Gran Turismo 7: Latest news and discussion thread

  • Thread starter sems4arsenal
  • 44,829 comments
  • 5,360,249 views
I don't think boost weak turns boost off completely. I've always been able to gain positions in the second half of races.
I didn’t notice that to be honest, but it is definately much more harder than boost set to off. I have no problem getting to 2nd - 1st place in 5 lap races with boost off, and on boost weak I am somewhere around middle of the pack.
 
Sorry, should have written the same as in another thread:

Boost weak has some boost, as i wrote there. I don't know if there is any setting for a real Boost off or what Boost off does. I can only say that WEAK ist not without boost as described in the other thread.
 
Last edited:
The Volvo S60 T-5 Sport '03, which first appeared in GT4, must return to so it could be part of an extra menu in a future update.
 
Last edited:
I feel the cafe, if the intent is to showcase the history of vehicles, could be well served retooled as a side mode, where-in the history beats are blended with a race in between each, say in your skyline example, could set up 3 races each with a "loaner" car, if you don't have one yourself, where they put them in a realistic scenario where you can experience first hand what makes the cars special alongside the lectures.

Say race #1 features either the the Hakosuka or Kenmeri GT-R's mixed in with say a Celica and other 70's Japanese machines.

Then race #2 could require a R32 or R33 against other 90's JDM Icons, while race #3 could use any of the modern R35's against contemporary sports and supercars.

And completing these races could give out the car used for the event as a prize, eventually filling out the menu book at the end with an extra reward(maybe say a gift GTR Gr.3 car?)

There is potential in the cafe, just not as the main meat and potatoes single player campaign. But as a curated "interactive museum" side mode with a setup similar to what I outlined here, it could work.
Definitely agree with you on this, it's such a good and neat way to expand the content still maintaining the cafè backbone.
I remember that in a "Your dream update" thread I had written a post with how they could have expanded this type of content while making it a possible business model for paid DLCs which do not segregate players into who bought it and who didn't. If it's not OT, I would write it here, is it possible @Famine ?
 
Yes. I mean, why go to a cafe to do a world tour of the game? Might as well have done that Mille Miglia style quest from GT5(?).
Start with the compact B segment car stops at various check points and switch cars along the way.
That would have been fun with the initial “world”/globe/map and “airplane” icons.
View attachment 1440046
View attachment 1440047
The menus showed on the first trailers were sooo much better. They just changed completely the progression system and they ****ed up completely everything.
 
To me it felt like more of a racer jet setting across the globe. Besides, it looked fresh. The topography visual looks way better from the teasers.
View attachment 1440170
I still miss the GT4 style night mode menu. I get that it maybe wasn't as visually clear, but my goodness it looked good.

1743439994486.png


Image from this page on The Cutting Room Floor, other interesting pre-release stuff listed as well.
 
Last edited:
I still miss the GT4 style night mode menu. I get it maybe wasn't as visually clear, but my goodness it looked good.

View attachment 1440171

Image from this page on The Cutting Room Floor, other interesting pre-release stuff listed as well.
that early world map , that would be cool to see in a Oled HDR screen especially if those small dots were moving :D
 
Last edited:
I still miss the GT4 style night mode menu. I get that it maybe wasn't as visually clear, but my goodness it looked good.

View attachment 1440171

Image from this page on The Cutting Room Floor, other interesting pre-release stuff listed as well.
The day/night transitions would be crazy. I don’t know, but maybe this menu(as with all the other previous visuals) were probably built for PS5 to handle and not PS4.
 
The day/night transitions would be crazy. I don’t know, but maybe this menu(as with all the other previous visuals) were probably built for PS5 to handle and not PS4.
I didn't even think of that, day/night transitions. And yeah it could be! There's a lot of micro detail on the map. Maybe it could run at 30 FPS on PS4 but maybe PD prefers 60 on both in all scenarios in the game.
 
I still miss the GT4 style night mode menu. I get that it maybe wasn't as visually clear, but my goodness it looked good.

View attachment 1440171

Image from this page on The Cutting Room Floor, other interesting pre-release stuff listed as well.
I really hope they bring this style back in GT8. No idea why they dropped this map design, World Map is cool but this was cooler.
 
The idea of the pre-release map is cool, but white text on dark grey on monochrome-but-variable-including-dark-grey is a UX nightmare, I get why they didn't go for it.

At the very least more distinction between the dark grey text background and the dark grey parts of the map would be needed.
 
Last edited:
The idea of the pre-release map is cool, but white text on dark grey on monochrome-but-variable-including-dark-grey is a UX nightmare, I get why they didn't go for it.

At the very least more distinction between the dark grey text background and the dark grey parts of the map would be needed.
It doesn't pop as much indeed. It looks good in stills but maybe wouldn't in motion. A version with extra contrast like you're saying could work. Perhaps dim the background further so the text and icons pop more.
 
Have you ever rushed home just to see a new car in your favorite game?

Borrego Springs Park_.jpeg


I don't think I would fall in love with this one because of the headlights. I didn't care much for it. The new Vantage, yes, it's love at first sight because the headlights have changed.

But when you own a beauty like that, you start to see things differently.


I've already driven almost 600 kilometers, basically testing Sophy at Nurburgring. ;)

Gran Turismo® 7_20250331170320.png
 
Have you ever rushed home just to see a new car in your favorite game?

View attachment 1440219

I don't think I would fall in love with this one because of the headlights. I didn't care much for it. The new Vantage, yes, it's love at first sight because the headlights have changed.

But when you own a beauty like that, you start to see things differently.


I've already driven almost 600 kilometers, basically testing Sophy at Nurburgring. ;)

View attachment 1440222
Same here! It‘s one of my favorite modern GT cars. I‘ve always loved Aston Martin‘s for their elegant yet understated designs.
 
I was going to post this as an article today, but we figured maaaaaybe trying to do satire right now (especially on this topic) is not wise or even particularly easy to spot.

Enjoy:

Not GTPlanet
A surprise announcement from Japan looks set to require Gran Turismo 7 players to prepare for increased car prices across the board in order to reflect real-life trends — but only if they reside in America.

Per an Executive Order, April 2 sees the implementation of controversial tariffs on imported cars and car parts in the USA, with a 25% tax levied on non-US made products. This comes despite warnings that this will drive up prices, with importers forced to pay the 25% fee, cutting into profit margins off the shelf and leading to costs being passed on to the end consumer.

Rather than being an exclusive levy on cars made outside the USA, it may have consequences for domestic products too. Cars are commonly constructed from components that are made overseas and brought in for final vehicle assembly. Indeed major components — such as engines — may themselves be made from parts from various countries.

In fact, every time a component crosses the border into the USA, it will be subject to the 25% tariff and this will increase costs even for vehicles that are eventually put together in a facility in the USA — even for domestic marques.

Long-term GT players will know that — with the Hagerty dealership in Gran Turismo 7 and its almost-quarterly pricing updates to reflect changes in the classic car market a more recent example — Polyphony Digital strives for accurate pricing of vehicles in-game, and generally to European prices.

For example a Hyundai Ioniq 5N will cost ¥8,580,000 ($57,500) in Japan, £65,000 ($84,000) in the UK, and €74,000 ($84,000) in Europe — compared to $67,675 for the US market price up to April 1. In GT7, it’s priced near the European value, at 85,000cr.

Our US players though could see prices for most “Brand Central” cars (those produced from 2001 to the present) increasing by a quarter. The increases haven’t been specifically released, but we’re expecting only a handful of cars – Chevrolet Camaro and Corvette, Ford F-150 and Mustang, Tesla Model 3 and S, and Toyota Tundra – to be barely affected, if it all, and almost every other vehicle to increase by 25%.

Of course that will vastly increase the amount of credits players will need to buy every Brand Central car once apiece. Currently it costs almost 200m credits to buy each individual car once, so we’d estimate that’s going to be an increase of ~50m credits that players will need to scrape together to complete their Car Collection from scratch, or a little less if you don’t mind buying the used versions of 2001-2009 models.

Live operations and logistics manager Eipuru Irufuru remarked that “we always strive towards realism, and we find that as fidelity to the real world increases so player satisfaction also increases. Matching car price values to those of reality improves players’ social relationships with the vehicles they buy, and we’re sure that this will only enhance player enjoyment.”

Stay tuned for all the latest on this developing story.
 
It sounds counterintuitive, but that's what you should do. There might be some glitch in the menu where "weak" is mapped to off and vice versa, because it's been the same thing with the regular AI in custom races.
Did a test at Tsukuba, 3 lap races against Sophy with boost set to strong, weak and off. Did each setting twice, first time staying around 5 seconds behind Sophy and the second time staying ahead.

Results: When I was ahead, Boost strong performed about the same as Boost weak. When I was behind, Boost strong performed about the same as Boost off. Also, Boost off when I was ahead performed about the same as Boost weak when I was behind.

Based on these results, I think the following is happening:

Boost strong:
The AI slows down when you're behind and speeds up when you're ahead

Boost weak:
The AI speeds up when you're ahead. Drives at a "normal" pace when you're behind.

Boost off:
The AI slows down when you're behind. Drives at a "normal" pace when you're ahead.
 
Last edited:
Back