Gran Turismo 7: Latest news and discussion thread

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What is this saying?

I can tell it's a PD staff talk about neural networks or similar, and that there's pictures of tracks in it. But a lot of us here aren't Japanese speakers, you'll need to explain further what it's talking about.
It's a talk about the graphics rendering system that Polyphony has developed to reduce "pop-in" and improve frame rate and overall performance for GT7. Basically, they have figured out a way to use a neural network to simplify the process of deciding what actually needs to be rendered in each frame for the player. The more efficient that process can be, the better the game can perform and the more hardware resources that frees up for other calculations.

I might do a full article on the presentation for GTP.
 
It's a talk about the graphics rendering system that Polyphony has developed to reduce "pop-in" and improve frame rate and overall performance for GT7. Basically, they have figured out a way to use a neural network to simplify the process of deciding what actually needs to be rendered in each frame for the player. The more efficient that process can be, the better the game can perform and the more hardware resources that frees up for other calculations.

I might do a full article on the presentation for GTP.
Would you mind doing that so we can all understand that terminology in the game/gt7. Thanks. I would appreciate it too.
 
Just went to the Sunday Cup event on Kyoto Driving Park just for fun with a strong car to see if the rubberbanding would kick in and yikes, it certainly did. When you can't even lap a CH-R with a 700PP tuned Road Car even on Easy Mode it all shows up. The arrows on the map would go at crazy speeds when I was ahead.

It was weird to see a 380 PP Road Car drive like a 600PP Sportscar. 😅
 
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Just went to the Sunday Cup event on Kyoto Driving Park just for fun with a strong car to see if the rubberbanding would kick in and yikes, it certainly did. When you can't even lap a CH-R with a 700PP tuned Road Car even on Easy Mode it all shows up. The arrows on the map would go at crazy speeds when I was ahead.

It was weird to see a 380 PP Road Car drive like a 600PP Sportscar. 😅

Funny you should say that, I just destroyed a grid of Group B rally cars in this week's weekly challenge rally event using the K20-swapped Mini Cooper S. (480PP in a 700PP-limited race)
 
Funny you should say that, I just destroyed a grid of Group B rally cars in this week's weekly challenge rally event using the K20-swapped Mini Cooper S. (480PP in a 700PP-limited race)
Amazing!! 👍 To be honest I'm a very ordinary driver. I try to outdo myself but most of the time that I go full speed I end up off-track or in a wall. I've got a lot to learn.
 
This is sort of tangential but I wasn't sure where else to ask it - does anyone know if there's anyone working on a wiki for GT independent from Fandom? I was looking up some info yesterday and how miserable that site is to navigate just broke me, to the point where if there isn't one I'm tempted to take some time off work and build one myself.
An update on this... I decided to buy the surprisingly not taken https://www.gtwiki.co.uk domain. It's going to be a lot of work, don't expect anything much from this for the rest of this year at least, but I've needed an idle time project for a while now so I'm happy.

One thing I have done early though is collate all the silhouettes and when they were posted. So next time Kaz doesn't post them first thing on Saturday morning, look at that before immediately confirming it means definitely no update that month. Although interestingly he has been leaning towards posting them early recently, it turns out.
 
An update on this... I decided to buy the surprisingly not taken https://www.gtwiki.co.uk domain. It's going to be a lot of work, don't expect anything much from this for the rest of this year at least, but I've needed an idle time project for a while now so I'm happy.

One thing I have done early though is collate all the silhouettes and when they were posted. So next time Kaz doesn't post them first thing on Saturday morning, look at that before immediately confirming it means definitely no update that month. Although interestingly he has been leaning towards posting them early recently, it turns out.
If it might be of interest to you, I had started tracking the progression in the number of races per event as a way to try and understand which might be the additions of the following month. It is updated up to 1.57 and does not cover all events though, but I'm sure you can use it better than I do
 
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I just discovered that in the livery editor, you can change the light covers for the Honda Civic (EG) from having amber bulbs with a clear housing, to having both amber bulbs and amber housing.

EDIT: Also, when I made a livery for my Nissan Skyline GT-R Spec V II Nur, it turns out there are stickers for Nismo that become available. Reminds me of how there are TRD stickers for various Toyotas - but are there GR stickers, too?
 
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I just discovered that in the livery editor, you can change the light covers for the Honda Civic (EG) from having amber bulbs with a clear housing, to having both amber bulbs and amber housing.

EDIT: Also, when I made a livery for my Nissan Skyline GT-R Spec V II Nur, it turns out there are stickers for Nismo that become available. Reminds me of how there are TRD stickers for various Toyotas - but are there GR stickers, too?
According to @PettyWingman Nismo decals was quietly added somewhere in 1.62 for Nismo and Nissan cars alike:

Since around August update(?), Nismo decals are available in the [Brand Logo folder of the] livery editor for both Nissan and Nismo cars.
(IIRC, they weren’t available even for Nismo cars before that.)

For some reason, the first decal has different names for Nissan cars and Nismo ones.
 
EDIT: Also, when I made a livery for my Nissan Skyline GT-R Spec V II Nur, it turns out there are stickers for Nismo that become available. Reminds me of how there are TRD stickers for various Toyotas - but are there GR stickers, too?

Those are there as well, used them extensively for one of my many Manufacturer Series Liveries:

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I hope this could be helpful for a potential future inclusion of city tracks.
The problem that has limited the creation of street circuits in GT Sport and GT7 is the vast amount of work required to create the urban environment assets. While creating nature components can also be very costly, they are less so than detailed buildings or street furniture, and above all, they have the advantage that they can be reused at multiple points on the circuit with slight variations in orientation. The same is not true for buildings; the façades of all the buildings on classic GT street circuits like New York, Seattle, or Madrid are different, and recreating them to the level of detail required by high definition and current standards is very expensive. Thus, it is not a processing issue with the game's graphics engine that could benefit from new culling techniques, but rather an issue of the artists' workload.

This is a problem that the whole video game industry faces, not just Polyphony or Gran Turismo. Games are taking longer and longer to develop and require more artists, more programmers, and more money, to the point that most video games nowadays risk not recouping their development investment. The paradigm needs to shift, and either we settle for more stylized and less ultra-realistic graphics (which seems unlikely for GT) or new techniques are introduced to optimize workflows and allow games to be made faster.

Techniques like photogrammetry can help to recreate models and textures of real urban environments more quickly. And if we consider recreations inspired by real surroundings but not exact copies, procedural methods for creating varied buildings and AI can also significantly reduce the amount of necessary work.
 
Has anything been heard about normal pit stops?
The game places a strong emphasis on online/sport mode. There are offline tournaments. And the slogan is "the real driving simulator."
And the pit stop enter often happens at 150-200 KPH
 
Huh, so I noticed that on my tuned One-77, there's an Active LSD Controller part you can buy, whereas it seemed like almost every other car only has the Full Customize LSD. What's this part like? I take it that it lets you tinker with your LSD while driving, sorta like the torque vector controller for some AWD cars.
 
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While the game's currently on sale, it seems to have jumped to 8th-15th position in basically every European, South American, and continental Asian PS Store ranking at the moment.

If anyone was wondering why they're doing Spec III and extending this game's lifecycle instead of jumping to GT8, that (and needing to wait for Sophy dev) is why.
 
I didnt knew you could get aldready tuned cars in the roulette ticket. I didnt won it, but one of the rewards was a 15' or so BRZ with a carbon fiber hood and roof, also a offbrand spoiler lol
 
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