000 Hz (tyre rotation) [posted by Ruud in a thread archive on racer.nl, dated '01]
'01 F1 2001 - 200 Hz [from Blackhole Motorsports article]
'02 Total Immersion Racing - 100 Hz / 400 Hz effective internal due to Runge-Kutta RK4 integration [from press release]
'02-'08 Live for Speed - 100 Hz (collision detection) / 2000 Hz (vehicle dynamics) [posted by Scawen on lfsforum]
'03 NASCAR Racing 2003 Season - 288 Hz (possibly)
'04 VirtualRC Racing v1.0 - 300 Hz (general) / 600 Hz (tyre model) [posted by Todd on lfsforum]
'05 VirtualRC Racing v3.0 - 250 Hz (general) / 500 or 1000 Hz (tyre model) [posted by Todd on lfsforum]
'05 rFactor - 400 Hz
'05 Forza Motorsport - 180 Hz
'06 Test Drive Unlimited - 100 Hz (collision detection) / 1000 Hz (vehicle dynamics)
'06 netKar Pro - 333 Hz [posted by Kunos on RSC]
'07 Forza Motorsport 2 - 360 Hz [from wikipedia article]
'07 Rigs of Rods - 2000 Hz [from ROR forums]
'08 Ferrari Challenge: Trofeo Pirelli - 60 Hz
'08 rFactor Pro - 800 Hz [from official website]
'08 iRacing - 360 Hz [from AutoSimSport]
'09 Supercar Challenge - 60 Hz
'09 Need for Speed: Shift - 180 Hz / might be 360 Hz (effective due to 2 physics passes per timestep?)
'09 Forza Motorsport 3 - 360 Hz [from gamespot article]
Motorsport - 333 Hz (but still being tuned) [posted by Stenyak on RSC]
'11 NASCAR 2011: The Game - 60 Hz / either 240 or 360 Hz (I forget which value I settled on) for sub-stepping the tyre force calculation but only at slow speeds. Also the thermodynamics were updated at just 3 Hz as that's quite expensive so but also very numerically stable.
'12 rFactor 2 - 400 Hz [posted on forum.studio-397.com]
'13 Stock Car Extreme - 360 Hz [from game-automobilista.com]
'14 Assetto Corsa - 333 Hz [posted by Kunos on assettocorsa.net]
'15 Automobilista - 720 Hz [from game-automobilista.com]
'15 BeamNG - 2000 Hz [from beamng.gmbh]
'17 Project CARS 2 - 600 Hz [posted by Ian Bell on forum.projectcarsgame.com]
'18 iRacing - 360 Hz / 720 Hz for force calculation [from article on iRacing.com]
'18 Assetto Corsa Competizione - 333 Hz [posted by Kunos on assettocorsa.net]
Well I had to give my vote to the 'disappointed' category. I knew this was going to go this way and now I feel that the Gran Turismo 7 will be a bit of a 'disappointment'.
I shall say no more than that on here but now I have a console that has lots of lovely graphical improvements but no real games that I play other than the PS5 version of Genshin Impact.
Happy for all you PS4 players if you do get a chance to play GT7 on your consoles and my only 'hope' is that there is one more Gran Turismo title in the PS5 life cycle, I am most definitely not going through the new console process again!
Yes and the bad Thing is, at this time the PS6 is knocking on the door and Enthusiast are getting mad, that there are no real Next Gen GT is seeing the light.If a new GT8 does come out on PS5, it probably won't come out until 4 years after GT7's 2022 launch, which means we won't be getting a true next-gen GT until the year 2026 at the earliest, with PD stuck making dlc updates and tracks for PS4 GT7 for years post-launch. Which goes back to the cycle of whether Polyphony will just port all of these cross-gen assets they made for GT7 or start over from scratch. I don't know where people are getting the idea Polyphony is capable of making two different game assets optimized for two different console generations. They were already re-using 3d models of building props from PS3 GT6 for PS4 GTSport dlc to save development time.
Software should always progress with the hardware, not the other way round. A bit like Bugatti phoning you for delivery, then casually mentioning they had to run drum brakes to meet supplier and revenue needs.
Thank goodness. I want my next car to have power windows, CD player, and that's it.Interesting analogy. I get your point and generally agree, however, not sure you'd get that from Bugatti, however there are multiple car manufacturers who have stopped building and selling certain models or features that use lots of chips "to meet supplier needs"...
For example, if you're American, your last 2? SUVs probably had auto stop/start. Your next one wont have that feature this year...
Vehicle software IS going backwards and has been going backwards all year due to (supplier needs) chip shortages.
All we ever do as GT fans is wait. We want a next generation experience NOW, not in 5 years. Sony should take the plunge and forget about cross-gen.If a new GT8 does come out on PS5, it probably won't come out until 4 years after GT7's 2022 launch, which means we won't be getting a true next-gen GT until the year 2026 at the earliest, with PD stuck making dlc updates and tracks for PS4 GT7 for years post-launch. Which goes back to the cycle of whether Polyphony will just port all of these cross-gen assets they made for GT7 or start over from scratch. I don't know where people are getting the idea Polyphony is capable of making two different game assets optimized for two different console generations. They were already re-using 3d models of building props from PS3 GT6 for PS4 GTSport dlc to save development time.
How about leather seats? (I hope you get the reference)Thank goodness. I want my next car to have power windows, CD player, and that's it.
This is my hope. That some brilliant team of software engineers perform some technical wizardry but it's not looking like the numbers add up.Why would a PS4 version necessarily compromise the PS5 version? GT3 looked better than GT4 on the PS2 and GT5 looked and performed better than GT6 on the PS3. So I wouldn't be surprised if a PS4 version of GT7 would repeat this story against GT Sport, but with the PS5 version of GT7 being the new-generation experience it was always intended to be, cross-generation or not.
The only way I see a crossgen GT7 working is if Polyphony is NOT the only one developing GT7 (which I'm guessing won't happen). Which means one development team would work on PS4 version of GT7 and PD themselves would tackle the PS5.
It was answered dozen of time here, and if you dont understand hardware at least you should understand that when same team has to now work not on one version but 3 (ps5, ps4, ps4pro) has less time and resources to focus on one and polyphony isnt fastest dev team on planetWhy would a PS4 version necessarily compromise the PS5 version? GT3 looked better than GT4 on the PS2 and GT5 looked and performed better than GT6 on the PS3. So I wouldn't be surprised if a PS4 version of GT7 would repeat this story against GT Sport, but with the PS5 version of GT7 being the new-generation experience it was always intended to be, cross-generation or not.
This entire thread...