Gran Turismo 7: Latest news and discussion thread

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I'm sensing some "New to PSVR2" vibes. When it's a new thing, you're right. It pushes some of the games issues out of your mind... for a time. Once you've had it for a while (2 years, for me) the problems become obvious again, as the initial "wow" factor wears off a bit.
I'm playing on VR since launch of the system. And playing Gran Turismo from GT1, with all games. Including psp.
I'm not new. Although I'm just A S, I love sport mode.

I won't play GT8 if it doesn't have VR support. I'm just one opinion more of the many that agree and disagree.
 
I'm playing on VR since launch of the system. And playing Gran Turismo from GT1, with all games. Including psp.
I'm not new. Although I'm just A S, I love sport mode.

I won't play GT8 if it doesn't have VR support. I'm just one opinion more of the many that agree and disagree.
I agree that PSVR2 is great. I adore it. What I struggle with is your suggestion that PSVR2 makes the design of the game make sense. I don't think that's the case at all. At first the wow factor certainly creates a situation where you just don't care. That was certainly my experience. However, soon after the reality of many of the poor game decisions start to become glaring. Many of which are only present in VR (such as the HUD issues). I am reasonably happy with my PSVR2 experience but it's not without issues, nor is the game (with or without PSVR2).
 
I agree that PSVR2 is great. I adore it. What I struggle with is your suggestion that PSVR2 makes the design of the game make sense. I don't think that's the case at all. At first the wow factor certainly creates a situation where you just don't care. That was certainly my experience. However, soon after the reality of many of the poor game decisions start to become glaring. Many of which are only present in VR (such as the HUD issues). I am reasonably happy with my PSVR2 experience but it's not without issues, nor is the game (with or without PSVR2).
That's because of my limited english and I must apologize for not being able to explain it correctly.
What I meant is that you get the crazy attention to detail .. and what "it costs" on other aspects of the game that are missing.
I'm not saying that "that's ok". I'm saying that you almost undertand the design of the game, flawled as it is.
 
That's because of my limited english and I must apologize for not being able to explain it correctly.
What I meant is that you get the crazy attention to detail .. and what "it costs" on other aspects of the game that are missing.
I'm not saying that "that's ok". I'm saying that you almost undertand the design of the game, flawled as it is.
No worries. We both shared a bit of blame for that misunderstanding. I see what you mean, as far as including VR (especially across the entire game) does bring with it certain limitations, and it becomes a bit more obvious why... and you tend to get a better appreciation for it, when you're sitting in a beautifully rendered car, flying down a beautifully rendered track, all in VR. It is quite an achievement.
 
Last night I downloaded the PS4 Pro version of gt7 just to checkout the differences with the ps5 version and after checking out a few tracks I noticed that in SSR X the plane that flies over the track and lands every few minutes doesn't happen in the ps4 version.
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Gonna keep checking out what other differences I can find.
 
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Heaviest component(s) ahead of driver vs. behind driver. It's not that tough.
In theory it's easy yes, but only PD knows if they have some kinda simplified but coherent 'mechanical' model or they just code the steering directly. Both can be done easily for coders. If steering is coded directly somehow, then all relations to classical mechanics is irrelevant in this debate of ours.
 
In theory it's easy yes, but only PD knows if they have some kinda simplified but coherent 'mechanical' model or they just code the steering directly. Both can be done easily for coders. If steering is coded directly somehow, then all relations to classical mechanics is irrelevant in this debate of ours.
So... just to check I've got this right... your position is that PD's handling model doesn't even simulate weight distribution?
 
These have appeared quite soon.




Sooner than usual? Or are the first posts highlighting the previous update's contents usually about 1 week after its release?

I mean, this makes way more sense than the usual schedule of posting the cars several weeks after the update's release. It's at least close enough to the actual release date that it doesn't feel like a comedic bit.

(Also quite amusing is the fact that the CR-V didn't get any social media posts last month, for reasons a lot of you can probably infer. :P)
 
(Also quite amusing is the fact that the CR-V didn't get any social media posts last month, for reasons a lot of you can probably infer. :P)
...on top of said car not getting a tie-in event (permanent or Special Event, barring as a traffic car in third Civic Special Event).
 
So... just to check I've got this right... your position is that PD's handling model doesn't even simulate weight distribution?
I guess it does, but since it is a computer program it can be coded directly that a car has more or less grip & is conditionally over steered or under steered based on parameters & numerical values that might be a direct input by coding. E.g. in GT5 if we used the GT5 garage editor we could change the grip values directly in the editor regardless of tire compound or weight or downforce or drivetrain.
My main point is the difference here in the coding in a 3d video game that probably has a physics model similar to classical mechanics does not need to have it.
But if it does, then likely most of the parameters like FF, FR, 4WD will play into that GT7 [physics} model, but could also be done otherwise directly. There are at least two different ways of doing this in a computer program while it is not possible in the real world of classical mechanics.
Based on experience from GT5&GT6&GT7 whereas if we move the extra added weight of a car it seems PD has model similar to classical mechanics, but if we change the tires on the front of a FF car to RS & rear to SH & we see the change in car behavior it seems to me that some of the mechanics [parameter input} might as well be coded directly without any need to change simulation model of classical mechanics.
So my conclusion on the disagreement which started this, I'm uncertain if PD needs to change the weight distribution like it is on the Peugeot T16 or the 205 GTi even if PD changes the car from FF to 4WD. Perhaps they would code it directly?
 
I guess it does, but since it is a computer program it can be coded directly that a car has more or less grip & is conditionally over steered or under steered based on parameters & numerical values that might be a direct input by coding. E.g. in GT5 if we used the GT5 garage editor we could change the grip values directly in the editor regardless of tire compound or weight or downforce or drivetrain.
My main point is the difference here in the coding in a 3d video game that probably has a physics model similar to classical mechanics does not need to have it.
But if it does, then likely most of the parameters like FF, FR, 4WD will play into that GT7 [physics} model, but could also be done otherwise directly. There are at least two different ways of doing this in a computer program while it is not possible in the real world of classical mechanics.
Based on experience from GT5&GT6&GT7 whereas if we move the extra added weight of a car it seems PD has model similar to classical mechanics, but if we change the tires on the front of a FF car to RS & rear to SH & we see the change in car behavior it seems to me that some of the mechanics [parameter input} might as well be coded directly without any need to change simulation model of classical mechanics.
So my conclusion on the disagreement which started this, I'm uncertain if PD needs to change the weight distribution like it is on the Peugeot T16 or the 205 GTi even if PD changes the car from FF to 4WD. Perhaps they would code it directly?
way too many 'maybes, shoulds, coulds, possibles, & guesses' to make a credible case.. :lol:
 
I‘ve always liked St. Croix too for the same reason. I know it‘s a fictional track but looks very convincing and close to real life.

In what sense? Pretty much all the corners look very unnatural and out of place along with the huge suspension bridge in the middle.
 

With this kind of confusion over the license owners (cf : update at the bottom of the article), we're won't see Marcos back in Gran Turismo any time soon. I guess..
Unfortunately a load of outlets ran with one version or the other without checking first, which was pretty depressing as both versions were out at roughly the same time.

The Nash-owned company seems to have all the rights to names and designs, as well as plans for three separate vehicles (one quite similar in profile to the 90s' offerings). Unsurprisingly the "other" company seems to have "a" name but not much else, and ridiculous "plans" for a supermegahyperultracar.
 
Unfortunately a load of outlets ran with one version or the other without checking first, which was pretty depressing as both versions were out at roughly the same time.

The Nash-owned company seems to have all the rights to names and designs, as well as plans for three separate vehicles (one quite similar in profile to the 90s' offerings). Unsurprisingly the "other" company seems to have "a" name but not much else, and ridiculous "plans" for a supermegahyperultracar.
It looks quite similar to the Vanwall situation. Small British automotive companies seem to be easy prey in recent years.
 
The Marcos license does still seem to be possible to obtain if Polyphony was inclined to do so.
Project Motor Racing has a Marcos Mantara LM600, as well as some other obscure brands from the past like Mosler & Morgan.

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Unless PMR has one of those weird kind of licenses where it's not with the individual manufacturer, but for an entire series or group of cars.
 
obscure brands from the past like Mosler & Morgan.
Morgan are very much still going! They've just released their new Supersport.

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Unless PMR has one of those weird kind of licenses where it's not with the individual manufacturer, but for an entire series or group of cars.
If the ownership of the brand and intellectual property are in question there's possibly more scenarios where they can use than there are if the brand was dormant in some major car manufacturers portfolio - including not bothering with obtaining a license agreement at all (it's hard to be sued by someone for using their IP, if their ownership is disputed in the first place).
 
The Marcos license does still seem to be possible to obtain if Polyphony was inclined to do so.
Project Motor Racing has a Marcos Mantara LM600, as well as some other obscure brands from the past like Mosler & Morgan.

View attachment 1462569

Unless PMR has one of those weird kind of licenses where it's not with the individual manufacturer, but for an entire series or group of cars.
Ian Bell and his cronies are located in Britain so they know their way around acquiring tons of British licenses. Project CARS' tracklist was bloated with (good) British tracks.

I know Lister for example still exists and was tuning F-Types not long ago.
 
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What’s a “natural” type of track for comparison purposes

Le Mans
Solitude
Reims
Rouen
Dundrod


Tracks that are 10km long use public roads, St Croix does not look like it uses public roads because public roads aren't a million miles wide with square corners through flat forest sections, nor does any country road have a huge suspension bridge over a lake.

St Croix has sections that look passable but it just doesn't look like a cohesive track and is a waste imo
 
Tracks that are 10km long use public roads, St Croix does not look like it uses public roads because public roads aren't a million miles wide with square corners through flat forest sections, nor does any country road have a huge suspension bridge over a lake.

St Croix has sections that look passable but it just doesn't look like a cohesive track and is a waste imo
Couldn't agree more, especially when the game lacks things for the slower cars. Sainte-Croix could have been a totally different track (or could have proposed a much more interesting alternative layouts) if they'd stuck closer to the reality of the roads around the lake.

Capture d'écran 2025-07-04 174127.pngCapture d'écran 2025-07-04 174139.pngCapture d'écran 2025-07-04 174149.pngCapture d'écran 2025-07-04 174159.png
 

With this kind of confusion over the license owners (cf : update at the bottom of the article), we're won't see Marcos back in Gran Turismo any time soon. I guess..
Marcos have licensed their cars to Project Motor Racing (most notably the Mantara LM600). There's still hope somewhat.
 
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