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550 to 630 is a realistic predictionReassure the OP, based on GT Sport content updates, we’ll probably see more than 500 cars over GT7 lifespan.
550 to 630 is a realistic predictionReassure the OP, based on GT Sport content updates, we’ll probably see more than 500 cars over GT7 lifespan.
I'd bet most cars don't have much beyond custom wing options, and I'd bet very few have full kits that make for a cohesive 2nd version of a car, let alone 3 or 4.One thing that people are missing here (from a quick scan of the responses anyway), is that Kaz has said the customisation in 7 is bigger than any game yet in the series so we could have the same base cat with 3 or 4 of our own versions!
Only if all cars get that treatment. GT5’s return of RM was pretty selective.One thing that people are missing here (from a quick scan of the responses anyway), is that Kaz has said the customisation in 7 is bigger than any game yet in the series so we could have the same base cat with 3 or 4 of our own versions!
AgreedI'd bet most cars don't have much beyond custom wing options, and I'd bet very few have full kits that make for a cohesive 2nd version of a car, let alone 3 or 4.
17 out of 1031. Albeit GT5 and GT6 does give Aero Kits to majority of the Premium cars. Though I guess other GTs aren't high of a bar for GT7 to reach.Only if all cars get that treatment. GT5’s return of RM was pretty selective.
But we want more than wings and a tiny lip for the bumper, right?17 out of 1031. Albeit GT5 and GT6 does give Aero Kits to majority of the Premium cars.
I mean what'd you think that GT7 don't have tiny lip for bumper? This is so far probably the aero showing from GT7's trailers:But we want more than wings and a tiny lip for the bumper, right?
View attachment 1094070
I think I posted this in the GTS forum somewhere. I know we’ll get visible roll cages this time around. I made this a long time ago. But you get what I mean, I hope.
For one car, yes.I mean what'd you think that GT7 don't have tiny lip for bumper? This is so far probably the aero showing from GT7's trailers:
Hmmm... I think that one of the reasons why Gran Turismo 7 has the under 500 car roster in its base game is that Polyphony Digital and Izmo Ltd. were limiting their times of modeling cars due to the COVID-19 pandemic.I say under 500, as typically that’s what ‘over 400’ stands for. We are so use to seeing 700, 800, 1000+ cars in GT games, especially mainline series ones such as GT7.
I know GT sport pretty much had its car roster doubled over the course of its life span, so maybe we could eventually see 800 cars. What do you think?
I did made a list about what I think the car variants should be in game here.A bunch of variations for the same car may look like completely unneccessary duplicates, but this somewhat matters to the actual owners of the car. For example, R35 has roughly 5-7 different versions in real life (even before considering the trim difference nor regional difference). Initial version, MY09(JP)/MY10(US), MY10(JP)/MY11(US), the 545hp version, current version, NISMO variant, 50 year limited edition. To non-owners, they are pretty much the same cars, but some of those differences between the variants is pretty huge. I'm pretty sure that I and most R35 owners could tell the difference between the current R35 and every R35 before the current one on a blind test. It's not just 20hp and small aesthetic difference and small functionality changes. The overall ride feeling is vastly different.
Back in the day (80s and 90s which is about the timeframe when Yamauchi got fond into cars), those differences meant something to many people (at least it meant more than what it is now relatively speaking), and that's probably why this series traditionally introduced a huge amount of similar variants of the same cars (though the difference in game is much slimmer than in real life). I believe the emphasis on variants has been gradually toned down on recent series, and moved onto more unique cars.
I'm not talking about the interior updates or features. Some of those variants actually drive very differently in real life. For example, a set of fast tire (e.g. PSC2 R) could single handedly make a world of difference on both lap times and drive feelings. Some cars (such as AMG GT R) have those kind of tires by default, while some cars have those kind of tires as optional feature (such as 991.2 GT3 RS, C7 Z06). Also, some trims may have those by default, while some trims don't even have them on optional features. As a result, sometimes there are big difference in terms of driving characteristics between trims, model years, options, etc.Every car has it's trim levels and variations. But it's unbearable to have everything in the game. Since they all require resources to be modeled, there is much better use for those resources. Some might say that instead model variations and trim levels only for certain cars (bias), but then I ask, apart from nostalgia, what difference does it make if one car has 2 or more trim levels? In real life sure, it makes a difference to have a better equiped version, but in game it doesn't. Having a car with a GPS screen vs the same car without it, or a cassette player vs CD player, or leather seats or chrome details, makes no difference, is just extra work for the modeling teams.
The game don't let you choose the stock tire, but that doesn't mean every car in the game use the same tire, nor they reflect the tire-controlled performance. There are two components that make up the mechanical grip, the tires, and the all the other things (I divided it into only two components because tire alone is about equal or more important than the others combined). And you cannot exactly separate those two components from the data you got by testing the real car. As a result, those components will be mashed into one when you make a game car, and any tire-related performance (pretty much everything, braking, lateral g, acceleration) is affected by the real car's tire.About tires, they are irrelevant for the matter, as GT has generic sets of tires, and those tires are not "exclusive" to a specific model. Plus, any car with a different set of tires, will behave differently, without being a new "variant" or "trim level".
No. In fact, a good portion of the difference is coming from the tire, especially in terms of lap times. I've driven both 991.1 GT3 RS and 991.2 GT3 RS on many tracks with both PSC2 R and regular PSC2. PSC2 R is almost always 1-3% faster than PSC2 regardless of the track layouts and mind that;The AMG GT R is much different from the GT S, and it's not due to it's tires, but instead the whole setup and purpose of the car. It's similar to the normal GT-R vs GT-R Nismo, 458 Italia vs Speciale, etc. It's not a trim level or a tire option. Use the same tires on both, and they will still drive differently.
I've never said they should include all variants. I also want to have more unique cars, instead of many variants. But curb your enthusiasm. Like Yamauchi once said before, making a new car take pretty long time, unlike the variants. The task could be handled in parallel obviously by multiple modellers/programmers/testers/etc. But those new hires not only cost you more money, but also you can't exactly find/hire them as many/quickly as you want, even if you're ready to spend $100k * 5 years * 200 people. If your only requirement is something very easy to meet (such as a person who can make PS2-level models), then you can pretty much hire as many as you want. But if you want employees who can achieve a certain level of accuracy/details in their current pipeline of works, you cannot do that, at least not in a short timeframe, since skilled-enough workers aren't exactly a commodity with endless supply. I would say adding several hundreds of new unique cars could easily delay the game to PS6 or even PS7, which is obviously not a feasible option for PD.Speaking of options, plenty of cars have multiple options, from aero kits, to ceramic brakes, to different wheel styles and sizes, different engines, you name it. This does not mean we should get all this variations for every car. The Ford Mondeo range had engines that went from 115 PS to 240 PS, from petrol to diesel to even an hybrid version, 3 body styles, 2 or 3 trim levels, manual or automatic, etc. And this is without even mentioning different exterior/interior options, for example, the wheels. Surely they all feel different, does it mean we should get all? Following the reasoning behind the R35, we would have 50000 "different" models of cars in the game.
You do realise that this point alone, goes against the whole "more R35s" thing, right? If the tire makes the most difference between the same exact car, then we don't need all the subversions/MYs of that car in the game. In the game, even if they added individual tires per car, the generic tires would be there, so the moment you replace them for one of the generic compounds, this whole thing about the tires as a justification to add more variants of the same car, goes away.The game don't let you choose the stock tire, but that doesn't mean every car in the game use the same tire, nor they reflect the tire-controlled performance. There are two components that make up the mechanical grip, the tires, and the all the other things (I divided it into only two components because tire alone is about equal or more important than the others combined). And you cannot exactly separate those two components from the data you got by testing the real car. As a result, those components will be mashed into one when you make a game car, and any tire-related performance (pretty much everything, braking, lateral g, acceleration) is affected by the real car's tire.
Did you actually read what I said? I mentioned the AMG GT R vs the AMG GT S, which are two completely different models from the same generation of the car, with very different power outputs and purposes. And between both cars, if you put equal tires in both cars, the AMG GT R will always be faster.No. In fact, a good portion of the difference is coming from the tire, especially in terms of lap times. I've driven both 991.1 GT3 RS and 991.2 GT3 RS on many tracks with both PSC2 R and regular PSC2. PSC2 R is almost always 1-3% faster than PSC2 regardless of the track layouts and mind that;
What? So, we reached the conclusion that:I've never said they should include all variants. I also want to have more unique cars, instead of many variants. But curb your enthusiasm. Like Yamauchi once said before, making a new car take pretty long time, unlike the variants. The task could be handled in parallel obviously by multiple modellers/programmers/testers/etc. But those new hires not only cost you more money, but also you can't exactly find/hire them as many/quickly as you want, even if you're ready to spend $100k * 5 years * 200 people. If your only requirement is something very easy to meet (such as a person who can make PS2-level models), then you can pretty much hire as many as you want. But if you want employees who can achieve a certain level of accuracy/details in their current pipeline of works, you cannot do that, at least not in a short timeframe, since skilled-enough workers aren't exactly a commodity with endless supply. I would say adding several hundreds of new unique cars could easily delay the game to PS6 or even PS7, which is obviously not a feasible option for PD.
No. It's just you don't understand what I'm saying. The perforamcne of the game car is affected by the performance of OE tires. Equip the same tire on slow car and fast car on Gran Turismo Sport, and try 100-0kph or 60-0kph braking. In real life, 100-0kph braking distance is about 95% determined by the performance of the tire. In other words, any cars with same tire should exhibit very similar stopping distance. In this game, they don't. Some cars will have significantly longer braking distance even though they got the same tire. That means, the performance of real tire is already affecting the performance parameters of the game car.You do realise that this point alone, goes against the whole "more R35s" thing, right? If the tire makes the most difference between the same exact car, then we don't need all the subversions/MYs of that car in the game. In the game, even if they added individual tires per car, the generic tires would be there, so the moment you replace them for one of the generic compounds, this whole thing about the tires as a justification to add more variants of the same car, goes away.
Did you actually read what I said? or did you forgot what you said before? You said "The AMG GT R is much different from the GT S, and it's not due to it's tires" and I said that is plain wrong. Most of the difference in terms of lap times between GT R and GT S is coming from the tire. Also, you seem to incapable of understanding that, the difference in lap time and the difference in drive feeling are completely separate things. Sometimes a newer variant have both, but sometimes only one of them, and sometimes none.Did you actually read what I said? I mentioned the AMG GT R vs the AMG GT S, which are two completely different models from the same generation of the car, with very different power outputs and purposes. And between both cars, if you put equal tires in both cars, the AMG GT R will always be faster.
Because I don't need to answer all of your nonsenses. I'll repeat for the last time. I've never said they should include all variants, nor they should prioritize variants over unique cars, nor the difference between 14 R35 and 17 R35 is bigger than the difference between weaker Mondeo and stronger Mondeo. I've never driven any Mondeo, so I could only guess how much they're different, but I do know why there are very little variants for any econo-box. It's because they're econo boxes which are not many people want to drive in game.With the last chunks of text, you completely missed the point I made. So much that, in your mind, there are more differences between regional versions of the same GT-R, than between a base 125hp Mondeo with steel wheels and only the basic equipment, vs a Mondeo with 240hp, fully equipped interior, sportier looks, including alloy wheels, rear wing, body kit, sportier suspension. Which means that on paper, PD would have way more reasons to add multiple variants of a normal car (with huge interior, exterior and performance differences), than multiple MYs (so close together) for the R35.
And what does that have to do with "more variants of the same car"? Absolutely nothing.No. It's just you don't understand what I'm saying. The perforamcne of the game car is affected by the performance of OE tires. Equip the same tire on slow car and fast car on Gran Turismo Sport, and try 100-0kph or 60-0kph braking. In real life, 100-0kph braking distance is about 95% determined by the performance of the tire. In other words, any cars with same tire should exhibit very similar stopping distance. In this game, they don't. Some cars will have significantly longer braking distance even though they got the same tire. That means, the performance of real tire is already affecting the performance parameters of the game car.
Yeah, I know what I said, and I said that without the tires as variable, if both models used the same exact tires, both cars would still be different, and would still have different lap times. Sorry (not really), but if you actually think that the only difference between AMG GT R and GT S is just the tires, then you are just wrong. Even without stickier rubber, the AMG GT R will still drive differently compared to the GT S version. If you add those tires to it, the difference increases, of course, as it would to any other car. Either way, the difference between both AMGs, goes way past the tires.Did you actually read what I said? or did you forgot what you said before? You said "The AMG GT R is much different from the GT S, and it's not due to it's tires" and I said that is plain wrong. Most of the difference in terms of lap times between GT R and GT S is coming from the tire. Also, you seem to incapable of understanding that, the difference in lap time and the difference in drive feeling are completely separate things. Sometimes a newer variant have both, but sometimes only one of them, and sometimes none.
You seem to think that somewhat higher power is the most important deciding factor that define what is different. Well, they're not. It's only a small component which constitute the drive feeling, and there are many cars which basically felt like a same car, even though they have significantly more powerful engine. The weight and the tires are the most important thing for both handling and overall drive feeling, but other parts also comes into play.
So, what was your point in coming here in the first place speaking of "how different" the R35 variants are from each other? If those differences are important for the owners, it's irrelevant from a gaming perspective anyway, so what's the point of even mentioning it? Plus, you exaggerated the differences, claiming they are "huge", when they are not. The difference between an R35 and a 370Z is huge, the difference between 2011 R35 and 2014 R35 isn't.Because I don't need to answer all of your nonsenses. I'll repeat for the last time. I've never said they should include all variants, nor they should prioritize variants over unique cars, nor the difference between 14 R35 and 17 R35 is bigger than the difference between weaker Mondeo and stronger Mondeo. I've never driven any Mondeo, so I could only guess how much they're different, but I do know why there are very little variants for any econo-box. It's because they're econo boxes which are not many people want to drive in game.
I never did truly understand why PD had those duplications, especially if/ when the performance was identical; I always ended up buying whichever JDM model existed for each car and disregarded the rest.The MY09 (JP)/MY10 (US) sounds like the regional difference that GT did bloat in the PS3 era though, like pretty much all the S2000 duplicates.
To pad the numbers, no other reason.I never did truly understand why PD had those duplications
I don't either for the PS3 era to merge every regional difference. But I'd like for some variations to get to know more about that car (like base version and hardcore version), but not too overboard (I'd think if the performance is identical like the native market, implement that in different way like let the player choose LHD or RHD of a car. or if different names like Miata or Eunos, put them in Badge option).I never did truly understand why PD had those duplications, especially if/ when the performance was identical; I always ended up buying whichever JDM model existed for each car and disregarded the rest.
I guess there's some subliminal satisfaction in being able to choose whichever model is most similar to your native market, which is understandable, to an extent. (I only ever really cared which side of the car the steering wheel was on, not much more beyond that, truth be told)
I'd like for you to read @wasenhorn's explanation.To pad the numbers, no other reason.
Speaking of which, I was going to post this in the tuning thread when I got this video notification, but will wait until we get more information about tuning from PD.I think it would awesome if you could get different packages for the different trim levels and variants of different cars from the tuning shop