That's the expiration date.Just now noticing this. Why is my ticket at the end of April?
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It's part of the fun.Just now noticing this. Why is my ticket at the end of April?
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I was thinking the same, do my daily trip and wait for a better game. I wonder how all these people, who are grinding for days, are going to feel when they add new menubooks and it turns out that they just give you a CLK-GTR or Porsche GT1 for completing a VGT collection or something like that...Funny is it's very frustrating experience because I do my part but game give 2000 to 10 000 credits. It's better to put it on hold.
No.Is there any widebody for the speedster?
🤔 hummmI wasn’t sure where to put this observation, does it go into the Photo / Scraps forum or in the General forum. I know I didn’t want to create a whole thread for it, as 1. It’s just an observation and 2. Isn’t a game breaker etc.
The biggest issue I have with GT7 is it’s implementation of Ray Tracing. They didn’t Make a huge deal out of it as a feature. It was mentioned here and there and for me it feels like if they didn’t tack on some sort of RT gamers would be asking why not, so adding a really basic version with lots of weird quirks is just a pass mark and not gold cup for PD in my book.
It seems the RT is only applied to body panels and not glass/windows but I have noticed the side/wing mirrors have a reflection too.
The RT is of a very low resolution and also low frame rate.
It causes a lot of weird artefact-ing/blurring in some menus especially on wheels in the Auto Tune garage scenes.
See these screenshots for what I’m observing…
First two images are from Race Photomode. You can see RT Off then On. You’ll note the windows do not alter in reflection in either mode, yet the body panels do change and so does the lighting ever so slightly.
Weirdly the reflections loose detail with RT On and the windows keep the normal Cube Map reflections packing more fine detail.
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Here are the photos once taken from the respective modes.
View attachment 1131606View attachment 1131607
None of the images are edited externally to GT7 and are take from the auto upload feature from PS5 to PS-app on iPhone, then uploaded here.
The Supra and Alfa were in rotation when the game released so they won't be back for at least a month.You can follow the used dealer and legendary dealer offers on this link.
But darn, 300 SL Coupe. I am just hoping for that JGTC Castrol Supra or the Alfa Romeo 155 DTM car.
I don’t mind having two GT1’s…I was thinking the same, do my daily trip and wait for a better game. I wonder how all these people, who are grinding for days, are going to feel when they add new menubooks and it turns out that they just give you a CLK-GTR or Porsche GT1 for completing a VGT collection or something like that...
Lol there's a trophy for having the same car 10 times, I don't know if that includes gifted cars though.I don’t mind having two GT1’s…
The trophy does say ‘bought the same car 10 times’ so I suspect not and with the wheels trophy (buy 10 sets of wheels) I had to purchase 10 even though I already had a set from the Yaris so technically my 11th set of wheels.Lol there's a trophy for having the same car 10 times, I don't know if that includes gifted cars though.
So what did you do with your 10 Toyota Aquas?The trophy does say ‘bought the same car 10 times’ so I suspect not and with the wheels trophy (buy 10 sets of wheels) I had to purchase 10 even though I already had a set from the Yaris so technically my 11th set of wheels.
The RT isn't low-res at all, the nature of how RT works will always result in something easily higher-res and have more accurate detail than cube maps. Low-quality RT would result in noticeable dithering that takes more time to resolve, but there's a decent denoising solution being used here. However, sometimes you can see large dither artifacts when a car's paint job has more diffuse reflections due to its rough surface rather than mirror-like reflections which are much less taxing to trace. For rough diffuse reflections the rays are being reflected at many different angles and there's isn't any cheap way to simulate this.I wasn’t sure where to put this observation, does it go into the Photo / Scraps forum or in the General forum. I know I didn’t want to create a whole thread for it, as 1. It’s just an observation and 2. Isn’t a game breaker etc.
The biggest issue I have with GT7 is it’s implementation of Ray Tracing. They didn’t Make a huge deal out of it as a feature. It was mentioned here and there and for me it feels like if they didn’t tack on some sort of RT gamers would be asking why not, so adding a really basic version with lots of weird quirks is just a pass mark and not gold cup for PD in my book.
It seems the RT is only applied to body panels and not glass/windows but I have noticed the side/wing mirrors have a reflection too.
The RT is of a very low resolution and also low frame rate.
It causes a lot of weird artefact-ing/blurring in some menus especially on wheels in the Auto Tune garage scenes.
See these screenshots for what I’m observing…
First two images are from Race Photomode. You can see RT Off then On. You’ll note the windows do not alter in reflection in either mode, yet the body panels do change and so does the lighting ever so slightly.
Weirdly the reflections loose detail with RT On and the windows keep the normal Cube Map reflections packing more fine detail.
View attachment 1131604
View attachment 1131605
Here are the photos once taken from the respective modes.
View attachment 1131606View attachment 1131607
None of the images are edited externally to GT7 and are take from the auto upload feature from PS5 to PS-app on iPhone, then uploaded here.
Actually this is not 100% true, the real time RT effects are much much lower quality than the cubemaps. They only look higher res when you look at them in photomode. And even then they miss lots of the stuff in the environment that the cubemaps do reflect and are less stable like you said on softer reflections. Don't get me wrong the RT in photomode is still one of the best ever used in a racing game but it still has too many flaws and looks horrible sometimes.The RT isn't low-res at all, the nature of how RT works will always result in something easily higher-res and have more accurate detail than cube maps. Low-quality RT would result in noticeable dithering that takes more time to resolve, but there's a decent denoising solution being used here. However, sometimes you can see large dither artifacts when a car's paint job has more diffuse reflections due to its rough surface rather than mirror-like reflections which are much less taxing to trace. For rough diffuse reflections the rays are being reflected at many different angles and there's isn't any cheap way to simulate this.
In your example, all of the trees being ray-traced are of simplified geometry in the reflection to save on resources (there's much less alpha cards for the trees canopies), the actual RT reflections themselves are still higher res than the cube maps. It's a smart optimization method for a $500 machine doing RT.
RT Off
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RT On
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RT Off
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RT On
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For those who want can make comparisons with the 1.00 compared to the current one, after the downgrade of the effects received in the 1.06, I suspect that they have also lowered the quality of ray tracing.Actually this is not 100% true, the real time RT effects are much much lower quality than the cubemaps. They only look higher res when you look at them in photomode. And even then they miss lots of the stuff in the environment that the cubemaps do reflect and are less stable like you said on softer reflections. Don't get me wrong the RT in photomode is still one of the best ever used in a racing game but it still has too many flaws and looks horrible sometimes.
Here i have some examples.
look at the missing signs, orange warning lights, bariers and orange truck missing in the rendered RT shot.
RT on
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RT off
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RT on
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RT off
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And they look terrible when there is a rough metalic material even when you render it at higher resolution.
RT on
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RT off
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And this is how it looks in real time on a chrome car, just low resolution and unfiltered.
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little edit: Here is the non RT version in real time in the GT auto, look how much sharper and better it looks compared to RT version.
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Nah, i have also pictures before the update and they have the same result. And the silver porsche is right before the update actually.For those who want can make comparisons with the 1.00 compared to the current one, after the downgrade of the effects received in the 1.06, I suspect that they have also lowered the quality of ray tracing.
I bought 10 gokarts, they are only 10k each.I forgot about the achievement regarding buying 10 if the same car. Maybe I can buy 10 ae86 Truenos or something. I know that I have 3 if the darn things.
After thinking how dumb this is, it occurred to me that 10 different liveries on something cheap like a Demio can have it'd advantages. Setting up a Demio Cup race with 10 cars with different liveries could be a lot of fun!Lol there's a trophy for having the same car 10 times, I don't know if that includes gifted cars though.
I am already thinking about some kind of "Ferrari Challenge" based on 458 group 4. This could be incredible.After thinking how dumb this is, it occurred to me that 10 different liveries on something cheap like a Demio can have it'd advantages. Setting up a Demio Cup race with 10 cars with different liveries could be a lot of fun!
The environments aren't using ray-traced reflections in photomode as the car body parts. Looks like they're using something like signed distance fields to get more accurate rough looking reflections for certain objects and lights. It can be a bit weird looking though.Actually this is not 100% true, the real time RT effects are much much lower quality than the cubemaps. They only look higher res when you look at them in photomode. And even then they miss lots of the stuff in the environment that the cubemaps do reflect and are less stable like you said on softer reflections. Don't get me wrong the RT in photomode is still one of the best ever used in a racing game but it still has too many flaws and looks horrible sometimes.
Here i have some examples.
look at the missing signs, orange warning lights, bariers and orange truck missing in the rendered RT shot.
RT on
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RT off
![]()
RT on
![]()
RT off
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And they look terrible when there is a rough metalic material even when you render it at higher resolution.
RT on
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RT off
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And this is how it looks in real time on a chrome car, just low resolution and unfiltered.
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Yeah, I could do that, but I want it to be cars I might actually use. Though I suppose if I wait until the update where cars can be sold, then that won't be a problem.I bought 10 gokarts, they are only 10k each.
Haven't seen the interior in game yet but the real interior is shades of red even in silver. View attachment 1131571
They do use RT for the environments in photomode but it doesn't render everything like i pointed out.The environments aren't using ray-traced reflections in photomode as the car body parts. Looks like they're using something like signed distance fields to get more accurate rough looking reflections for certain objects and lights. It can be a bit weird looking though.
And RT reflections don't look higher-res only when viewed in photomode, as even in replays and free cam they are higher res than the game's cube maps. The way cube maps are designed is they are only accurate for a single point in space, so they will never be as accurate as RT, and sometimes you'll probably even see things that shouldn't be there.
replay
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free cam before entering photomode
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cube map in photomode with RT off
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The "chrome" color you're using isn't a good example since that actually looks to use more of a diffuse and rough material (the point is to create more blurry reflections instead of mirror-like reflections), which also goes back to the dithering artifacts from the RT reflection being more taxing in that process with diffuse materials, it's scattering rays in multiple directions to achieve the rough look. Here is a normal color and doesn't look "low-res".
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They do use RT for the environments in photomode but it doesn't render everything like i pointed out.
Look at the bariers and the buildings, and look at the stuff missing in the RT version
Cubemaps
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Rendered RT
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Here you can see the car even reflecting in the barier
Cubemaps
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Rendered RT
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Also the RT reflections are lower quality in motion and have no filtering, so when you stand still it will look good but the moment there is a bit motion everything turns grainy and low quality. And its not only on the chrome paintjob that it looks bad, it looks like that on all the colors but on chrome its easier to notice because it acts like a mirror. Here some more examples with different colors and cars.
RT vs CM
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RT vs CM
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CM vs RT
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CM vs RT
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And chrome doesn't look like this my man 😅
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FH5 only reflects the car onto itself anyway. If you open a door and look at the reflection while moving around a bit, you can see the RT reflected tire being disconnected from the cubemap reflected ground. The environment reflection is also pretty low quality, at least outside houses.They just need to drop RT from GT Auto, because it looks amateur as hell compared to Horizon 5's Forzavista equivalent.