Real lap times vs GT7

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Greetings all. After a quick search I couldn't find a similar thread. My idea is to compare real life car/track times to GT7. Currently my main source for this is YouTube! For example Best Motoring videos are quite good since they show you the mod list, weight and power for each car as well as the track and time.

My first example is the stock 1999 AP1 S2000 at Tsukuba in the dry.
One BM source video shows:
Screenshot 2026-02-20 085720.webp


This shows the S2000 between 1'10 flat and 1'09"53 (closed top).

With comfort softs, and after about 4-5 laps I was able to get a 1'07"8 on Tsukuba. I use a G923 with clutch and H-shifter (no assists of course, besides ABS).

That's within 5% of the time in BM, in other words - quite accurate!
Of course times in racing sims should generally be faster than real life given the lack of g-forces and mechanical force needed to drive in the real world.

What have your experiences been?
 
Running 2 seconds per lap faster around Tsukuba is not “quite accurate” with real life. That is significantly faster. If it were within a half second, then that’s pretty good, IMO. Certainly there is no real fear of crashing in GT7. You can slam on the brakes and downshift to your hearts content in GT7 without fear of blowing up your engine or running in to brake fade. You can’t really do that in real life. There is much more finesse that needs to used.
 
bys
My idea is to compare real life car/track times to GT7.
You'll be faster, every time. In fact on every occasion in GT history where there's been a real vs virtual on-track event, the virtual has had to be nerfed with harder tyres than those that (approximately) reflect the real thing to prevent pretty much everyone beating it.

The reasons are plentiful, but essentially it boils down to the fact that in time trials in the game you can run a perfectly functioning car with no mechanical worries, in perfect conditions, without any concerns of a green or rubbered-in track or any track evolution, with no tyre degradation or heat cycling (or brake fade), for as many laps as you like incessantly, with absolutely zero fear of damage to the car or injury to yourself at any point. You can even stack it again and again and carry on going like nothing ever happened.

In reality you usually start under the limit and push towards the limit until you find out where you start getting warned by the car that you're just about there and hopefully not any further. In games you can find out where the limits are immediately and go well past them without a worry.
 
Running 2 seconds per lap faster around Tsukuba is not “quite accurate” with real life. That is significantly faster. If it were within a half second, then that’s pretty good, IMO. Certainly there is no real fear of crashing in GT7. You can slam on the brakes and downshift to your hearts content in GT7 without fear of blowing up your engine or running in to brake fade. You can’t really do that in real life. There is much more finesse that needs to used.
At the end of the day it’s a simulation. There will always be a margin of error. What’s deemed acceptable is probably down to the application: if you are using it to train professional f1 drivers then I agree 5% is unacceptable. For causal gamers on a console, with entry level steering wheel/pedals, I think it’s perfectly acceptable. Unless you are a professional race driver, then perhaps GT is not the right game for you.

Also if there is a bias in the simulation, but it’s predictable - ie., sim times are always faster for reasons x, y and z, then that’s actually easy to work with - just compensate the other way. If we find track times oscillating randomly around the real time then we have more of a problem.

You'll be faster, every time. In fact on every occasion in GT history where there's been a real vs virtual on-track event, the virtual has had to be nerfed with harder tyres than those that (approximately) reflect the real thing to prevent pretty much everyone beating it.

The reasons are plentiful, but essentially it boils down to the fact that in time trials in the game you can run a perfectly functioning car with no mechanical worries, in perfect conditions, without any concerns of a green or rubbered-in track or any track evolution, with no tyre degradation or heat cycling (or brake fade), for as many laps as you like incessantly, with absolutely zero fear of damage to the car or injury to yourself at any point. You can even stack it again and again and carry on going like nothing ever happened.

In reality you usually start under the limit and push towards the limit until you find out where you start getting warned by the car that you're just about there and hopefully not any further. In games you can find out where the limits are immediately and go well past them without a worry.
Yes of course. My idea here is just to have a bit of fun, not to replicate lap times down to the millisecond which would be absurd with the level of physics accuracy or lack thereof in GT7.
 
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bys
Greetings all. After a quick search I couldn't find a similar thread. My idea is to compare real life car/track times to GT7. Currently my main source for this is YouTube! For example Best Motoring videos are quite good since they show you the mod list, weight and power for each car as well as the track and time.

My first example is the stock 1999 AP1 S2000 at Tsukuba in the dry.
One BM source video shows:View attachment 1514600

This shows the S2000 between 1'10 flat and 1'09"53 (closed top).

With comfort softs, and after about 4-5 laps I was able to get a 1'07"8 on Tsukuba. I use a G923 with clutch and H-shifter (no assists of course, besides ABS).

That's within 5% of the time in BM, in other words - quite accurate!
Of course times in racing sims should generally be faster than real life given the lack of g-forces and mechanical force needed to drive in the real world.

What have your experiences been?
Very cool idea/thread. Let's not forget that Best Motoring never REALLY pushed any of the tested cars, especially the European supercars, so GTs times might be quite accurate after all.

I hot lapped LOTS of cars in GTSport and 7 (ALWAYS stock everything). I'll link it here, maybe it might help. :)





(There are playlists on my channel)
 
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bys
At the end of the day it’s a simulation. There will always be a margin of error. What’s deemed acceptable is probably down to the application: if you are using it to train professional f1 drivers then I agree 5% is unacceptable. For causal gamers on a console, with entry level steering wheel/pedals, I think it’s perfectly acceptable. Unless you are a professional race driver, then perhaps GT is not the right game for you.
Yeah, I agree with you. I think it's amazing the game is as close to reality as it is actually. I mean I well remember the days when the tracks were only about 80% (or less) accurate compared to the real thing! lol. We're not talking about some multi-million dollar professional simulator here after all. I can watch a real world fast lap at Nordshleife and so much of what I see is intimately familiar to me from doing laps in GT7! It's pretty crazy afaic. If all it takes in the game to bring the times in line with reality is to put some harder tires on the car to offset the many (obvious) advantages we have over real world drivers, well that seems fairly acceptable to me.
 
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