Jordan
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This is the discussion thread for an article on GTPlanet:



Neat, but meaningless if PS compatibility is out of the question for most hardware manufacturers
I would also like to see actual button mapping being supported, I have the Fanatec DD Pro Base without the GT Wheel rim, got a Formula v2.5 rim instead, the initial mapping was a bit confusing, but I got it all where I wanted it, recently however, I was wondering if the Advanced Paddle Module works on GT7, but if it did it would be a complete nightmare to map so I've been holding off on purchasing it (I also want it for LMU and perhaps iRacing if I find the use for it there)
I'd believe the level of downforce of the cars you choose result in some being easier to steer than others, since downforce translates to a heavier car at speedWheel weight and feel definitely varies from car to car as it is. At least on the DD Clubsport + or whatever the heck it is that I have. I think I leave in-game "Max Wheel Torque" around 7 or 8 and some cars are fairly light and don't have much feel and then like a Group C car feels very heavy to the point where I might turn it down from 8 to 7. And then other cars I bump it back up.
I guess my complaint there is that sometimes it doesn't quite make sense. Like yea, a Group C car I would think about be heavy and detailed. But then I'll pop into some other old race car that I would think would be similar and its not. And then I'll get into some random street car and it feels great, etc etc.
I do think the FFB is better than the PC sim people give it credit for. It's much more subtle than the PC stuff. I genuinely think they are afraid of people hurting themselves with a high torque wheel (which is dumb, IMO) but I wish there was a bit more detail. Or consistent detail. Because, again, some cars I feel like I can feel curbs. And then other cars I can't.
Which button mapping issue? I’m confusedso much ********... jamauchi cannot even solve the button mapping issuein gt games since .... gt3 ?
ridiculous
If you use any other wheel rim than the official wheel rims (e.g. DD Pro rim and DD Extreme rim), chances are some of your buttons, axes, and rotaries are locked to preset functionality and cannot be remapped, because the official wheel rims don't have them.Which button mapping issue? I’m confused
Button mapping is a mess. Unless you have a Gran Turismo wheel, you’re left with a botched steering wheel with nearly half its features not recognized or supported by the game.Per wheel base FFB fine-tuning is nice for sure, but I don't see why he has to restrict button mapping so much, since obviously they aren't gonna create official button layouts for every interchangeable wheel rim that people use on supported wheel bases. Just let players have real function to button mapping like every other game, instead of the awkward button to function mapping.
If you use any other wheel rim than the official wheel rims (e.g. DD Pro rim and DD Extreme rim), chances are some of your buttons, axes, and rotaries are locked to preset functionality and cannot be remapped, because the official wheel rims don't have them.
Even if it released on PC, which is unlikely, the likelihood of the game being presented in a format which would allow modding is zero.If Yamauchi and his team released the game on PC, and allowed modding support, the modding community would do it themselves. No joke. They would literally save money on implementing a per car force feedback setting because that's what modders could do, and would likely do it better. Why? Because that's what the modding community already does. Many times the modding community has made a game that was released in a terrible state nearly unplayable, to a smooth gameplay experience, before the actual devs did. It seems the force feedback is a weak point with polyphony and even though Yamauchi is looking to drastically improve that, it would be more cost effective to allow modders to do it instead by releasing it on another platform, PC, and get a whole new community of players, which could likely double their revenue. I'm also not just a PC Fanboy either. I've owned every PlayStation except the ps5 since the PS1, and I've played Gran Turismo since the first installment. It wasn't until the Xbox 360 that I got both systems. I now have a gaming PC that I can relive my PS1 and and PS2 experiences on. I don't want a PS5 because I'd only play one game on it.. and that would be Gran Turismo. I know many others are in the same situation I'm in. A PC that is specced way higher than a PS5, but also wants to play Gran Turismo without investing into another additional system and hardware you already have (because it's not compatible on PlayStation) on top of the game itself. I'd have two separate Sim rigs.. Please just release it on PC already. Us serious gamers have the means to put together or buy a system that will handle it.
That is just so unfortunate. It's a big reason why small developers are making their own racing games because large corporations stick to what has worked and is profitable. What's worked in the past for years won't always work though, and I see that happening sooner than later with the way the industry is going especially If the next console isn't going to be launched until 2030 (based on RAM shortages) then we have four more years with the PS5 while PC hardware will get better every year. By 2030, we'll have PC'S that are 6-8 times faster than a PS5 pro allowing developers to push their graphics and technology that much farther than they would be able to on consoles. As is, a PC with a 9800X3D and a 5090 is already 300 to 500% faster than a PS5 pro. Gran Turismo has always been more graphically impressive less glitchy and smoother than the rest IMO and I believe that companies that start developing on PC now will be able to outdo polyphony in these areas. I'm not a programmer but I understand some basics. If we look at what Bethesda did with Oblivion remastered, they used a game engine within a game engine. Couldn't one theoretically take that strategy and create a virtual machine within your pc that makes the hardware run identical regardless of system? Kind of like an emulator, but more advanced. Instead of translating instructions and code, it would replicate the same instructions regardless of hardware, essentially making Gran Turismo run on its own OS which could potentially allow polyphony and Sony to operate on PC without Microsoft being involved - I imagine it as when you boot Gran Turismo 5, you're met with a PlayStation logo and a PlayStation sign in. "While using this software, Windows features will be unavailable." If steam can create their own devices and their own OS, and can even implement that on PC, why can't Sony? After all, the PlayStation is just a computer that's been specifically designed for one purpose with only one hardware configuration. However, I do know that's been a strength of polyphony's, only dealing with one hardware set, and perfecting the game to its absolute limit of hardware limitations. Anyway I just wanted to post this to bring some food for thought to the table. But at the end of the day, what works is what's going to work and what doesn't can hurt or even destroy the company.Even if it released on PC, which is unlikely, the likelihood of the game being presented in a format which would allow modding is zero.
Although what you said has truth in it, it also shows that you can’t replicate the realism of a car just by making the wheel behave similarly or even identical to the real thing and expect it work. The reason is obvious. We’re not actually in a car driving it and experiencing G forces. The game developer has to cleverly try to adapt the feeling of losing grip through the wheel amongst of myriad other things. There’s a lot of nuance here.It’s funny to see some people want per car per wheel FFB… because if PD ended by doing this, you’ll see the same people say : The FFB is too light on [put a name of a car]… and we feel nothing… and this is **** etc…
While it will be the real behavior of the car…
EDIT : just for clarifying a point : adding artificial vibration and FFB effect like ACC or LMU did, is NOT realism…
Actually, the comment above reminded me of specifics: I would've thought downforce was the attributing factor, but then you go get in an F1 car (one of the old or 90s ones I think) and theres like no weight to the wheel. Almost no "feedback". Seems bizarre to me.I'd believe the level of downforce of the cars you choose result in some being easier to steer than others, since downforce translates to a heavier car at speed