- 122
- Poland
- Szejok666
To begin with - I have been playing Gran Turismo since 1998 and have spent thousands of hours in this series - so I think I can try to comment on what, in my opinion, GT7 has lost compared to previous games.
1. Probably the most important thing in a racing game - driving physics
Many of you probably think that the physics in GT7 are an evolution compared to GT6. In my opinion, the driving model in GT6 was better. Having played both games on same day, I think that steering in GT6 is softer, more nuanced and there's more feel to it. Suspension model in GT7 feels like downgrade (weight transfer feels barely present), snap oversteer is a problem and transition between gripping and sliding is not linear. Something is really wrong in this matter - it was updated quite quickly after release and many times after (at the game's premiere the driving model was really unfinished and often undriveable in my opinion), but it still feels as if the PD got lost and had no idea how to improve it - which leads to another issue, namely:
2. Tires or/and cars grip levels:
Back in GT6, I spent a lot of time comparing lap times and setting up in-game tires to match real-world performance. It was really well reproduced (at least for 1980+ cars) and after selecting the right type of tires (Comfort Medium/Hard/Soft for 99% of road cars in the game) and sometimes correcting the curb weight/weight distribution, it was possible to obtain very realistic lap times on individual tracks (in the range of 2-4 seconds on the Nurburgring and up to 1 second on Laguna Seca).
In GT7, realistic tires setting is also possible, but only for newer models. Somewhere around cars manufactured in 2005 (and older), it is impossible to select tires so that lap times and lateral G values are realistic - this applies to virtually all cars older than this date. A few examples:
cars have very poor (unrealistic) grip when accelerating, while having quite high lateral grip. Achieving 0-60 or 0-400m times with tires that behave most realistically in corners is impossible.
And finally - a purely visual issue, but problematic because it takes away the joy of watching replays in GT7.
The rotation of the front wheels does not keep up (visually) with the proper turning of the car. More precisely, the car turns and reacts according to the controller input, but the front wheels do it much slower. This is also visible in the view from the car cabin (steering wheel movements do not correspond to the turning of the car). This is best seen during drifting and very slow driving with quick changes of direction (lock-to-lock) - the car turns faster than the wheels.
You may think I'm nitpicking, but it seems to me that if PD can properly reproduce details such as transparency and the texture of the glass on for instance a headlight, it's strange that it ignores such important issues.
1. Probably the most important thing in a racing game - driving physics
Many of you probably think that the physics in GT7 are an evolution compared to GT6. In my opinion, the driving model in GT6 was better. Having played both games on same day, I think that steering in GT6 is softer, more nuanced and there's more feel to it. Suspension model in GT7 feels like downgrade (weight transfer feels barely present), snap oversteer is a problem and transition between gripping and sliding is not linear. Something is really wrong in this matter - it was updated quite quickly after release and many times after (at the game's premiere the driving model was really unfinished and often undriveable in my opinion), but it still feels as if the PD got lost and had no idea how to improve it - which leads to another issue, namely:
2. Tires or/and cars grip levels:
Back in GT6, I spent a lot of time comparing lap times and setting up in-game tires to match real-world performance. It was really well reproduced (at least for 1980+ cars) and after selecting the right type of tires (Comfort Medium/Hard/Soft for 99% of road cars in the game) and sometimes correcting the curb weight/weight distribution, it was possible to obtain very realistic lap times on individual tracks (in the range of 2-4 seconds on the Nurburgring and up to 1 second on Laguna Seca).
In GT7, realistic tires setting is also possible, but only for newer models. Somewhere around cars manufactured in 2005 (and older), it is impossible to select tires so that lap times and lateral G values are realistic - this applies to virtually all cars older than this date. A few examples:
- 2006 Ford GT - on CS is too grippy (7:24 on Nordschleife), on CM is not fast enough (7:49 on Nordschleife, achievable only with death wish). Real Life time is 7:40. Similar problem/times are with SLR McLaren, 2005 Viper SRT etc.
- 90's JDM Evergreens (NSX, Supra, Skyline and so on) - in GT6 they were almost perfectly modeled when it comes to performance (all with CM tires), in GT7 they're either too fast on CM and too slow on CH ( R34/R33/R32/Supra/300ZX/3000GT) or too slow on CM and too fast on CS (NSX-R '92 & 02, RX-7 Spirit R)
- 1970's and older - most vintage cars do not have tire options that match realistic grip - for example a '68 Hemi Charger will not achieve 0.79 lateral G on stock tires - from tests from that period 0.68 - 0.70G is the maximum. Here comes another problem, present since around GT4:
cars have very poor (unrealistic) grip when accelerating, while having quite high lateral grip. Achieving 0-60 or 0-400m times with tires that behave most realistically in corners is impossible.
And finally - a purely visual issue, but problematic because it takes away the joy of watching replays in GT7.
The rotation of the front wheels does not keep up (visually) with the proper turning of the car. More precisely, the car turns and reacts according to the controller input, but the front wheels do it much slower. This is also visible in the view from the car cabin (steering wheel movements do not correspond to the turning of the car). This is best seen during drifting and very slow driving with quick changes of direction (lock-to-lock) - the car turns faster than the wheels.
You may think I'm nitpicking, but it seems to me that if PD can properly reproduce details such as transparency and the texture of the glass on for instance a headlight, it's strange that it ignores such important issues.
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