Gran Turismo Sport: General Discussion

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I always felt GT was Best Motoring.

When at Tsukuba and JDM vs Euro cars yo ! :D The old 90's Tsukuba Super Battle, F40, RUF CTR, 512TR vs JDM best, NSX, RX7, GTR and MR2 could have been in GT2 :p

Speaking of Ferrari F40 ( 530PS ) and RUF CTR ( 518PS ), those car have never been correctly represented in games, all of them got the power and weight from official numbers, which is useless as the real actual car often heavier and more powerful in stock form :D You can have the best physics in the world but when the car basic stat/spec is not even accurately build, it's a waste :p

I can't wait for F40 and CTR in GTS super premium guise, with accurate to real car power/weight stat at the very least ( I wonder if PD staff ever read my garage thread ... ) I may have to open a new one for GTS someday.
 
GT6, I guess is what you mean?

Because GTS, to my knowledge at least, hasn't been released yet :) (unless you were at the Copper Box, I guess?)
Pretty safe to assume that GT Sport is going to be an evolution of the GT driving model rather than a revolutionary leap forward. They purposefully do not go for the hardcore realism in these games to keep them more accessible.
 
Why it is different,textures are the same lightning is the same, in replay you have blur effect and better aa that's all.

We were talking about GTS and you aren't. i wouldn't go in-depth how it differ in GT6. You can try look for LOD difference in GT6 forum. I dont have obligation to spoon-feed you and this is out of topic.


When at Tsukuba and JDM vs Euro cars yo ! :D The old 90's Tsukuba Super Battle, F40, RUF CTR, 512TR vs JDM best, NSX, RX7, GTR and MR2 could have been in GT2 :p

Speaking of Ferrari F40 ( 530PS ) and RUF CTR ( 518PS ), those car have never been correctly represented in games, all of them got the power and weight from official numbers, which is useless as the real actual car often heavier and more powerful in stock form :D You can have the best physics in the world but when the car basic stat/spec is not even accurately build, it's a waste :p

I can't wait for F40 and CTR in GTS super premium guise, with accurate to real car power/weight stat at the very least ( I wonder if PD staff ever read my garage thread ... ) I may have to open a new one for GTS someday.

Maybe you could try on others game first. I know one which replicate the characteristics of F40 and yellowbird really well but i wouldn't mentioned it again here. Later some of the purist marked me as their arch-enemy.


Kunos do build professional simulation software for Ferrari, but it is not what the F1 team uses.


While this is more or less true, there are certain objective tiers, I'd say.

And I think when console-only users get their hands on Assetto Corsa, they're going to discover that GT is certainly not the 'height' of realism by any means in the racing genre. AC a pretty clear cut step above.

This > Kaz : " Gran Turismo Sport is not marketed as being a hardcore driving simulator, GT Sport should instead be a game for all kinds of drivers, and should give all interested players opportunities to express themself."
 
Pretty safe to assume that GT Sport is going to be an evolution of the GT driving model rather than a revolutionary leap forward. They purposefully do not go for the hardcore realism in these games to keep them more accessible.

I don't want to start an argument here, but you literally do not know any of that. And you state it as if it's a fact.
 
Pretty safe to assume that GT Sport is going to be an evolution of the GT driving model rather than a revolutionary leap forward. They purposefully do not go for the hardcore realism in these games to keep them more accessible.

Probably because GT target sales and target market is more larger and wider, they want to catered for everyone taste, not just for those who want a hardcore sim.
 
We were talking about GTS and you aren't. i wouldn't go in-depth how it differ in GT6. You can try look for LOD difference in GT6 forum. I dont have obligation to spoon-feed you and this is out of topic.




Maybe you could try on others game first. I know one which replicate the characteristics of F40 and yellowbird really well but i wouldn't mentioned it again here. Later some of the purist marked me as their arch-enemy.




This > Kaz : " Gran Turismo Sport is not marketed as being a hardcore driving simulator, GT Sport should instead be a game for all kinds of drivers, and should give all interested players opportunities to express themself."

I know which game, AC right ? :D I have made comparison for CTR between GT6 and AC, but someone else drove the AC version, it was on a video I posted some pages ago ( you can find the car on my garage thread ). The problem with AC is it also use official numbers for power and weight ( as listed on car description in game ), I'm not sure you can make F40 outputs 530PS or CTR at 518PS on stock boost ( increasing boost should also alter it's characteristics - like more lag etc ) and have more accurate weight. I have yet to see game that uses real car figures ( dyno and corner weight measurement of stock condition car )

This issue also heavily plagues GT series, and I think GTS will not be immune. Nissan GTR NISMO for example, it uses official power 600PS/591HP in GT6, AC may also use same figure, but in reality, the actual car produces over 660+PS on stock condition/boost ( 15.2 Psi ) and lowly 93 octane fuel, imagine JDM model with 100 octane fuel ( at least another 20-30 PS gain ) The old R35 ( 1st gen CBA-R35 ) already can produce 585PS with only ECU tuning and exhaust at mere 14.3 psi boost.

Talking about fuel octane, ever wondered how games simulate fuel octane ? Do they assume 100 fuel octane performance ? :p Because in real life, lower octane fuel lowers horsepower and torque. I used to play NHRA game a lot, I think if I remembered correctly, I can set fuel quality in that game and there might have been dyno tuning as well :) it was awesome.
 
When at Tsukuba and JDM vs Euro cars yo ! :D The old 90's Tsukuba Super Battle, F40, RUF CTR, 512TR vs JDM best, NSX, RX7, GTR and MR2 could have been in GT2 :p

Speaking of Ferrari F40 ( 530PS ) and RUF CTR ( 518PS ), those car have never been correctly represented in games, all of them got the power and weight from official numbers, which is useless as the real actual car often heavier and more powerful in stock form :D You can have the best physics in the world but when the car basic stat/spec is not even accurately build, it's a waste :p

I can't wait for F40 and CTR in GTS super premium guise, with accurate to real car power/weight stat at the very least ( I wonder if PD staff ever read my garage thread ... ) I may have to open a new one for GTS someday.
The so-called best physics in the world don't change just because a car in a game doesn't conform to some arbitrary power and weight figures that occur after the car leaves the factory. That's probably literally true with every single car in the world.
 
The so-called best physics in the world don't change just because a car in a game doesn't conform to some arbitrary power and weight figures that occur after the car leaves the factory. That's probably literally true with every single car in the world.

The law of physics in game do not change, but the object that being simulated is the issue as it will have different result when driven. Do you sense a difference driving 478PS F40 vs 530PS F40 ? Try raise the boost on F40 in AC to reach 530PS ( the real car produces that power on stock condition ), you will for sure, and I'm not even talking about weight and distribution ( try 1286kg or 1360kg / 40:60 or 38:62 ), all which will be simulated according it's values, and F40 do not weight 1100kg when driven IRL. This is why stock cars in GT6 for example drives a lot different to one that I have tuned ( stock F40 vs my replica F40 in GT6 ).

I may be driving a stock F40 car in a game ( say GT6 ) it looks like one, but it does not have the power or weight/distribution of real F40. 10PS or 10kg or 1 percent heavier front difference may be fine, but when it's more than 50PS or 50kg or 5 percent heavier either side, it's easily felt.
 
Because the game is heavily centered around "Sport" mode?
Are you positive about that? After all it was Kaz himself who said they could have called it GT7. Why did he make that statement? Sounds to me that GTSport was its name just cover up their incredibly slow development and a strategy to finally get a game out on the PS4 before they get a full game with a career mode, more tracks, more cars, better AI and sounds finished. Many wont agree, but they'll be the same people making excuses for GTSport in the lead up to GT7 on why GT7 will get it right this time etc etc, just my prediction and opinion of course. But bookmark this post and we'll come back to it in 2 or 3 years.
 
The law of physics in game do not change, but the object that being simulated is the issue as it will have different result when driven. Do you sense a difference driving 478PS F40 vs 530PS F40 ? Try raise the boost on F40 in AC to reach 530PS ( the real car produces that power on stock condition ), you will for sure, and I'm not even talking about weight and distribution ( try 1286kg or 1360kg / 40:60 or 38:62 ), all which will be simulated according it's values, and F40 do not weight 1100kg when driven IRL. This is why stock cars in GT6 for example drives a lot different to one that I have tuned ( stock F40 vs my replica F40 in GT6 ).

I may be driving a stock F40 car in a game ( say GT6 ) it looks like one, but it does not have the power or weight/distribution of real F40. 10PS or 10kg or 1 percent heavier front difference may be fine, but when it's more than 50PS or 50kg or 5 percent heavier either side, it's easily felt.
All of this may be true but I still wouldn't characterize any game or a car in a game that used factory specs for their cars as useless or a waste.
 
All of this may be true but I still wouldn't characterize any game or a car in a game that used factory specs for their cars as useless or a waste.

Fair enough, it's how you enjoy the game :)

I have replica garage solely for the purpose of making corrections on PD mistakes, I learned a lot of things, from car data, design, game physics and I could make use of my own real life experiences in the process while having fun driving.

It will be a waste for me if I'm stuck with inaccuracy while playing, a waste opportunity or potential to be more accurate in simulating the cars, giving whole new experience like the NSX build that was reviewed by @LeGeNd-1 that he compared to AC NSX mod or Rfactor NSX, it's only 90% score for GT6, but he said it changed the car tremendously and whole new game compared to the stock GT6 NSX :) The same goes to the Aventador SV that he also reviewed against AC, in which AC rendition is accurate in terms of power/weight ( comparing to real life test weight )
Another example, the NISMO GTR could pull 2.xxs 0-60 and 10s quartermile in real life ( stock ), if in the game ( GT6 ) it gets inaccurate power/weight and made the GTR only able to pull 3s and 11s on closest tire, that is minus for me, and that is just straight line performance, not handling or how the AWD works. In GT6, I'm disappointed with R32 GTR AWD/ATTESA characteristics, the R33 and R35 are the best, while R34 is the middle ground.
 
Get Gan-san or Nakaya-san or Tsuchiya-san to do a review on a game, put it in a Best Motoring episode, I will believe them :D

I'm dreaming something like this years ago!


Best Motoring international and old Top Gear :( best car shows in the world .

I never trust the old Top Gear.....
Maybe a review from Chris Harris!
 
I'm dreaming something like this years ago!




I never trust the old Top Gear.....
Maybe a review from Chris Harris!
No im not talking about reviews but about the show itself, these two are the best for me.
 
Keiichi would probbaby do the most honest and accurate review, in terms of differences between real and virtual driving... It's a shame they don't have an old 86 for him to try, it could be possible they have the new 86 tho
 


now who say Tsuchiya and 86 in GT6? I wonder the score if he were to review it after this . :p




or this maybe

Fair enough, it's how you enjoy the game :)

I have replica garage solely for the purpose of making corrections on PD mistakes, I learned a lot of things, from car data, design, game physics and I could make use of my own real life experiences in the process while having fun driving.

It will be a waste for me if I'm stuck with inaccuracy while playing, a waste opportunity or potential to be more accurate in simulating the cars, giving whole new experience like the NSX build that was reviewed by @LeGeNd-1 that he compared to AC NSX mod or Rfactor NSX, it's only 90% score for GT6, but he said it changed the car tremendously and whole new game compared to the stock GT6 NSX :) The same goes to the Aventador SV that he also reviewed against AC, in which AC rendition is accurate in terms of power/weight ( comparing to real life test weight )
Another example, the NISMO GTR could pull 2.xxs 0-60 and 10s quartermile in real life ( stock ), if in the game ( GT6 ) it gets inaccurate power/weight and made the GTR only able to pull 3s and 11s on closest tire, that is minus for me, and that is just straight line performance, not handling or how the AWD works. In GT6, I'm disappointed with R32 GTR AWD/ATTESA characteristics, the R33 and R35 are the best, while R34 is the middle ground.

Ridox, you dont say. It pains my heart how the R32 handles in GT6....
 
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One other thing...
This is related to the livery editor in GT Sport. I was thinking earlier today about rocking a Pokemon-themed paintjob in the game. Now, utilising basic tools to create it would be a pain in the arse, and the room for failure would be very large indeed. So, I figured that maybe you could send images to the livery editor via an app, then use them for your car so you don't have to stuff around for hours doing it yourself with basic tools.
Case in point:
Ferrari-458-GT3-1 Pokemon Mega Charizard.png
 


now who say Tsuchiya and 86 in GT6? I wonder the score if he were to review it after this . :p




or this maybe



Ridox, you dont say. It pains my heart how the R32 handles in GT6....


Going to watch those :p I'm imagining Tsuchiya-san driving my replica cars that uses his Best Motoring Tsukuba lap in GT6, the R34 and NSX-R ( even got his personal NSX-R made ) at around 1:04s on CS tires, I wonder how his impression will be ? or F40 which he did 1:03s back in the 90's :D One can dream right, should be a good wake up call when Kaz saw the video :lol:

With GTS, I really hope cars like R32 GTR will be improved, not just the 3D model, but also how most AWD cars handle, PD need to tweak the ATTESA system.
 
Going to watch those :p I'm imagining Tsuchiya-san driving my replica cars that uses his Best Motoring Tsukuba lap in GT6, the R34 and NSX-R ( even got his personal NSX-R made ) at around 1:04s on CS tires, I wonder how his impression will be ? or F40 which he did 1:03s back in the 90's :D One can dream right, should be a good wake up call when Kaz saw the video :lol:

With GTS, I really hope cars like R32 GTR will be improved, not just the 3D model, but also how most AWD cars handle, PD need to tweak the ATTESA system.


Yeah. they should really work on the AWD physics. Actually i think even if Tsuchiya-san get to try the motion-sim of GT6 with better steering set and stuff, he would still drive badly i think.

Because i think most racing driver react from g force, whereas us react based on the steering feedback.
 
In terms of simulation there is certainly a difference between simulating a fictional LMP2 car and simulating a car full of technology that doesn't actually exist yet.

In terms of simulation there is no difference. The technology doesn't have to exist in real life for you to be able to run a simulation testing it. In fact, simulations are great for testing things that doesn't exist yet, and other "what if" scenarios.

The difference has more to do with realism and staying true to actual real life motor sports.
 
People have figured out the fastest way to score fast laptimes is by wall riding and throwing the car at the wall rather than brake in this year's GTacademy.

Farce :lol:

Not a good start if GTSport is to be used as a esports platform.
 
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People have figured out the fastest way to score fast laptimes is by wall riding and throwing the car at the wall rather than brake in this year's GTacademy.

Farce :lol:

Not a good start if GTSport is to be used as a esports platform.
Well known method since first GT game. :sly:
 
About fast laptimes..
Hope they will allow for some "offroad racing", look how much they allow you to get outside of the track irl and not scrap the time because of 1mm outside like some games do.
But yeah, wall bouncing should invoke a hefty punishment, like damage to the side the body or puncture or something. Lets hope Kaz will allow for a better damage this time around.

Omg, maybe maybe. what if the damage model will be completely reworked this time as it will be more of a game with race cars. Look how good PC is modelled compared to other games. And what if the race car can crumble like a real car...

now I just droool....I know...wishful thinking.
 
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You'd think they'd fix it by now :lol: . But it's embarrassing to be honest.
Damage and penalty system should sort that out or the dreaded cones. It's disappointing how a lot of these live events are run, at least there ain't SRF this time around. The FIA World Finals should be more serious with likes of Charlie Whiting judging although he just might let drivers run wide and also allow for crashing without penalties as long as it's done on the first lap. :lol:
 
People have figured out the fastest way to score fast laptimes is by wall riding and throwing the car at the wall rather than brake in this year's GTacademy.

Farce :lol:

Not a good start if GTSport is to be used as a esports platform.

And you know this how?

I assume you must know the leaderboards for each country and have seen videos for those top time runs.
 
Damage and penalty system should sort that out or the dreaded cones. It's disappointing how a lot of these live events are run, at least there ain't SRF this time around. The FIA World Finals should be more serious with likes of Charlie Whiting judging although he just might let drivers run wide and also allow for crashing without penalties as long as it's done on the first lap. :lol:

Hope so :lol: the penalties are non existent in the build.

@Aussie_HSV from the people setting these times ;)
 
@Aussie_HSV no sadly I can't be bothered to go as it's a big drive. But my word is good for it.
All's good.

Yep, definitely a weird academy this year.
My guess is that the dropping of the Beta/demo ruined the grand plans.

Now we're left with a handful of countries and live events.
And from what I've read, it's 5 mins or 5 laps (whichever comes first)
New game, new physics, new track.

I think they stuffed-up this years academy.
It would have almost been better to fall back on GT6, or simply miss a year.
 
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