Datamined car list

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Well I'd assume that 2000 cars list includes all the PS1 to PS3 era cars that don't exist in GT7, that must be a pretty large number on its own, probably half.
 
Well I'd assume that 2000 cars list includes all the PS1 to PS3 era cars that don't exist in GT7, that must be a pretty large number on its own, probably half.
It's one possibility yeah. But then, I just ask "why?". What's the use of that info to the game?

There's another, over the top, possibility: PD adding all those on purpose, so dataminers can't figure out exactly what's coming in future updates.

Still weird nonetheless, going through all that trouble to include that many car models in the data.
 
It's one possibility yeah. But then, I just ask "why?". What's the use of that info to the game?

There's another, over the top, possibility: PD adding all those on purpose, so dataminers can't figure out exactly what's coming in future updates.

Still weird nonetheless, going through all that trouble to include that many car models in the data.
Well, we don't know what purpose the list actually serves for PD. It sounds like it's just a dumping ground of car names from day dot.
 
It also came to my attention that corvette_coupe_63 refers to a car that is already in the game from day one.
Maybe a full premium edition of 1963 Chevrolet Corvette Z06 (C2) race car?
1656404471804.png

https://gran-turismo.fandom.com/wiki/Chevrolet_Corvette_Z06_(C2)_Race_Car_'63
 
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It could be a convertible tho, the two WRXes could be sedan and wagon. :boggled:
The only wagon GD Impreza in PS2/PS3-era games was a 2000 bugeye model (with internal name of "impreza_wg_sti_00"; none of the 2004 WRX models listed there has the "wg" indicator for a wagon model). Also why would a convertible model have "coupe" in it's internal name? (For reference, the internal name of the C3 convertible is "corvette_convertible_69")
 
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We're talking about PD here :lol:
The Pennzoil GT-R and the C5-R has typos in the internal name, and the 997 GT3 had a wrong model year that was later changed (but not in it's internal name).

Also note that the particular Impreza was listed on both the non-allcaps and allcaps portions of the list.
 
Well I'd assume that 2000 cars list includes all the PS1 to PS3 era cars that don't exist in GT7, that must be a pretty large number on its own, probably half.
I think everyone except you has completely misinterpreted ddm's post - maybe some clarification would help.

  • The datamined list comes from a big list of 2,000 cars which does indeed span GTC 2001 (since it contains a specific version of a Micra that was never seen after GTC) to GT7
  • It having 2,000 cars should be interpreted as "this is clearly just a big working directory of all past and present cars", rather than "there are 2,000 cars to potentially come to GT7"
  • Even if a car is new to the list or hasn't been in a GT game before, it doesn't mean that car is absolutely coming to GT (early versions of GT5 had references to a Dome S102 in their database, and we all know about GT4 and Vemac)
 
I completely missed that message about 2000 cars. That is quite a big change to the whole thing. I was hoping at least by now PD would get rid of all the references to old games in their code (ppl literally managed to get some tracks from GT3/4 to work in GT5 because of how much stuff PD left in the game), but they clearly didn't. Which means any leaks containing any familiar names (tracks or cars) from previous games is most likely just a leftover.
Which means there's no real reason to wait for all those Castrol NSXs, Lotuses, LFAs (and damn, here go my personal hopes for Evo III, VIII and IX), so only new-to-the-series cars and tracks can be any indication here. Though, Suzuki Escudo did appear rather quickly. Why were those 80 cars chosen to be shown to people out of all 2000? Is there any additional GT7-specific data to those which separates them for the rest? I'm soooo confused about this whole thing now, lol.
 
I completely missed that message about 2000 cars. That is quite a big change to the whole thing. I was hoping at least by now PD would get rid of all the references to old games in their code (ppl literally managed to get some tracks from GT3/4 to work in GT5 because of how much stuff PD left in the game), but they clearly didn't. Which means any leaks containing any familiar names (tracks or cars) from previous games is most likely just a leftover.
Which means there's no real reason to wait for all those Castrol NSXs, Lotuses, LFAs (and damn, here go my personal hopes for Evo III, VIII and IX), so only new-to-the-series cars and tracks can be any indication here. Though, Suzuki Escudo did appear rather quickly. Why were those 80 cars chosen to be shown to people out of all 2000? Is there any additional GT7-specific data to those which separates them for the rest? I'm soooo confused about this whole thing now, lol.

I remember that there were references to stuff from gt7 in gt sport. Maybe this is just placeholder to grow up even future titles on it?
 
(ppl literally managed to get some tracks from GT3/4 to work in GT5 because of how much stuff PD left in the game), but they clearly didn't.
Indeed, and the ones that worked make for some great racing. But as for your point, yes a lot of data found could be carry over from previous games.

Some data could be preparing for future updates, we've laready seen some of the cars from that list arrive, but on a car by car basis it's very speculative.
 
Yeah at the current rate GT7 will never get to 2000 cars unless PD start releasing 50 cars a month.
I wonder how many employees Polyphony has in their car modeling team. In GT7's ending credits, they are split into different roles, such as "car modeling managers", "car modeling chiefs", "car modeling technical artists", "car design group", "car modeling external production managers" and "car modeling artists".

Assuming it's the car modeling artists responsible for working on the models, I counted all the names up and there are 44 names there. All the other roles provide them with the car models which they will have to work on from there, considering you have to use CAD or source a physical car and scan it.

If it's six months for one person to build a (real) car, then with 44 people, it would take 88 cars in a year, but if they all outsource modeling work, some saying it would take three months since Polyphony started that, then that's 176 cars in a year.

But then again you have fictional cars that take longer to build.

50 cars a month would still be pretty far if it's anything with Polyphony's manpower and how/who they're outsourcing. Assuming they're all outsourcing, let's think that every car is done in three months, because the process is never the same for each individual car.
 
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I wonder how many employees Polyphony has in their car modeling team. In GT7's ending credits, they are split into different roles, such as "car modeling managers", "car modeling chiefs", "car modeling technical artists", "car design group", "car modeling external production managers" and "car modeling artists".

Assuming it's the car modeling artists responsible for working on the models, I counted all the names up and there are 44 names there. All the other roles provide them with the car models which they will have to work on from there, considering you have to use CAD or source a physical car and scan it.

If it's six months for one person to build a (real) car, then with 44 people, it would take 88 cars in a year, but if they all outsource modeling work, some saying it would take three months since Polyphony started that, then that's 176 cars in a year.

But then again you have fictional cars that take longer to build.

50 cars a month would still be pretty far if it's anything with Polyphony's manpower and how/who they're outsourcing. Assuming they're all outsourcing, let's think that every car is done in three months, because the process is never the same for each individual car.
~90 cars a year seemed to be the rate they were working at since the GT6 days, taking into the update frequency, especially GTS. Why they seem to have significantly dropped, given they've only added 64 since March 2021 (1 as GTS DLC, 54 in GT7, 9 in updates), is anyone's guess.

People point to custom parts but that stuff surely can't have cut the rate by 1/3. Many cars don't even have any custom parts.
 
People point to custom parts but that stuff surely can't have cut the rate by 1/3. Many cars don't even have any custom parts.
I was one of those people at first thinking this, but even with the amount of cars in GT7 with custom parts, it still doesn't make sense in my head on the car additions being this low. Even less sense with DLC with 2/3 of each pack of cars being either a dedicated GT awards car, vision GT, or race car. Which each of don't have custom parts themselves.

----
I'm honestly starting to think at this point the content is so low because they either dipped into some old habits or they're holding back content on purpose to keep people engaged in the game for more content each month. I mean, if the low credit payouts for races is to gear people towards micro transactions, then it seems reasonable to think they would carry similar practices with their content.

or maybe they just don't care about putting in the effort anymore.
 
~90 cars a year seemed to be the rate they were working at since the GT6 days, taking into the update frequency, especially GTS. Why they seem to have significantly dropped, given they've only added 64 since March 2021 (1 as GTS DLC, 54 in GT7, 9 in updates), is anyone's guess.

People point to custom parts but that stuff surely can't have cut the rate by 1/3. Many cars don't even have any custom parts.
I think this is the fourth time I’m saying this now… Tuning parts and different audio recordings for said tuning parts represent additional workloads as well. There’s more to it than custom bumpers and wings.

Now, this might not be the actual reason for fewer cars. However, I can imagine how these areas make matters more complex than they used to be during GT Sport.
 
I think this is the fourth time I’m saying this now… Tuning parts and different audio recordings for said tuning parts represent additional workloads as well. There’s more to it than custom bumpers and wings.
None of the race cars added had much in the way of tuning parts.
 
They usually have some though. Deciding which tuning parts to make available likely takes time as well. It requires research.
There's very little variety in the tuning parts available on modern race cars in the game. You just get the standard selection of tires, restrictor, and ballast that's shared across the entire car list. The only variety is often in just how big of a turbo/supercharger you can fit.

How much time does that really add vs the slider tuning in GTS?
 
There's very little variety in the tuning parts available on modern race cars in the game. You just get the standard selection of tires, restrictor, and ballast that's shared across the entire car list. The only variety is often in just how big of a turbo/supercharger you can fit.

How much time does that really add vs the slider tuning in GTS?
Why would you have an option to fit a racing silencer, racing brakes or racing manifold to a racing car… they already have it fitted since it’s you know… a racing car…
 
I think this is the fourth time I’m saying this now… Tuning parts and different audio recordings for said tuning parts represent additional workloads as well. There’s more to it than custom bumpers and wings.

Now, this might not be the actual reason for fewer cars. However, I can imagine how these areas make matters more complex than they used to be during GT Sport.
The people who code the tuning parts aren't the people who record the audio nor are they the people who model the cars and the people who model the cars aren't the people who record the audio either.

I'd hazard an educated guess that many of the tuning parts should be not much harder to code than setting up the sliders that add power and reduce weight in GT Sport. It woud be very odd to me that the ability to tune a car in GT7 resulted in output of new cars being reduced to 1/3 of what it was prior.

More likely that much like we know there are race events that have been held back, there are cars that have been held back also.

The whole game reaks of an engineered drip feeding of content designed to keep players coming back, only they forget to include a complete game at the start.
Why would you have an option to fit a racing silencer, racing brakes or racing manifold to a racing car… they already have it fitted since it’s you know… a racing car…
Point

Head

;)

The point @Techlet was making was that the race cars added for GT7 shouldn't have required this supposed extra time to incorporate due to the tuning parts being created in the game for them.
 
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There's very little variety in the tuning parts available on modern race cars in the game. You just get the standard selection of tires, restrictor, and ballast that's shared across the entire car list. The only variety is often in just how big of a turbo/supercharger you can fit.

How much time does that really add vs the slider tuning in GTS?
Again, it’s not about the number of parts available. It’s the research that goes into deciding which parts to make available for each car.
The people who code the tuning parts aren't the people who record the audio nor are they the people who model the cars and the people who model the cars aren't the people who record the audio either.
Did I say otherwise? I don’t think so, but it’s still additional workload for the team as a whole. The modelling team cannot add five cars to the game if the audio team only gets the different exhaust audio files done for three of the cars.
I'd hazard an educated guess that many of the tuning parts should be not much harder to code than setting up the sliders that add power and reduce weight in GT Sport. It woud be very odd to me that the ability to tune a car in GT7 resulted in output of new cars being reduced to 1/3 of what it was prior.
I’m not referring to coding. I’m talking about the decision-making processes that go into these areas. Try comparing the upgrade options for a bunch of different cars, and you’ll probably see the options vary quite a lot for each of them. These differences are most likely decided on by humans rather than computers, meaning it takes additional time.
More likely that much like we know there are race events that have been held back, there are cars that have been held back also.
I’m sure some cars are being held back, but I’m also convinced we saw more cars per batch in GT Sport because that game was oversimplified in the customization / upgrading department.
The whole game reaks of an engineered drip feeding of content designed to keep players coming back, only they forget to include a complete game at the start.
I agree it does, but I still believe we’re seeing fewer cars for the reasons I have stated.
 
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Again, it’s not about the number of parts available. It’s the research that goes into deciding which parts to make available for each car.

Did I say otherwise? I don’t think so, but it’s still additional workload for the team as a whole. The modelling team cannot add five cars to the game if the audio team only gets the different exhaust audio files done for three of the cars.

I’m not referring to coding. I’m talking about the decision-making processes that go into these areas. Try comparing the upgrade options for a bunch of different cars, and you’ll probably see the options vary quite a lot for each of them. These differences are most likely decided on by humans rather than computers, meaning it takes additional time.

I’m sure some cars are being held back, but I’m also convinced we saw more cars per batch in GT Sport because that game was oversimplified in the customization / upgrading department.

I agree it does, but I still believe we’re seeing fewer cars for the reasons I have stated.
I guarantee it takes the guys doing the audio and the guys sorting out the tuning parts less time per car than it takes for the modellers to create the models themselves. If anything, it should be the modellers trying to keep up with everyone else. These aren't particularly big jobs in comparison.
 
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I think this is the fourth time I’m saying this now… Tuning parts and different audio recordings for said tuning parts represent additional workloads as well. There’s more to it than custom bumpers and wings.

Now, this might not be the actual reason for fewer cars. However, I can imagine how these areas make matters more complex than they used to be during GT Sport.
Just an assumption but I doubt they put that much time into the audio differences, pitching samples up/down and other adjustments doesn't take too long. I'm sure they don't actually record unique new samples, that'd be insane.
Again, it’s not about the number of parts available. It’s the research that goes into deciding which parts to make available for each car.
In the context of 6 months of man hours, I just can't see how that is going to be a large part of the process. Pick a car right now off the top of your head, couldn't you find all the real world mods available in a couple of hours? 4380 hours for the modelling, an extra 2 to research parts, another, say, 50 to model them?

Also remember, this is a team of 300 people. Not 10. I'm sure they have enough people to cover the extra time. Add on all the cars without modifications and I just don't buy it as a primary reason for producing 30% less cars per year.
There's a good chance that making the models compatible with livery editor adds time. This was a constraint not present before GTS.
Someone has to create the mesh, that's about it. Not a great deal of work, and they were managing ~90 cars during GTS updates. So that's not it.
 
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The rate at which PD are adding cars is intentional to increase the game's life. They're definitely holding content back because the work rate couldn't have dropped soo dramatically in just 2 years.
 
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