Gran Turismo 7 Physics

  • Thread starter Thread starter Shingo_civic
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Do you want more detailed and realistic physics on the next GT


  • Total voters
    203
  • Poll closed .
It has been a VARIABLE thing since Prologue. For instance, back in the Prologue/GT5 days, "weak" wasn't an option. It was on a scale and 1 was the fastest.

Sport and Gt7 have had it change multiple times. I recall using weak early on in GT Sport, but default was the way to go for the last decade (nearly). Now, this change makes it decidedly different for some and it's not the binary choice it has been in the past.


I've still not seen evidence of this "grip", just feelings. Feelings and hard facts are very different things.

You know, I had a discussion recently that applies to this. I was discussion the difference between Michelin vs. Pirelli motorcycle philosophy (I specify this because I haven't had the privilege to compare high end Michelins vs Pirellis on a car). Anyway, the Michelin and Pirelli both have grip. The Michelin has more grip as you approach the limit, and then it gives. It's not very communicative, so you somewhat have to memorize where the limit is rather than feeling where the limit is. Pirelli, on the other hand, begins to slide somewhat as you approach the limits, and when you get there, it doesn't just snap away from you. You learn to feel your way to max grip because you can dance around it.

The new physics, to me, are more like the Pirelli. I can slide the car around and play with possibility of losing control. Sometimes I cross the line, often I'm not close enough.

I've put up real world comparisons and the game is not faster than the real thing.
? :boggled: :confused: :boggled: ?

Switch to ABS weak and/or brake earlier.

I'm really confused by these statements that the cars have more grip, but people are understeering, which would indicate less grip 🤔

https://www.dailysportscar.com/2026/09/26/team-motopark-score-monza-500-pole.html

Monza Pole for the GT Open event today was 1:44.452 with the Merc Evo. So, you're saying with tire wear turned on, you can beat that time? Because if the cars are "glued to the ground" you should be able to destroy that lap time. Especially because the game's track limits are much more forgiving than the real world.

Remember, tire wear must be ON. I'll give it a try and see what I can do.

"I'm really confused by these statements that the cars have more grip, but people are understeering, which would indicate less grip 🤔"

That's what my reply was referring to, nothing else(?)...
 
I stopped playing GT7 after update 1.71, despite having spent hundreds of hours enjoying the game and tuning my cars.

For me, version 1.70 offered an excellent balance between realistic handling, precise controller feedback, and driving enjoyment. Since 1.71, I no longer feel the same connection with the cars.

What frustrates me most isn’t simply the change in physics. It’s that countless hours spent carefully tuning my cars have effectively been wasted, with no option to return to the handling I enjoyed.

I’m not claiming the old physics were objectively more realistic. I simply preferred how the cars responded and communicated their limits.

I’ve since moved to Project Motor Racing, which gives me more of the driving sensations I was looking for.

I respect Polyphony Digital’s desire to improve its physics, but forcing such fundamental changes on every player without offering a choice feels disrespectful to those who invested so much time in the game.

If GT7 eventually receives a fully offline mode, I’d love to see an option to choose between different physics versions, allowing players to preserve the driving experience they originally enjoyed.
 
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