Gran Turismo 7 Physics

  • Thread starter Thread starter Shingo_civic
  • 6,971 comments
  • 828,406 views

Do you want more detailed and realistic physics on the next GT


  • Total voters
    203
  • Poll closed .
When the Update launched in the beginning, I did around half an hour in a Gr.3 Car and hated it. Turned it off. Today I finally switched it back on to learn the update properly. Logi G Pro User myself. Firstly, I reset all of my wheel settings to stock and adjusted everything as I went. I noticed I was running 135 Vibration which post update doesn't work at all anymore on this week. Everything felt like it was clipping and felt no vibrations in the low speeds. I reduced this down to 100. Massive difference.

It feels more out of the box this is how they wanted to design it etc on my wheelbase at least. It feels a lot more stronger and on 11Nm I'll be honest it feels a workout now. (GR.1 Cars feels like a Gym sesh) Put my FFB Filter to Auto. This now gives you TrueForce back on rumble strips and in lower speeds you feel more connected as a result of the increased grip. Important settings to change is Force Feedback Sensitivity anything from 5 upwards does the trick and brings the wheel to life. Paired with Strengh at 5/6.


Once I ran an hour of Dragon Trail testing 4 GR.3 cars I finally settled on settings that now finally work for me. I feel confident pushing when I need to and something so unusual like you highlighted was the fact I could trail brake into corners letting off slowly to rotate the car and it feels so unusual. I like it for sure. But the amount of braking you now need to leave until the last moments is still catching me. I've got my times back to where I was before the update finally.

But it took a lot of tinkering with my wheel settings to re-adjust my driving style. Driving Road cars now feels more balanced on a wheel which is nice. Don't get me wrong it doesn't feel GOAT tier incredible like it did before Update 1.49. But it now feels the best It can be for where it is. I will miss predictively braking into an apex and knowing exactly how Gran Turismo used to handle this as that was a signifature GT DNA that has been there for many years. But it does feel more realistic now for sure.
 
Yes! I've been having this bucking problem for a week. It affected my Pontiac Trans Am, Toyota Alphard, Toyota Tundra, Alpine A110 '72, Toyota Hiace and a bunch of others. Basically all my aggressive time attack cars.

It feels to me like a soft rev limit going half way up the rev range. Setting the Top Speed Auto setting to 320 or higher (then adjusting the gears normally) fixed the problem on my end.
Did this reset something? Or is it masking the bucking?
 
Last edited:
Hello guys !

Before the update, I used to play gr3 cars 98% of the time. Or street legal cars but almost stock. Never struggled to drive.

Since the update, I am more into driving street cars on lobby, just for fun. And I drive tuned cars.

We all know the physics is a nightmare for gr3 cars (glued to the ground, understeer no matter what...).

But for the tuned road cars... on sport soft... It understeers as well, and on hard brakes the steering is completely locked. Even trying to tune the suspension, aero etc. It is a bit better... but not enough. On hard brakes, the car won’t turn and will just go straight. Like there is no ABS, but wheels don’t lock). Stock cars are good. But tuned ones are kind of a nightmare for me. Was it the same before the update ? Do you have the same "problem" ? If you have, but are able to correct it with some tuning/setting that would be a very good thing to me ! It would mean that it is possible to correct it and I am just wrong on doing it.

If I put racing soft, then it handles well. But not realistic...

I think I also have to find new settings for my GT DD pro 8nm. The steering wheel feels to smooth, like boat, on road cars...

Thanks and have a great day !
 
Did this reset something? Or is it masking the bucking?
I'm not sure. I lean toward masking / keeping settings out of error/bug range.

At least we have a workaround. The only drawback is an extra step in setting up a gearbox.
 
Last edited:
Most e-sports players prefere learnable high accuracy demands, that they can learn and master. Prefarrably things staying the way they have already mastered. Things changing from proactive to reactive is never their preference. So few grains of salt is always needed with their opinions.

That said - the fast seem to still be fast.. adapt and overcome.
Exactly. Not quite same (and tbf i havent played it for years), but upon the yearly release of the new COD, forums would ne full of sweats bemoaming how cr4p the new game was, gameplay adjusted in a way that made it worse, more 'random- in a way that benefitted casuals more.

Putting aside that its popular to hate cod, Activision, Microsoft etc fullstop (rightly or wrongly).just using cod as easy example.
... Imo, this phenomenon can be applied to any online game that has slightest competitive element.

Oveethe years, It often seemed to boil down them having exceptional kill death ratios in the previous game after nailing it and thousands/hundreds of thousands of hours knowing it through sheer reflex and muscle memory.

Then getting an uneasy feeling, bit fish out of water playing new game, k/d ratio suffering. Not saying all the well known gt players are necessarily suffering this, but probably element of some being so invested in it its almost becomes a not insignificant extension of of who they are, so likely an element of ego taking a hit.

Obviously some updates/cod releases may be considered worse than previous version by near enough everyone after a while,but thats not an overnight thing.

And most the competitive 'haters'(sweats) of new gameplay on cod forums stop over time, as they put in their usual extreme number of hours, and start dominating, k/d ratio back to where it was as muscle memory of new gameplay and maps is settles in and ego/self worth restored ;)

Gt7/sim racers can use the 'not realistic' thing, unlike cod and most other genres. But unless the person has experience in those cars, or very close to reliable people who have and can break down and articulate the differences, it just comes across as a bit of a defence mechanism imo ;)
 
Last edited:
You know what's a real trip on these physics? The 2J mission at Sardegna.

Fan car + racing softs + these physics might honestly be the most grip I've ever felt in a racing game, certainly a sim-leaning racing game.
 

"So for me just on is it real or not? I think it's how do I explain this skill level? I think the skill to drive on the previous physics actually enabled some better driving techniques. You learn more about trail braking. You learn more about handling a car. What the new physics do is create driving techniques which will create very bad habits, very aggressive braking, very aggressive accelerating, very aggressive turning, which is what is not promoted when you are driving a car in real real life around the circuit. When I had the instructions next to me on a circuit, they will tell you this as well. You don't do aggressive stuff. It's all very much smooth inputs to get you around quicker. And obviously, you're trying to balance the weight in the car as you drive in real life. I do feel like the old physics, they weren't necessarily realistic in terms of the snap over steer, but they created more of driver skill and driver technique, which you could apply in real life, whereas now we're getting into a very bad habit situation. But we'll have to wait and see. Obviously, I don't drive race cars in real life. I have driven race cars in real life, but I don't drive group three, for example."
 
Last edited:
snc

Manu Rodriguez said it in a very clear way, referring to Gr3:

"Zapatazo y volantazo"

Meaning that now you just stomp on the throttle and yank the wheel to drive the car.
 
Back