Gran Turismo 7: Latest news and discussion thread

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I was thinking mostly that GT6, the second PS3 game, launched about a month after the PS4. GT7, the "second" PS4 game, launched 2 and change years after the PS5.

Given that the hardware cycle tends to be 6-7 years, PS6 is probably somewhere around mid-2027. And given that Polyphony takes 4-5 years to build a game, we're looking at the "first" purely PS5 game somewhere near the end of the hardware cycle (~2026) and a "second" purely PS5 game around 2030, right in the middle of the PS6 lifecycle if Polyphony doesn't have any delays or anything.

Polyphony either have to pick up the pace or we all have to get over the idea that they're capable of two full releases per hardware cycle. I'd say that they'd be better releasing the framework of a Gran Turismo game early in the hardware lifecycle and developing that through the live service model, but we've seen with GT7 how that's never going to work.
Gran Turismo 3 was the only part that appeared at the beginning of a new console generation and then also took all the advantages of the new PS2. Unfortunately, everything then shifted.
 
I’m going way overboard, but unless PD are going to reach out and start a hybrid/EV/SUV heavy car list, its going to hard to see to new generation of players. Seriously, to find anyone interested in automobiles.

PD would have to do those past collaborations with brands, by offering potential owners a virtual steer of cars at the dealership and/or a code DLC, to try at home.

Toyota GR cars, obviously and Hyundai N cars would be my first suggestions. Popular maninstream brands that could get the attention of a new generation. It’d be like GT Academy, where players didn’t need to own GT to play. Make the code also available on pc. That allows PD to test the waters of pc and open a door for potential new GT players and players that left the franchise.
 
I was thinking mostly that GT6, the second PS3 game, launched about a month after the PS4. GT7, the "second" PS4 game, launched 2 and change years after the PS5.

Given that the hardware cycle tends to be 6-7 years, PS6 is probably somewhere around mid-2027. And given that Polyphony takes 4-5 years to build a game, we're looking at the "first" purely PS5 game somewhere near the end of the hardware cycle (~2026) and a "second" purely PS5 game around 2030, right in the middle of the PS6 lifecycle if Polyphony doesn't have any delays or anything.

Polyphony either have to pick up the pace or we all have to get over the idea that they're capable of two full releases per hardware cycle. I'd say that they'd be better releasing the framework of a Gran Turismo game early in the hardware lifecycle and developing that through the live service model, but we've seen with GT7 how that's never going to work.
I think we’re rapidly moving towards 10 year generations with full support. 3 years into this gen hardware supply is only now coming on stream and many newly announced titles are still cross-gen.

I’ve no doubt PD could have a PS5 only version of GT7 on the market within 18 months. With a full GT8 sometime in ‘25. We’re long past the need to rebuild & re-engineer GT’s from the ground up. Like PC it’s now a case of taking advantage of the latest hardware features, specifically the SSD (stream higher quality assets, textures etc.) and ray tracing.

We’re now seeing the benefit of Sony sticking with the same X86 architecture and tools that are also used in the PC space. PS3 was bespoke hardware with little relevance to anything that came before, or went after. Hence so many devs struggled to maximise it’s performance.
 
I think we’re rapidly moving towards 10 year generations with full support. 3 years into this gen hardware supply is only now coming on stream and many newly announced titles are still cross-gen.

I’ve no doubt PD could have a PS5 only version of GT7 on the market within 18 months. With a full GT8 sometime in ‘25. We’re long past the need to rebuild & re-engineer GT’s from the ground up. Like PC it’s now a case of taking advantage of the latest hardware features, specifically the SSD (stream higher quality assets, textures etc.) and ray tracing.

We’re now seeing the benefit of Sony sticking with the same X86 architecture and tools that are also used in the PC space. PS3 was bespoke hardware with little relevance to anything that came before, or went after. Hence so many devs struggled to maximise it’s performance.
Yes, recall sony saying couple of years back that expect ps6 not to be released for a couple of years later than is typical - so longer than 7 years this gen. This was pre covid, so nothing to do with that either.
 
I’m going way overboard, but unless PD are going to reach out and start a hybrid/EV/SUV heavy car list, its going to hard to see to new generation of players. Seriously, to find anyone interested in automobiles.

PD would have to do those past collaborations with brands, by offering potential owners a virtual steer of cars at the dealership and/or a code DLC, to try at home.

Toyota GR cars, obviously and Hyundai N cars would be my first suggestions. Popular maninstream brands that could get the attention of a new generation. It’d be like GT Academy, where players didn’t need to own GT to play. Make the code also available on pc. That allows PD to test the waters of pc and open a door for potential new GT players and players that left the franchise.
Kaz covered this in a recent interview actually, he said that with the market having moved in that direction - they will have to cover that area of the market as well.

Doesn't say anything for a timeframe etc. of course, but I can surely imagine we'll begin seeing more SUV's roll in, even if it's just things like the Urus.

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Full interview is here for anyone that hasn't seen it. It's a great read.

 
Kaz covered this in a recent interview actually, he said that with the market having moved in that direction - they will have to cover that area of the market as well.

Doesn't say anything for a timeframe etc. of course, but I can surely imagine we'll begin seeing more SUV's roll in, even if it's just things like the Urus.

View attachment 1219243

Full interview is here for anyone that hasn't seen it. It's a great read.


Great, can't wait...:indiff:
 
Could you maybe point me in the right direction: I once saw a car and tune to use for the final acceleration mission. I am bad at these and didn't even get bronze with the Redbull 2019 and Gr.1 Tomahawk. I know i got it right on another account but can't remember how. Thanks!
 
Kaz covered this in a recent interview actually, he said that with the market having moved in that direction - they will have to cover that area of the market as well.

Doesn't say anything for a timeframe etc. of course, but I can surely imagine we'll begin seeing more SUV's roll in, even if it's just things like the Urus.

View attachment 1219243

Full interview is here for anyone that hasn't seen it. It's a great read.

That was actually a fine interview. The questions asked weren’t sugar coated.

Well, in essence, it’s just a game. A thing. It’s up to us, as enthusiasts, to keep car culture alive. The people that make new cars - surely(sorely?) - influenced, by people that pay the bills and wright laws, dictate what they think people will buy or use.

Guess I’ll just keep finding ways to play GT, until the last one.
 
Can we talk about how there are no Corvette team race cars in gt7 C5R, C6R, C7R ,C8R none.

Does it have to do with license, fia gtlm, what?

The 911 17 gte and the ford gte are in the game so it cant be that.

A gif I made for this iconic race cars which none are in game.

It makes no sense why PD made fictional Gr.3 versions of cars that have real racing counterparts and would've taken just as long to add. Since they kept those fictional race cars they should've re added the touring cars from GT5/GT6, those would add quite a good amount of variety to the car list but instead they kept just the Miata and Civic TC for whatever reason.

I'm hoping they at the very least add the C8R but knowing PD we will just more than likely get a fictional C8 Gr.3 instead.
 
Regarding that interview above, it’s crazy how Kaz would think people read between the lines of the GT6 intro. I know for me, it was the newest Gran Turismo. I wasn’t seeing it as the last one. It makes sense that he would make that the last and lead with burning it to the ground, for GTS to be the second in a new series of Gran Turismo, but if he hadn’t said that(in another interview), how the hell are players to know what was going on?

He makes his point about what cars to put in the game. In GT2, we got some good BMWs, but had to wait 20 years for the E30. It wasn’t like the Porsche licence. So, why was the E30 not included back then? Same with the Sierra. We got the bonkers RS200, oddballs like the Cougar and Ka, but Escort and other iconic Fords left out. We’ll never ever find out why he makes whatever choices.

Kaz saying players feel if PD can add that car, they should be able to add this car. He’s clearly reading forums. Adding monthly DLC is not planned, it’s just happening that way. So to speak. Like Imari was posting the page before, we all(even those that know already) need to acknowledge this is his project and he’ll do as he pleases.

The “apology” wasn’t for us. He said the franchise won’t last. When the numbers aren’t there, it’ll end. Doesn’t matter about how the players feel or what players want or those that leave the franchise or are fresh to the series. Seriously, Kaz.
 
Can we talk about how there are no Corvette team race cars in gt7 C5R, C6R, C7R ,C8R none.

Does it have to do with license, fia gtlm, what?

The 911 17 gte and the ford gte are in the game so it cant be that.

A gif I made for this iconic race cars which none are in game.

Pratt and Miller like come on. They won't allow PD to have their cars in game
 
I think we’re rapidly moving towards 10 year generations with full support. 3 years into this gen hardware supply is only now coming on stream and many newly announced titles are still cross-gen.
I think only if the definition of what a generation is changes. Previously a single hardware type ran through an entire generation - a PS2 slim was fundamentally more or less the same as a launch PS2, at least in terms of functionality of playing PS2 games.

That changed with the eighth generation, now we had PS4 Pro and X1X turning up halfway through the generation. Those were a major hardware update, but they maintained full backwards compatibility. PS5/XSS/XSS muddy it even more, they're backwards compatible but the ninth gen games aren't necessarily playable on old hardware. So now we're looking at grouping generations by sets of playable software, rather than by hardware revision.

The hardware supply thing doesn't really come into it, IMO. That was an external circumstance that affected basically every industry on the planet, and video game consoles particularly because what else are you gonna do when you're stuck in your house? Read a book? What is this, the dark ages?

The ninth "generation" could technically be the last generation, in that consoles could just move to being like PCs where you buy a certain spec and it's "compatible" with whatever you want to run on it. It seems hard to think of more major structural changes they could make to the hardware that would break compatibility without moving back to the PS3 era-type ultra custom designs. At this point it's a standardised PC with decent graphics, decent storage and optimised data transfer. You could just keep making PS5 Pro/PS5 Pro+/PS5 Ultra/PS5 Hyperdimension GigaFest until the cows come home and probably be fine.

And I think that would be okay. There's a market for people who would buy a "gaming PC" that was just a premade box, and every game had already had it's settings optimised so that it was as plug-and-play as possible.
I’ve no doubt PD could have a PS5 only version of GT7 on the market within 18 months. With a full GT8 sometime in ‘25. We’re long past the need to rebuild & re-engineer GT’s from the ground up. Like PC it’s now a case of taking advantage of the latest hardware features, specifically the SSD (stream higher quality assets, textures etc.) and ray tracing.
What does a PS5 only version of GT7 look like though? I struggle to think of much you could add that couldn't also be scaled down to run on a PS4. Sophy, maybe, if they get it running? Ray tracing I suppose, but that's just prettier graphics. It's expected from stronger hardware that a game will look prettier.

Which makes me think that if there were major features to be in a PS5-only GT7 then we'd have them now. I don't think there's a list of amazing features that were cut from GT7 because it also had to run on PS4. They almost certainly did what every other studio that has made cross-platform games has done - made the best game they could and then scaled it back to run on weaker hardware.
We’re now seeing the benefit of Sony sticking with the same X86 architecture and tools that are also used in the PC space.
Well, yeah. That's why both Sony and MS did it. There are tons of advantages to just making the process the same across consoles and PC.

Unfortunately, Polyphony was arguably at their best when there was custom hardware and the requirement to code very close to the metal in order to extract the best performance. The graphical performance on PS1 and PS2 was exceptional, and while GT5 didn't play that well it was still graphically astonishing for it's time. Polyphony still has an artistic edge, but I think their edge in raw graphical power has gone away with the move to standardised hardware. Everyone has access to great tools and well optimised engines now, so it's more important to differentiate based on gameplay.

Polyphony really need to take their "benefits" of not needing to rework all their systems and start using those resources to build something amazing with those systems. The ingredients are all there - the physics are good, the graphics are good, the AI is getting there when they choose not to cripple it, they've got cute alternate play modes like Scapes. They just need to assemble that into a game that doesn't feel like it was built on a spreadsheet the night before a deadline.
 
Which makes me think that if there were major features to be in a PS5-only GT7 then we'd have them now. I don't think there's a list of amazing features that were cut from GT7 because it also had to run on PS4. They almost certainly did what every other studio that has made cross-platform games has done - made the best game they could and then scaled it back to run on weaker hardware.
If you can't take full advantage of the SSD, you can't really make a true next-gen title. It changes the way you design your game from the ground up. (Unless you are on PC where you can demand 32GB of RAM for a PS5 only title like Returnal).

As it is, everything we see in GT7 has to scale to PS4's HDD. They'd have to develop two fundamentally different titles otherwise, which doesn't make a great deal of sense, in this cross-gen period. If they have the shackles taken off, I can see PD doing the engine groundwork in GT7 PS5, which can be transferred straight over to GT8.
 
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They almost certainly did what every other studio that has made cross-platform games has done - made the best game they could and then scaled it back to run on weaker hardware.
It´s actually done EXACTLY the other way around. You target the lowest spec you have to run on and scale up from there.

GT7 is a PS4 game - on every platform.
 
If you can't take full advantage of the SSD, you can't really make a true next-gen title. It changes the way you design your game from the ground up. (Unless you are on PC where you can demand 32GB of RAM for a PS5 only title like Returnal).
What would a game like GT7 do with an SSD that wouldn't be possible on a traditional hard drive? Fast loading times are nice and all, but we've all dealt with long loading times for decades. They're a luxury for a game like this.

I'm not seeing how you can use it in-game in a meaningful way. I'm willing to admit that this may just be my own ignorance here. I've done a bit of Googling but I just keep hitting the same sorts of articles of people gushing about how much of a revolution the PS5 SSD is without explaining the problem that it actually solves for them. Gran Turismo doesn't have huge, sprawling detailed levels like Returnal or any modern action/adventure game where avoiding loading gates or straight up load screens is a big change to fluidity and immersion. So it's great for them, but for GT7... what problem exists that we're trying to solve here?

This is not me being a sarcastic bastard, this is a genuine question. I don't get it. I'd love to know how this piece of technology can make this game (or this genre of games, I guess) better than they are.
If they have the shackles taken off, I can see PD doing the engine groundwork in GT7 PS5, which can be transferred straight over to GT8.
Ah, but here we're back to redeveloping the engine again. If you're redesigning the engine it's at best a remake - it would be GT7 in name only.

And that gets back to the timeline I was talking about earlier. We have to redevelop for a "first" PS5 game, and then re-use that engine for a second PS5 game. Both of which take time, and I think 18 months is a heavy underestimate given the time that GT5, GTS and GT7 took to make. There has been no GT game that was that fast since GT3, engine modifications or not.

It's not that I don't think it could be done in 18 months, I just don't think Polyphony could. The history is that they just do not work that fast, and they rarely focus on a single issue like that.
It´s actually done EXACTLY the other way around. You target the lowest spec you have to run on and scale up from there.

GT7 is a PS4 game - on every platform.
Okay, maybe I'm too used to PC where it's assumed that it's a jungle of hardware and it's accepted that your game simply won't run on some stuff. I guess a different approach would make more sense in a console ecosystem where there are defined hardware targets that the game must run on, no ifs, buts or coconuts. I could imagine doing it top down on consoles could lead to some pretty nasty surprises late in development cough*CP2077*cough, where at least on PC you change the minimum specs and call it a day while all the people with 1050tis moan on Reddit.

So if your lowest spec is PS5 instead of PS4, what changes? Apart from how pretty it looks, obviously. But in terms of functional gameplay, what does the PS5 allow you to do that the PS4 doesn't?
 
What would a game like GT7 do with an SSD that wouldn't be possible on a traditional hard drive? Fast loading times are nice and all, but we've all dealt with long loading times for decades. They're a luxury for a game like this.
A SSD can fundamentally change the architecture of your game and your engine. It´s not about how fast you can load menus, but about how fast you can load assets. Stuff that traditionally had to be loaded in your ram for fast access can now sit on your SSD.
You simply have access to vastly more data at any given time and the restrictions from your ram pool are circumvented.

There´s big potential there - not even the PC market has tapped into that since no developer targets a SSD unless it´s guaranteed to be there. XSX and PS5 are unique in that regard. Interesting times ahead for sure. Right now in this cross generational period it´s a bit frustrating though.
 
Could you maybe point me in the right direction: I once saw a car and tune to use for the final acceleration mission. I am bad at these and didn't even get bronze with the Redbull 2019 and Gr.1 Tomahawk. I know i got it right on another account but can't remember how. Thanks!
Do you mean the drag race missions? Maybe this will help you out :)
 
A SSD can fundamentally change the architecture of your game and your engine. It´s not about how fast you can load menus, but about how fast you can load assets. Stuff that traditionally had to be loaded in your ram for fast access can now sit on your SSD.
You simply have access to vastly more data at any given time and the restrictions from your ram pool are circumvented.

There´s big potential there - not even the PC market has tapped into that since no developer targets a SSD unless it´s guaranteed to be there. XSX and PS5 are unique in that regard. Interesting times ahead for sure. Right now in this cross generational period it´s a bit frustrating though.
What you're talking about is more detailed and larger environments. But that's not revolutionary for a racing game, tracks are as big as they are, Brands Hatch isn't getting bigger in a PS5 only title. For open world titles you are absolutely right, but outside of a track editor or introducing some really lengthy original tracks of 100 miles or so, I don't see it truly affecting gameplay beyond looking nicer and faster loading times in a game like GT7.

What would have more impact is the CPU being able to produce more calculations per second. In GT7 it's all capped what the PS4 can achieve, but you could have a faster thinking AI and more complex physics model for example on an PS5 only title. That's no guarantee we would get those things, but it's possible.
 
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What you're talking about is more detailed and larger environments. But that's not revolutionary for a racing game, tracks are as big as they are, Brands Hatch isn't getting bigger in a PS5 only title. For open world titles you are absolutely right, but outside of a track editor or introducing some really lengthy original tracks of 100 miles or so, I don't see it truly affecting gameplay beyond looking nicer and faster loading times in a game like GT7.
I mean look at GT1 on PS1 and GT7 on PS5 and tell me again the only thing that has gotten better are graphics.

There are so many things that have and will continue to improve thanks to more horsepower beyond “graphics”.
The underlying simulation has gotten so much more complex. From physics to AI to weather simulation a lot was achieved.

GTS to GT7 really did not evolve in that regard and that’s a bummer. The AI specifically is just pure nonsense.

GT7 is GTS at it’s core and it shows.
 
A SSD can fundamentally change the architecture of your game and your engine. It´s not about how fast you can load menus, but about how fast you can load assets. Stuff that traditionally had to be loaded in your ram for fast access can now sit on your SSD.
You simply have access to vastly more data at any given time and the restrictions from your ram pool are circumvented.
Right. That's what all the articles I've been Googling say. And it has obvious advantages for the way open world and adventure games deal with data. Action/adventure games specifically had to design their environment to allow for smooth transitions between areas, and the SSD removes that necessity giving them more freedom to design layouts that fit the gameplay. That's a clear example of a problem that existed, and how the SSD removed it.

But what can you do with that in a game like GT7 that you couldn't before? What assets need to be loaded faster? Where did the game need more data but it was inaccessible?
What you're talking about is more detailed and larger environments. But that's not revolutionary for a racing game, tracks are as big as they are, Brands Hatch isn't getting bigger in a PS5 only title. For open world titles you are absolutely right, but outside of a track editor or introducing some really lengthy original tracks of 100 miles or so, I don't see it truly affecting gameplay beyond looking nicer and faster loading times in a game like GT7.
If current tech can deal with the Nordschliefe then I assume it can deal with a track of pretty much any size.

Track editor is potentially a good idea depending on how you do it, you can probably get a lot more detail in by just pulling whatever item data you need when you need it instead of having to either replicate how normal tracks stream in or just load everything at once.

Of course, that would require them building a new track editor more or less from scratch. Given past efforts, I suspect that there's more difficulty involved in simply getting such a thing made for Polyphony than there is potential for optimisation with specific hardware features.
 
But what can you do with that in a game like GT7 that you couldn't before? What assets need to be loaded faster? Where did the game need more data but it was inaccessible?
I´m no game designer and I assume same goes for you. I still feel confident in saying that new tech and more power has consistently pushed this medium forward.
There´s a reason why the step from GTS to GT7 feels incremental. It´s basically an iteration on the same foundation. Much like GT1 to 2 or 3 to 4. The steps to 3 or S felt like proper genrational leaps.

I think we´ll get that in the future. Either with with PSVR2 and however they will handle that or with GT8.
 
Kaz covered this in a recent interview actually, he said that with the market having moved in that direction - they will have to cover that area of the market as well.

Doesn't say anything for a timeframe etc. of course, but I can surely imagine we'll begin seeing more SUV's roll in, even if it's just things like the Urus.

View attachment 1219243

Full interview is here for anyone that hasn't seen it. It's a great read.

Oh wow...

... can't wait to race in Gr. 3 with a GT3 Spec'd Tahoe in the future.
 
Right. That's what all the articles I've been Googling say. And it has obvious advantages for the way open world and adventure games deal with data. Action/adventure games specifically had to design their environment to allow for smooth transitions between areas, and the SSD removes that necessity giving them more freedom to design layouts that fit the gameplay. That's a clear example of a problem that existed, and how the SSD removed it.

But what can you do with that in a game like GT7 that you couldn't before? What assets need to be loaded faster? Where did the game need more data but it was inaccessible?

If current tech can deal with the Nordschliefe then I assume it can deal with a track of pretty much any size.

Track editor is potentially a good idea depending on how you do it, you can probably get a lot more detail in by just pulling whatever item data you need when you need it instead of having to either replicate how normal tracks stream in or just load everything at once.

Of course, that would require them building a new track editor more or less from scratch. Given past efforts, I suspect that there's more difficulty involved in simply getting such a thing made for Polyphony than there is potential for optimisation with specific hardware features.
"But what can you do with that in a game like GT7 that you couldn't before? What assets need to be loaded faster? Where did the game need more data but it was inaccessible?"

I think more dynamic and true to life weather effects.
 
they say "there's nothing new under the Sun" I wonder if the developers had to pay for using the name ?

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That seems unlikely, as "Gran Turismo" is only a specific trademark within the realm of video games.

Outside that particular use, it's a 350-year old term in regular use - predating the gaming context by three centuries - referring to both the concept of a prolonged trip around Europe with the view to extending a young man's horizons and world view, and a type of horse-drawn carriage (and then car; most terms for car types come from carriage types) used on such a trip.


Also I'm not sure who came up with that graphic, but "1960's" means "1960 is" or "belonging to 1960". The decade is "1960s" (and 2020s).
 
That seems unlikely, as "Gran Turismo" is only a specific trademark within the realm of video games.

Outside that particular use, it's a 350-year old term in regular use - predating the gaming context by three centuries - referring to both the concept of a prolonged trip around Europe with the view to extending a young man's horizons and world view, and a type of horse-drawn carriage (and then car; most terms for car types come from carriage types) used on such a trip.


Also I'm not sure who came up with that graphic, but "1960's" means "1960 is" or "belonging to 1960". The decade is "1960s" (and 2020s).
thank you for that info.....now edited..................dunno about 350 years though........... I'm sure i saw it on the side of Ben Hur's chariot in Carry On Cleo
 
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thank you for that info.....now edited..................dunno about 350 years though........... I'm sure i saw it on the side of Ben Hur's chariot in Carry On Cleo
Movies are renowned for issues with anachronisms.

The "Grand Tour" (or "Gran Turismo" in Italian) is a term that came into the popular lexicon during the Romance era (mid-17th Century) for a trip taken by the coming-of-age sons of nobility around Europe - the hub of the Renaissance just a couple of centuries before - in order to further educate them in languages, art, literature, and almost certainly vagina, to make them more rounded... aristocracy. It also became common to use the term for the coach - suitable for long journeys with people and luggage - used on the trip.

Its first use on a car was the 1929 Alfa Romeo 6C Gran Turismo, also predating the gaming use by almost 70 years, and it became a term for cars suitable for long journeys with people and luggage but backed up with a race-track (as in old, road-racing course tracks: Le Mans, Reims, Pescara) performance.

That it appeared on a car toy in the 1960s is not a surprise, and it seems unlikely Sony would travel back in time to sue over that usage. It also seems unlikely that Sony would have had to pay the toy manufacturer - in much the same way that Triang (now Hornby) would not have had to pay Alfa Romeo, nor would Ferrari have had to pay Alfa Romeo for the 250GT ("Gran Turismo") on the box - as it's a common-use term for over a third of a millennium.


However if you wanted to use the Gran Turismo name in a gaming context, Sony would destroy you for thinking about it. If you wanted to use the GT logo for something else - like a slot car set - you would have to negotiate a licensing agreement.
 
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