Gran Turismo 7: Latest news and discussion thread

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FH5 only reflects the car onto itself anyway. If you open a door and look at the reflection while moving around a bit, you can see the RT reflected tire being disconnected from the cubemap reflected ground. The environment reflection is also pretty low quality, at least outside houses.

Still though, at least the reflections aren't blurry and weird.

The reflection on itself is pretty appealing, though.

rsz_10dfc2aa7-e1db-4f7a-9491-42a21b8a88d2.png


Compared to the odd artefacts on wheels and certain paint types, it's a lot more aesthetically pleasing.
 
The game is due for an update tomorrow, no? Or will Polyphony pull a sneaky one on us?
 
VXR
The reflection on itself is pretty appealing, though.

View attachment 1131878

Compared to the odd artefacts on wheels and certain paint types, it's a lot more aesthetically pleasing.
Definitely, yeah. Not sure how GT7 got it so wrong in many cases.
The game is due for an update tomorrow, no? Or will Polyphony pull a sneaky one on us?
It's been weekly consistently up to this point. There's been no announcements before the updates aside from server maintenance notices a couple hours before so we never really know until it's already happening.
 
You're right, it's not
I was just asking whether we're getting an update or not.

It's been weekly consistently up to this point. There's been no announcements before the updates aside from server maintenance notices a couple hours before so we never really know until it's already happening.
Okay, I'm assuming that Polyphony only announces updates on the official site and not on any other news portal/social media site, right?
 
Okay, I'm assuming that Polyphony only announces updates on the official site and not on any other news portal/social media site, right?
I don't believe they announce it elsewhere. In-game and on gran-turismo.com for sure.
 
Yo, are there any events in World Circuits that actually require a Super License? And I know more events are coming to World Circuits - and we know this just from the Jimmy Fallon build - but I'm wondering if maybe we'll get more menus, too. I'd say there's still tons of potential for certain collections, even if we continue to largely have collections featuring road cars.

Here were a few somewhat realistic ideas I had for menus. For what's considered "realistic," I think that if we get more menus, they'll continue to largely be based around various road cars, and more specifically, based on road cars you can get from either Brand Central and/or Used Cars - not Legendary Cars. Similarly, I highly doubt that any reward cars will be invite-only models. This is especially since you can always buy at least one car featured in a menu from the UCD while you're progressing through it.

"Le Mans 2016"
Toyota TS050
Audi R18 '16
Porsche 919

"Dodge"
Dodge Viper GTS '02
Dodge Viper SRT10 Coupe '06
Dodge Viper GTS '13

"FIA GT3"
AMG Mercedes SLS-AMG GT3
BMW Z4 GT3
Nissan GT-R Nismo GT3

"Lamborghini"
Lamborghini Huracan
Lamborghini Aventador '11
Lamborghini Murcielago

"Toyota"
Toyota Celica GT-Four (ST205)
Toyota MR2 GT-S
Toyota Prius G

"NSX"
Honda NSX Type R '92
Honda NSX Type R '02
Honda NSX '17

I especially think a Lamborghini and Dodge menu would be likely, considering that the current menus include ones based on these two automakers' rivals, Ferrari and Chevrolet/Ford, respectively. In addition, the reason that I only included Vipers in the proposed "Dodge" menu is because the "Chevrolet" menu that's in-game only consists of Corvette models.

There are also multiple menus we did not see in the final build of the game, but I think could come in updates if more menus are, well, on the menu. This would include a collection based on kei cars, as well as the Toyota 86.
 
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Nope. Not the international licenses either.
Very interesting. Maybe that's evidence more menus (and potentially championships) will be coming in updates, in addition to simply adding more events to World Circuits. I'm still gonna work on my licenses, anyway, since I already have all-golds for the National B and A licenses.

I almost guarantee that if there's a championship for Gr.1 cars, the Red Bull X2014, the Red Bull X2019 Competition, or the F1500T-A, it would likely require a Super License to enter. Come to think of it, I'm not sure if there are any events explicitly for Gr.2 cars, either. I just see all that as potential for more events, and hopefully more menus/championships as well.
 
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So I still don't have the game, but I've been watching plenty of clips online. One thing that keeps jumping out at me with regards to the visuals/presentation is the kind of deadness of the environments. Not all of them (Tokyo looks fantastic), but quite a few of them.



Perhaps it's the time of day, perhaps its the single car on track...but the replay especially feels lifeless and cold. I was thinking back to GT3 days and I remember replays feeling a little more vibrant/engaging:



GT3 had some arbitrary flourishes like the baked in perpetual sunset...but also more subtle things like the heat waves and depth of field effect on the far background. (The constant aliasing of environmental edges also makes it feel a little more alive, though I doubt anyone wants to see that return) Heat waves and depth of field I think could substantially help GT7 immersion. The total lack of depth of field seems to me an unpleasant choice that needlessly makes the world feel, small, unengaging, clinical and dead - DOF is something that Rockstar has used to very good results (IMO) to make the game worlds in the RDR and GTA series (since IV) feel larger and more immersive - it sort of papers-over the obvious video game "tells".

Other things like moving trees and atmospheric/volumetric particle effects would also help a lot. At the moment, the Daytona environment feels like flat cardboard cutouts with rather suspect lighting on trackside objects (where's the AO at 6:26? The whole image at 6:26 feels totally dead & flat except for the car). I know they are balancing depicting reality vs creating an appealing image all within a rendering budget...but I'm not sure that balance is right. I also think, in certain situations, the clouds look rather poor & unconvincing as 3-dimensional objects which is disappointing considering how good cloud rendering has become in other titles. This element of the game (environment depiction, overall) does not feel like a step on from GT Sport, and I'd bet that it's the PS4 compatibility that is holding it back.
 
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Racing the super formula car made me want to catch up on F1 this year. I watched the 2 races then went to read up on the season. I saw they are holding a race in Hollywood, FL this year which is under an hour drive from my house. I was excited until I saw tickets are going for almost $2,000. 😢
 
So I still don't have the game, but I've been watching plenty of clips online. One thing that keeps jumping out at me with regards to the visuals/presentation is the kind of deadness of the environments. Not all of them (Tokyo looks fantastic), but quite a few of them.


Perhaps it's the time of day, perhaps its the single car on track...but the replay especially feels lifeless and cold. I was thinking back to GT3 days and I remember replays feeling a little more vibrant/engaging:
It's definitely different from Time Trial to during a race. It was like that in Sport as well. Everything around the track is much more filled in with crowds, ferris wheels, trucks etc. It still could be better though.

 
So I still don't have the game, but I've been watching plenty of clips online. One thing that keeps jumping out at me with regards to the visuals/presentation is the kind of deadness of the environments. Not all of them (Tokyo looks fantastic), but quite a few of them.



Perhaps it's the time of day, perhaps its the single car on track...but the replay especially feels lifeless and cold. I was thinking back to GT3 days and I remember replays feeling a little more vibrant/engaging:



GT3 had some arbitrary flourishes like the baked in perpetual sunset...but also more subtle things like the heat waves and depth of field effect on the far background. (The constant aliasing of environmental edges also makes it feel a little more alive, though I doubt anyone wants to see that return) Heat waves and depth of field I think could substantially help GT7 immersion. The total lack of depth of field seems to me an unpleasant choice that needlessly makes the world feel, small, unengaging, clinical and dead - DOF is something that Rockstar has used to very good results (IMO) to make the game worlds in the RDR and GTA series (since IV) feel larger and more immersive - it sort of papers-over the obvious video game "tells".

Other things like moving trees and atmospheric/volumetric particle effects would also help a lot. At the moment, the Daytona environment feels like flat cardboard cutouts with rather suspect lighting on trackside objects (where's the AO at 6:26? The whole image at 6:26 feels totally dead & flat except for the car). I know they are balancing depicting reality vs creating an appealing image all within a rendering budget...but I'm not sure that balance is right. I also think, in certain situations, the clouds look rather poor & unconvincing as 3-dimensional objects which is disappointing considering how good cloud rendering has become in other titles. This element of the game (environment depiction, overall) does not feel like a step on from GT Sport, and I'd bet that it's the PS4 compatibility that is holding it back.

Race day And TT are different atmospheres and it’s cool they did this… I wish we had an option to control crowd capacity.
 
So disappointing that when you buy a used car the oil isn't bad. That's always been a cool thing about the used car dealership in GT games and for whatever reason they don't have that detail in GT7
Nostalgia for sure. Well, we can always just change the oil anyway for those nostalgic purposes.
 
There are also multiple menus we did not see in the final build of the game, but I think could come in updates if more menus are, well, on the menu. This would include a collection based on kei cars, as well as the Toyota 86.
There was a kei car one in pre-release screens that consisted of the Copen, Beat and S660. It was absent from the game.
An obvious one to me would be the 90s ABC kei sports - AZ-1, Beat and Cappuccino. The AZ-1 and Cappuccino were premium in GT6 and would go some way to filling out the utterly empty kei class field.
 
Did anyone find a way to enable BoP and car settings at the same time? Is it seriously not possible?

Because of this, and because BoP is FORCED ON in custom races for some mysterious reason, I basically can’t change anything on any Gr.1/2/3/4/B car.

Am I missing something?
 
This element of the game (environment depiction, overall) does not feel like a step on from GT Sport, and I'd bet that it's the PS4 compatibility that is holding it back.
Agreed, but I'm not sure how much we can blame the PS4. I think PD's tech is just old, they've been building off the same engine since Gran Turismo 5.
 
So I still don't have the game, but I've been watching plenty of clips online. One thing that keeps jumping out at me with regards to the visuals/presentation is the kind of deadness of the environments. Not all of them (Tokyo looks fantastic), but quite a few of them.



Perhaps it's the time of day, perhaps its the single car on track...but the replay especially feels lifeless and cold. I was thinking back to GT3 days and I remember replays feeling a little more vibrant/engaging:



GT3 had some arbitrary flourishes like the baked in perpetual sunset...but also more subtle things like the heat waves and depth of field effect on the far background. (The constant aliasing of environmental edges also makes it feel a little more alive, though I doubt anyone wants to see that return) Heat waves and depth of field I think could substantially help GT7 immersion. The total lack of depth of field seems to me an unpleasant choice that needlessly makes the world feel, small, unengaging, clinical and dead - DOF is something that Rockstar has used to very good results (IMO) to make the game worlds in the RDR and GTA series (since IV) feel larger and more immersive - it sort of papers-over the obvious video game "tells".

Other things like moving trees and atmospheric/volumetric particle effects would also help a lot. At the moment, the Daytona environment feels like flat cardboard cutouts with rather suspect lighting on trackside objects (where's the AO at 6:26? The whole image at 6:26 feels totally dead & flat except for the car). I know they are balancing depicting reality vs creating an appealing image all within a rendering budget...but I'm not sure that balance is right. I also think, in certain situations, the clouds look rather poor & unconvincing as 3-dimensional objects which is disappointing considering how good cloud rendering has become in other titles. This element of the game (environment depiction, overall) does not feel like a step on from GT Sport, and I'd bet that it's the PS4 compatibility that is holding it back.

Playing the game on a PS5 and oled... no other racing game looks better. Time Trial lacks a lot of detail that the racing events have, either way I much prefer the realism than some random in your face effects other games are deploying.

Cloud rendering is volumetric on GT7 too... so not sure about that
 
Playing the game on a PS5 and oled... no other racing game looks better. Time Trial lacks a lot of detail that the racing events have, either way I much prefer the realism than some random in your face effects other games are deploying.

Cloud rendering is volumetric on GT7 too... so not sure about that
I can't think of a racing game that looks better either. But I still think the way that PD handles trackside objects feels a little wooden to me. Here's another one:



From 0:11 to 1:30. There's something just odd about the hills in the background. They look like simple terrain surfaces with a high resolution texture applied rather than fully modeled assets...which is totally understandable - you can't get to that area, so it shouldn't have a ton of resources thrown at it. But they are also equally sharp regardless of distance. I live near mountains, and this isn't really common...even on clear days there is usually enough environmental haze* to make the peaks of the mountains appear less sharp than the closer/lower areas. It makes them look flat and small the way PD has elected to render them. The non-city backgrounds in GT7 fall a bit into the uncanny valley for me. They are rendered with such sharpness, but the level of detail isn't quite matching. It kind of throws me out of the scene a bit. If there was a tad bit of DOF, a little bit more volumetric haze, a touch of heat waves, just to ease the sharpness a little bit, I think it would go a long way of pulling out of the uncanny valley.

edit: *This is what I'm talking about:
blue-ridge-cabin-rentals-1.jpg


Without that haze, the distance you perceive in the image would collapse and everything would feel small & close. This is my issue with GT7's visuals. Everything is too sharp...there is no hierarchy of sharpness/clarity which flattens everything.


edit 2: Ok this appears to be a time of day thing, because another clip with lower angle light of the same circuit feels way better, and has the haze I'm talking about:


It helps immensely. Without it (like the first clip), the hills look small, too close, and fake.
 
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So I still don't have the game, but I've been watching plenty of clips online. One thing that keeps jumping out at me with regards to the visuals/presentation is the kind of deadness of the environments. Not all of them (Tokyo looks fantastic), but quite a few of them.
That could all come down to how they have their display settings in-game. I noticed environments look rather dull and flat around noon (this is on base PS4 mind you), however any sort of off-noon environment looks phenomenal. Noon lighting in reality is very unflattering itself. With the light coming from nearly directly above, even aesthetically pleasing subjects can look dull and lifeless. This could be what you're noticing. While having never been to any of these locations IRL, I feel they did a pretty good job capturing what these different environments would look like at different times of day in a realistic fashion. And yes, that even means having some times of day where the lighting would be unflattering.
 
So disappointing that when you buy a used car the oil isn't bad. That's always been a cool thing about the used car dealership in GT games and for whatever reason they don't have that detail in GT7
What they really should have done was simply evolve the idea to the modern era by including a report on the cars condition for all cars in the UCD before you buy it, and let it be reflected in the pricing... allowing the player to judge for themselves if its a good deal or not.
"VW Golf GTI Mk1 - Not properly maintained, low on power, past accidents" = Costs $10,000, needs oil change and would benefit heavily from engine rebuild.


Also want to state that the UCD should obviously go back to being randomly generated, and unique for each player. It's not very fun if its not unique in your game save, and everyone just gets the exact same car, in the exact same spec, the exact same miles, at the exact same time.

It's clear the UCD is half a**** in its current state. It honestly feels like a parody created by players who have previously stated they hated the UCD for being pointless, only meant to inconvenience players while adding nothing to the games experience. I LOVE the idea of having a virtual Used Car Dealership, but in its current state, even I'm starting to feel that way. This is lame. It's just there to be nostalgic, and they are too afraid to commit to enough to actually allow it to change the experience in a meaningful way.
 
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What they really should have done was simply evolve the idea to the modern era by including a report on the cars condition for all cars in the UCD before you buy it, and let it be reflected in the pricing... allowing the player to judge for themselves if its a good deal or not.
"VW Golf GTI Mk1 - Not properly maintained, low on power, past accidents" = Costs $10,000, needs oil change and would benefit heavily from engine rebuild.


Also want to state that the UCD should obviously go back to being randomly generated, and unique for each player. It's not very fun if its not unique in your game save, and everyone just gets the exact same car, in the exact same spec, with the exact same miles.

It's clear the UCD is half a**** in its current state. It honestly feels like a parody created by players who have previously stated they hated the UCD for being pointless, only meant to inconvenience players while adding nothing to the games experience. I LOVE the idea of having a virtual Used Car Dealership, but in its current state, even I'm starting to feel that way. This is lame. It's just there to be nostalgic, and they are too afraid to commit to enough to actually allow it to change the experience in a meaningful way.
The idea of a unique used car would be interesting.
One thing I would add to this idea is that all of the current used cars are factory stock, which is another factor that could be improved.

In the past, games such as Tokyo Xtreme Racer Drift (Kaido Battle) and Racing Battle released by Genki had unique 'tuned' used cars.
This was a fun way to access UCD, especially since Racing Battle sometimes had custom cars in stock that had been used by team boss in the career mode.

GT7 can use custom livery used by AI in career mode from the shared style, but I personally think it would have been more fun if the cars they used were available as rare used cars like in Racing Battle rather than these ideas.
It would have made their cars more special.

Also, there are many special parts in this game that can only be obtained through roulette, and adding rare models with these parts installed to the used cars would have made UCD more enjoyable, and would have helped those unfortunate players who cannot get these parts through roulette.
 
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I can't think of a racing game that looks better either. But I still think the way that PD handles trackside objects feels a little wooden to me. Here's another one:



From 0:11 to 1:30. There's something just odd about the hills in the background. They look like simple terrain surfaces with a high resolution texture applied rather than fully modeled assets...which is totally understandable - you can't get to that area, so it shouldn't have a ton of resources thrown at it. But they are also equally sharp regardless of distance. I live near mountains, and this isn't really common...even on clear days there is usually enough environmental haze* to make the peaks of the mountains appear less sharp than the closer/lower areas. It makes them look flat and small the way PD has elected to render them. The non-city backgrounds in GT7 fall a bit into the uncanny valley for me. They are rendered with such sharpness, but the level of detail isn't quite matching. It kind of throws me out of the scene a bit. If there was a tad bit of DOF, a little bit more volumetric haze, a touch of heat waves, just to ease the sharpness a little bit, I think it would go a long way of pulling out of the uncanny valley.

edit: *This is what I'm talking about:
blue-ridge-cabin-rentals-1.jpg


Without that haze, the distance you perceive in the image would collapse and everything would feel small & close. This is my issue with GT7's visuals. Everything is too sharp...there is no hierarchy of sharpness/clarity which flattens everything.


edit 2: Ok this appears to be a time of day thing, because another clip with lower angle light of the same circuit feels way better, and has the haze I'm talking about:


It helps immensely. Without it (like the first clip), the hills look small, too close, and fake.

I understand... it's weird tbh, seems like I've seen that on a past gt or even on some other tracks in gt7? But I agree there needs to be some sort of fog... to at least demonstrate distance
 
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