Gran Turismo 7: Latest news and discussion thread

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Road Atlanta has only ever appeared in Forza and iRacing as "official" content. It's been modded into Assetto Corsa and I recently took the GR Supra round, which was surprisingly fun. It's a great track for road cars and would get a tonne of use if it came to GT7.
 
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FFB development between titles has been minimal to be perfectly honest.

As far as improvements go, well I could just cheat and say they need to mirror RF2/AMS and be done with it, but to provide more detail:

  • Realistic build-up of steering weight based on lateral load, currently the progression just isn't accurate, and feels like the FFB version of audio rammed through a low quality compressor.
  • With the above the fake FFB chatter on understeer wouldn't be required, honestly it really wouldn't
  • FFB tied to the actual steering geometry changes, as either steering geo isn't currently modelled correctly or the two are not fully linked. The easiest way to experience this Paddock Hill at Brands Hatch, as you cross the crest the car is at an angle to it, so the left and right suspension are not experiencing the same changes, in every other sim (and more importantly reality) this causes the steering to pull to the right while unloading the wheel. It only occurs for a fraction of a second, but its both accurate and important communication, and it's missing in GT.
  • The above may also explain why the FFB in GT isn't as sensitive to camber changes as it should be, but that could also be down to some real world tracks being far smoother than they should be.
  • More set-up options are needed, from a straight physics feed to the FFB (as almost every other sim on the market offers) to canned effects for those who want them, driven via sliders and pre-sets to allow people to tune it the way they want it.

Currently the FFB in GT feels to disconnected from the physics engine that should be driving it. In most other titles you get (or at least get the option for) a direct raw feed from the physics engine, which you can then apply dampers to, add canned effects (for Seat of the Pants feel, etc.), and tune the mix yourself. GTS feels like audio that's been passed through heavy studio production, it's had harsh high and low pass filters added to it, its been compressed and the engineers behind the desk has removed anything they think isn't needed, and then finally added auto-tune to it when they think you need it (FFB chatter on understeer). The end result is middle of the road FFB (to mix puns in a bad way) that attempts to offend no-one, but ends up being too safe and bland for those who know what it should feel like.

Now I would have no issue with that being the 'default mix' if we had the option of bypassing all of it and putting our own mix together, but PD still really don't like giving people options, so all we get is tone and volume sliders (to use the audio analogy again).

Don't get me wrong, it's also possible to go to far the other way, see the original Project Cars for an example of that. Dialling in FFB on every car individually is not the answer either, but plenty of other titles on the market have got the balance right, so it's not like this isn't possible. Nor is this something that can only happen on PC, as AC got the balance right on console with far less resource than PD and with a few options and sliders provided FFB that's far more accurate and tuneable (in terms fo canned effects should you want/need them).
It sounds like you know a fair bit about this kind of stuff.

In your opinion (and anyone else that knows about this kind of stuff), how hard would it be for programmers to code in some sort of haptic feedback to the FFB in wheels. Like.... how the wheel would go lighter as your tires wore more and more.

I for the longest time, thought that PD through this sort of coding into one of their recent updates. Kind of like an undocumented change to use GTS as a test bed for new ideas. It made sense since my wheel would feel like it got a bit heavier after a pitstop. Kie said that it was a PD---->Fanatec bug that happened after the GTS/PS5 port (look how smart I'm sounding all the sudden!?).

But then again, I can be a bit a conspiracy theorist when it comes to PD inserting "undocumented changes" into GTS updates. Like a few months back when I swore the grip was different on RH tires at a Bathurst daily after an update. I surmised that maybe PD was experimenting with changing tire grip levels based on track surface temps (it was an evening daily race at Bathurst). But don’t worry… I’m not a total kook. A few of my QAnon buddies in the GTS forum agreed with me :lol:
 
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In your opinion (and anyone else that knows about this kind of stuff), how hard would it be for programmers to code in some sort of haptic feedback to the FFB in wheels. Like.... how the wheel would go lighter as your tires wore more and more.
Here's where the language starts to get a bit funny. FFB is technically already haptic feedback. Sony also used that specific phrase to refer to their fancy DualSense triggers, and you seem to be using it in some sort of third sense.

If you wanted the wheel to go light as the tyres wore, you could absolutely use whatever measurement corresponds to the amount of tread on the tyres in order to scale the strength of the FFB. That's not a particularly physically realistic way to do it, but it's about as simple as it gets.

Good FFB is already going to do what you want by design, sort of. The forces on the steering wheel are related to the forces that the tyres apply to the steering linkages, and the forces the tyres are able to apply are related to how much grip the tyres have. If worn tyres give lower grip, they'll produce less force and there will be less force transmitted through the steering. Whether this change in force is large enough to be realistically detectable to the driver through a digital peripheral is debatable, but it should technically be there in any moderately competent FFB implementation.
Having raced Road Atlanta a few times in real life, it’s truly going to be an epic track to have in GT if that rumor is true. Personally, I think it’s one of the best tracks in America, and I’d put it over Road America as far as fun factor goes.
Road America is another one of those tracks that I feel like only works well with higher powered cars. The straights are sooooo long that in slower cars a lot of the lap is just spent waiting at full throttle. Road Atlanta is good fun in just about anything. I'm surprised that Road Atlanta, Watkins Glen and Lime Rock aren't staple tracks in more games.
 
Road America is another one of those tracks that I feel like only works well with higher powered cars. The straights are sooooo long that in slower cars a lot of the lap is just spent waiting at full throttle. Road Atlanta is good fun in just about anything. I'm surprised that Road Atlanta, Watkins Glen and Lime Rock aren't staple tracks in more games.
Yeah it’s definitely more enjoyable in a high powered car. Atlanta to me is enjoyable no matter what power levels the car has. I’d love to have both in a GT game though. I feel like there’s a lot of really iconic tracks in the US that are not in enough games.
 
FFB question for longtime Gran Turismo players...

GTS was my first game I ever got a wheel for. Well, that's a lie. My brother and I got a wheel for Ridge Racer way back in the day, but that doesn't count.

Anyways, what was the FFB progression from GT5 --> GT6 --> GTS? I want to try to gather a feel for what kind of FFB update we'll get with GT7... if any.

Second part to my query:
What all do people want from GT7 regarding FFB improvements? Yes I know... physics and FFB kinda go hand in hand. Better rumble strip feel? More realistic feel of the wheel going light when you understeer? (although I'm pretty sure PD coded in some FFB chatter when you understeer on purpose, to offer some nuance to people whom are either not old enough, not able, or have limited experience driving..... I for one don't mind it and appreciate the cue that I'm going a little too fast...but that's subjective of course)

As far as physics, I don't think PD should sacrifice the accessibility of GT by going full-sim and all... but I would appreciate a little more realism in the way how you can absolutely hammer kerbs and such. Getting a good time at Monza or NBGP basically requires that you jump the chicane kerbs. And a good time at Dragon Trail seaside requires that you hook the inside kerbs at a few corners so you can get "pulled" around; and of course there's the COD.


Funny story....

I had no clue you could look at replays of fast laps in the daily's for probably the first 4-5 months I played GTS. Even as my skill increased, I couldn't figure out how the top guys in even the "B's" were so much faster than me. I then discovered replays (after joining this forum of course) and saw that the fast guys were literally driving a different track than me :lol:. My point is that I had an absolute blast with this game, driving courses and cars how they should be driven IRL, before I was enlightened by some of the arcade aspects of this game.
The ffb update from GT5 to GT6 was quite huge, also GT6 to GTS there was quite a significant difference imho so i would expect the same with GT7 since it seems suspensions have received a big update that probably will translate also in the ffb.
As of ffb setting on GTS i have 3-10 with my t300rs, this way o can feel way better the loads of the car when braking, turning and when downforce starts to kick in on race cars
 
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Road America is another one of those tracks that I feel like only works well with higher powered cars. The straights are sooooo long that in slower cars a lot of the lap is just spent waiting at full throttle. Road Atlanta is good fun in just about anything. I'm surprised that Road Atlanta, Watkins Glen and Lime Rock aren't staple tracks in more games.
The thing with Road America is that it doesn't feature shorter club layouts for proper road car racing / drift battles. Still, and even with Road Atlanta having club layouts too, the flow of Its GP one is so good in this track that it kinda serves for road car racing pretty much too.
 
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It sounds like you know a fair bit about this kind of stuff.

In your opinion (and anyone else that knows about this kind of stuff), how hard would it be for programmers to code in some sort of haptic feedback to the FFB in wheels. Like.... how the wheel would go lighter as your tires wore more and more.

I for the longest time, thought that PD through this sort of coding into one of their recent updates. Kind of like an undocumented change to use GTS as a test bed for new ideas. It made sense since my wheel would feel like it got a bit heavier after a pitstop. Kie said that it was a PD---->Fanatec bug that happened after the GTS/PS5 port (look how smart I'm sounding all the sudden!?).

But then again, I can be a bit a conspiracy theorist when it comes to PD inserting "undocumented changes" into GTS updates. Like a few months back when I swore the grip was different on RH tires at a Bathurst daily after an update. I surmised that maybe PD was experimenting with changing tire grip levels based on track surface temps (it was an evening daily race at Bathurst). But don’t worry… I’m not a total kook. A few of my QAnon buddies in the GTS forum agreed with me :lol:
@Imari has summed it up perfectly for you.
 
Considering I've known nothing about any of the GT7 videos on YouTube before they dropped, I'll take that as quite the compliment :lol:


I know more about GRID Legends at this point than I do about GT7.
Most secret for me is the new Forza Motorsport.
Therefore, it was given an closed test and since the announcement, not one sreenshot without the announce-trailer got leaked.
 
A while back was it ever confirmed it was Polyphony who was at Isle of Man researching it or did someone mistake KT racing there when they were developing TT Isle of Man Ride on the Edge?
 
Now, the silence is back, one week without a new GT7 vid. This seems to be the Forbidden West week with another vid after yesterday, and next week, GT7? Hope so.
As we have clarified, the asian event on weekend won‘t bring new aspects for us we still don’t know.
 
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Now, the silence is back, one week without a new GT7 vid. This seems to be the Forbidden West week with another vid after yesterday, and next week, GT7? Hope so.
As we have clarified, the asian event on weekend won‘t bring new aspects for us we still don’t know.
I think this is it, Sony want Horizon promotion out of the way before putting GT7 on full blast.

I am quite surprised they're allowing two major first party titles to launch within a month of one another. Granted they're worlds apart game-wise, but still.
 
I think this is it, Sony want Horizon promotion out of the way before putting GT7 on full blast.

I am quite surprised they're allowing two major first party titles to launch within a month of one another. Granted they're worlds apart game-wise, but still.
Well this definitely was not the plan with both games being delayed from last year.
 
I think this is it, Sony want Horizon promotion out of the way before putting GT7 on full blast.

I am quite surprised they're allowing two major first party titles to launch within a month of one another. Granted they're worlds apart game-wise, but still.
As more as I think, in my opinion they don’t see GT7 as blockbuster anymore. It’s nowadays a „niche“ titel for them. I really think, God of war wouldn’t have got the allowing to bring it out nearly two weeks after Horizon.

Well this definitely was not the plan with both games being delayed from last year.
Yes, but they set the release dates for the two. It was their decision with both games bringing out to nearly same time. I find, the marketing of GT7 stays in shadow of Horizon, yes it comes a bit later out, but it’s suboptimal for another AAA game.
 
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Interesting that the GRID Legends game comes out February 25 and the GT7 digital download is on the same day.
 
Yes, but they set the release dates for the two. It was their decision with both games bringing out to nearly same time. I find, the marketing of GT7 stays in shadow of Horizon, yes it comes a bit later out, but it’s suboptimal for another AAA game.
I think you answered this above. GT7 is niche with a dedicated audience. Why spend money on marketing? Also GT7 will have legs, you can put it in every PS5 ad for the rest of the year.
 
According to the uk ps store its release is down as 4/3/2022 at 00.00gmt,i pre-ordered the 25th version and in my game library its says the same date/time.
Ive looked at the info about the different versions but cant see a 25 feb download date either.
 
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According to the uk ps store its release is down as 4/3/2022 at 00.00gmt,i pre-ordered the 25th version and in my game library its says the same date/time.
That's the release date, but you can pre-load some games earlier than that.
 
According to the uk ps store its release is down as 4/3/2022 at 00.00gmt,i pre-ordered the 25th version and in my game library its says the same date/time.
Ive looked at the info about the different versions but cant see a 25 feb download date either.
I have a screen capture of mine. Give me a sec.
 
I cant see this info anywhere on the ps store.Am i looking in the right place?
In your purchased games.

82851B7A-36D4-4699-8B65-D2C57C9C83E9.jpeg


A271D889-AB0C-4FA6-95F3-65903FF05B7F.jpeg
 
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Same as what i posted,just release date and time.This is in my library/purchases,its not a biggie just wondered why some people are showing early downloads.Maybe its not a UK option?

Took a poor quality screen shot with my phone.This is what i see.
 

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