The Things That Annoy You

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ZEE
I don't understand why some menus in the game are so static, yet the GT cafe and others are moving 3d/rendered?
Really good point! If I had to guess the cafe and the loaded player car are fully rendered in memory, the scenes are scripted so it’s easier to take the loaded asset and just play it in the scene. What’s really really cool is that it also takes the livery in to the scene seamlessly.

To my previous post I think the challenge is that they don’t know what level (track needs to be rendered on the fly) the selected car is fairly easy to anticipate because you can’t change it once in a loaded environment.

Think about cars being like the player model in CoD or any other game the car is analogous for the “player”

In games like portal or half life/doom etc the loading between levels is fairly linear and predictable or GTA character switching.

GT does some smoke and mirrors with the screen transitions and fixing the player path once you chose to enter a “location/track” it does more smoke and mirrors with the dealerships in that you have to load from the car cards to the view where you get the ability to do 3D movie scape things or VR showroom etc

It’s so so so much quicker on PS5 it’s not noticeable but on PS4 there is a hard load between the transitions that feels more jarring than a 5/10s wait.

It’s technically a masterpiece on on how they do it and comparable with how GTA does map/level/geometry loading with such high geo meshes and level of detail.
 
Really good point! If I had to guess the cafe and the loaded player car are fully rendered in memory, the scenes are scripted so it’s easier to take the loaded asset and just play it in the scene. What’s really really cool is that it also takes the livery in to the scene seamlessly.

To my previous post I think the challenge is that they don’t know what level (track needs to be rendered on the fly) the selected car is fairly easy to anticipate because you can’t change it once in a loaded environment.

Think about cars being like the player model in CoD or any other game the car is analogous for the “player”

In games like portal or half life/doom etc the loading between levels is fairly linear and predictable or GTA character switching.

GT does some smoke and mirrors with the screen transitions and fixing the player path once you chose to enter a “location/track” it does more smoke and mirrors with the dealerships in that you have to load from the car cards to the view where you get the ability to do 3D movie scape things or VR showroom etc

It’s so so so much quicker on PS5 it’s not noticeable but on PS4 there is a hard load between the transitions that feels more jarring than a 5/10s wait.

It’s technically a masterpiece on on how they do it and comparable with how GTA does map/level/geometry loading with such high geo meshes and level of detail.
But what I suggest is to improve the menus with movement/moving images by using pre-rendered clips like the ps2 did with GT3 & 4, the use of codecs like Movdec or mjpeg helped the ps2 do smooth video in the backgorund. The PS5 has more sophisticated codecs playback and it can handle alot more at 60fps videos to enhance the overall Menu design ten fold over older games.

I dunno just my two cents.
 
The penalty and penalty zone displays are too low on the screen.

The lap time is relatively unintrusive but the penalty indicators have solid backgrounds and do not need to be so low.

They should be in line with the lap indicator at the top of the screen and if you can't see a yellow and red bar that only appears temporarily then that is your fault.

Screenshot_20250704_165012_Chrome.jpg


There should also not be a red box next to your driver alias when you are in the lead of a race. Red indicates an alert, when you see it all the time on a display it defeats the purpose of making it red.
 
The penalty and penalty zone displays are too low on the screen.

The lap time is relatively unintrusive but the penalty indicators have solid backgrounds and do not need to be so low.
On that note, I never understood why they put those things in the middle of the screen instead of on the side. Do they really think players can't see a red penalty warning?
 
On that note, I never understood why they put those things in the middle of the screen instead of on the side. Do they really think players can't see a red penalty warning?
It’s exacerbated more in VR, you get the penalty box but no message that you will be slowed or not, you some times you get late track limit penalties but don’t know which lap you’ll serve it on, coupled with no driver lose or deltas you are blind to whether you need to get off the racing line or not or how many people are coming and where they are etc
 
Minor peeve. Not sure who chose the color codes for gold and bronze in the licenses, but they seemed determined to make them look as much like each other as they could..... Could the gold be a little more yellowish and the bronze be a little more brownish?
 
Minor peeve. Not sure who chose the color codes for gold and bronze in the licenses, but they seemed determined to make them look as much like each other as they could..... Could the gold be a little more yellowish and the bronze be a little more brownish?
Weirdly it's been an issue for... ever. Looking back at posts in the GT3 forum and even earlier you can see people who have all golds minus one and they can't work out why - only for one of them to be bronze.

Ideally they should be different shapes as well, to account for not only being close in colour generally but also for people who are less able to perceive the colour differences.
 
Small peeve with the game, Is there any reason why I cant see the live delta (or whatver it called) info when viewing a Replay, like for example the distance gap between racers?? It doesnt show up and just has a ---- for the times under racer names???

Gran Turismo™ 7_20250706122853.jpg
 
One thing that has always annoyed me - the lack of the regions feeling unique. Take the Sunday Cup classic at Tsukuba for example. Here you have mostly European drivers driving European cars on a Japanese track. Shouldn't the grid be mostly Japanese drivers and cars since this race is in the Japan section? Same goes for pretty much all of the American locale events too. Why is someone from Hungary or Croatia going to travel all the way to the US for one very minor race event? If it were a major world-known event like Le Mans, Nurb 24hr or even the Indy 500 I could understand, but the game simply doesn't have many equivalents to what could be considered "world-known" events in the Gran Turismo lore other than the big three.

I feel like having these areas feel more unique and be like their own little "leagues" would improve immersion tenfold.
 
The penalty and penalty zone displays are too low on the screen.

The lap time is relatively unintrusive but the penalty indicators have solid backgrounds and do not need to be so low.

They should be in line with the lap indicator at the top of the screen and if you can't see a yellow and red bar that only appears temporarily then that is your fault.

View attachment 1462532

There should also not be a red box next to your driver alias when you are in the lead of a race. Red indicates an alert, when you see it all the time on a display it defeats the purpose of making it red.
Real example of the issue below; I can't see the apex of the corner because it's blocked by the penalty zone indicator. Really bad UI.

1982a826b9091-screenshotUrl.jpg

ZEE
Small peeve with the game, Is there any reason why I cant see the live delta (or whatver it called) info when viewing a Replay, like for example the distance gap between racers?? It doesnt show up and just has a ---- for the times under racer names???

View attachment 1462976
It's just to trim the file size and probably makes the game run better, much like how it doesn't save your MFD data like radar either. You will have to use the PS capture option to see the live delta recording
 
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