Gran Turismo 7 Physics

Do you want more detailed and realistic physics on the next GT


  • Total voters
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  • Poll closed .
here's a tutorial on how to drift a stock GT86 in Assetto Corsa, no hand brake all using momentum.



I find it kind of funny you keep mentioning you can't do this and can't do that on other sims, and I still haven't seen a single clip of you drift a production car in GT7. just because you can't doesn't mean the car won't.

Shame he's not showing his inputs, otherwise even you might be able to tell the difference. I'm telling you he's not using a quarter of the accelerator to maintain the drift, like you have to in GT7. Also, in AC (in the video), there's much more forward momentum coming from rear tyres, more than there is in GT7.
 
So... I've been doing some testing today on GR3 cars and using the C race layout as a benchmark.

Given the nature of this thread I'll say I'm a 47 year old kid and professionally worked in motorsports for 24 of those years. I have also lived on anything with a motor from dirt bikes to professional level drag race and road race cars.

Now in sim land because of my back issues I'm behind the curve a bit with experience. I'm quick not fast. Dipping my toes in GT before I go PC based. I'm usually .5 to 1 behind top split and I do ok for only racing a year.

Presently I'm using a DD1 ps4 base and V3 pedals.

Within this thread is alot a good real world info that applies to the new FFB and physics mixed with alot of opinion and lack of experience. No offense meant at all. What I'm saying is let's trouble shoot because I discovered something today.

Gt7 feels punctuated in feedback to the wheel to me from the start. On off as others suggest and we all agree it needs tweaks. If you're light on the throttle and try not to use 100 percent braking it helps but it still feels off. This led me to steering angle and what I felt when playing ACC for the first time then learning us Fanatec users have to adjust angle per vehicle.

I also did this in GT sport. Usually 560 to 530 for GR3 car dependent. After loading up various GR3 cars in GT7 in cockpit view and turning the wheel 180 degrees to see if matches my wheel I've found every car 10 to 20 degrees in game sharper than my wheel. 550 just about matches display against wheel and makes sense why pad players have less of an issue.

After some laps in numerous cars I can say the FFB opened up dramatically. I can feel the tire load up turning the wheel and overall it feels much, much more realistic. Less darty and the limit is much more manageable.

With that said it could be something hardware related so I would check your wheels. If you have the ability to adjust it, awesome if it's not a fanatec wheel. If you don't I'm sorry. You can cut the controller sensitivity down because it makes a difference and give up some hard credits for the angle kit in the meantime.

It would be cool if anyone else has the same issue to share what wheel they have.

Hope this helps.
 
Tyregrip is a part of the problem but notice how the cars snaps & spins like they were epileptic..
Did a caffee race last time I played it, M3 with some upgrades, no tuning. Was going great, good handling, weight shift made it slide a bit, all good then suddenly... unexpected snap oversteer. Caught it (I thought), it slowed a lot, so light gas and short shifted up when it was straight only to get an artificial tank slapper, and then another and into the wall. I was so stunned I let it go and stopped. Only to try to get going again and as soon as I touch the gas, a smoky 180... no revving, no aggressiveness. The replay was hilarious. Car banks from maxed suspension from one side to the other like some terrible wobbly SUV. Then slowly creeps up and spins in a cloud of smoke. I can only laugh at the moment when this kind of thing happens. But my wrists hurt after a while, from so much fine and permanent input you have to give.
 
I don’t have DD T300 user but the feedback is a way better than GTS.. you also get more information compared to GTS… you can feel the chassis move side to side, front to back, the weight of the wheel changes from downforce, engine position, car weight, etc. All the cars I have driven have felt different which is cool and makes the driving fun for me at least.
 
Once I got my dd pro onto a solid rig it’s like I’m driving a different game honestly. The grip feedback is pretty sorted. The R8 in race c can be almost drifted around the infield and with tc1 as a safety net it’s somewhat a joy and I am a little worried they are going to sterilise the experience when they patch this. And i do think they will, all we need is more progression with the oversteer. (There’s also some curbs with no ffb that need fixing).
While that’s great that an indulgent setup works well it does give me pause as it effectively gatekeeps the best experience of the game. Not sure what the solution is.
 
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For the ones who say "if gt7 is realistic I should not have problems"
Here some real pilots who are taking tutorials and tips (how setup the car, where brake, where full throttle, the right gear for the corner etc..) from a virtual pilot on acc...

With this I don't want deny that snap oversteer exist on gt7. Hope Pd will fix it, but I am enjoying the game a lot anyways.
 
my personal feeling
The Road/Drift TAB in GTS are physically different and far from each other.
GT Sport Drift by Road TAB

GT Sport Drift by Drift TAB


The physics of Steering Angle Adapter - ON/OFF in GT7 is slightly different.
GT7 (Steering Angle Adapter - OFF)

GT7 (Steering Angle Adapter - ON)
What car are you using to drift in GT7? Can I make a request? could you try and drift a stock 370Z for 1 lap at tsukuba unedited and include all off the spin out, if you do? I still can't drift that car no matter how hard I try.
 
What car are you using to drift in GT7? Can I make a request? could you try and drift a stock 370Z for 1 lap at tsukuba unedited and include all off the spin out, if you do? I still can't drift that car no matter how hard I try.
Stock Corvette C3 1969, slightly increased horsepower around 330~340 HP.
My T500RS is currently waiting for a new belt to be replaced, and I don't have a 370Z.
After the T500RS is repaired, I will find a chance to try the stock 370Z again.
 
Did a caffee race last time I played it, M3 with some upgrades, no tuning. Was going great, good handling, weight shift made it slide a bit, all good then suddenly... unexpected snap oversteer. Caught it (I thought), it slowed a lot, so light gas and short shifted up when it was straight only to get an artificial tank slapper, and then another and into the wall. I was so stunned I let it go and stopped. Only to try to get going again and as soon as I touch the gas, a smoky 180... no revving, no aggressiveness. The replay was hilarious. Car banks from maxed suspension from one side to the other like some terrible wobbly SUV. Then slowly creeps up and spins in a cloud of smoke. I can only laugh at the moment when this kind of thing happens. But my wrists hurt after a while, from so much fine and permanent input you have to give.
All physics go out the window after you crash. I can't even put any gas down. Any throttle and the car will just spin in circles.
 
All physics go out the window after you crash. I can't even put any gas down. Any throttle and the car will just spin in circles.
I concur lol. If you're on controller its bad, even getting out of shape a tiny bit and correcting it, the computer takes over to assist you in wrecki-... I mean to "assist you in counter steering". Even when its turned off. It's annoying, it even holds the wheel in one direction that actually makes more oversteer. Shades of the sport demo when it came out. If it's turned off it should stay off, why even have it as an option. It will even drive the car for you. The amount of power some low hp cars just make at the end of a power band is whack also, witch the tires don't like.
 
So... I've been doing some testing today on GR3 cars and using the C race layout as a benchmark.

Given the nature of this thread I'll say I'm a 47 year old kid and professionally worked in motorsports for 24 of those years. I have also lived on anything with a motor from dirt bikes to professional level drag race and road race cars.

Now in sim land because of my back issues I'm behind the curve a bit with experience. I'm quick not fast. Dipping my toes in GT before I go PC based. I'm usually .5 to 1 behind top split and I do ok for only racing a year.

Presently I'm using a DD1 ps4 base and V3 pedals.

Within this thread is alot a good real world info that applies to the new FFB and physics mixed with alot of opinion and lack of experience. No offense meant at all. What I'm saying is let's trouble shoot because I discovered something today.

Gt7 feels punctuated in feedback to the wheel to me from the start. On off as others suggest and we all agree it needs tweaks. If you're light on the throttle and try not to use 100 percent braking it helps but it still feels off. This led me to steering angle and what I felt when playing ACC for the first time then learning us Fanatec users have to adjust angle per vehicle.

I also did this in GT sport. Usually 560 to 530 for GR3 car dependent. After loading up various GR3 cars in GT7 in cockpit view and turning the wheel 180 degrees to see if matches my wheel I've found every car 10 to 20 degrees in game sharper than my wheel. 550 just about matches display against wheel and makes sense why pad players have less of an issue.

After some laps in numerous cars I can say the FFB opened up dramatically. I can feel the tire load up turning the wheel and overall it feels much, much more realistic. Less darty and the limit is much more manageable.

With that said it could be something hardware related so I would check your wheels. If you have the ability to adjust it, awesome if it's not a fanatec wheel. If you don't I'm sorry. You can cut the controller sensitivity down because it makes a difference and give up some hard credits for the angle kit in the meantime.

It would be cool if anyone else has the same issue to share what wheel they have.

Hope this helps.

What does the steering angle kit do?

And it’s good to know that setting up your wheel sensitivity on the base can be fine-tuned by watching the camera in game a la ACC.

I also think that GT7’s “auto” steering settings are based upon the official GT7 wheel which is smaller in diameter than a lot of other rims
 
I’m playing on PS4. I saw someone mention a physics mod, so I’m assuming a lot has been changed with the PC version. But I can tell you for certain that the cars don’t turn in or rotate when I’m playing. There seems to be an issue with AWD vehicles acting like open diffs also. The GTR understeers like mad. I can say for a fact in cars like the Evo and GTR, there is induced oversteer from the yaw control systems. The cars don’t feel natural.

In the video, he doesn’t shift weight much to trigger the first slide. I’m at work now, I’ll run more tests when I get home.
make sure to try it in GT7 too with Comfort Hard tyre (I think the BRZ came with Michelin Primacy 4 as standard), and don't forget to record a clip for us to see.
 
make sure to try it in GT7 too with Comfort Hard tyre (I think the BRZ came with Michelin Primacy 4 as standard), and don't forget to record a clip for us to see.
I tried it. I'm not even going to bother recording. It's hard to hold a slide. I did notice at Streets of Willow on the skid pad it was easier to hold it there, and that is a flat area. I noticed on up hill corners its easier to hold but on banked turns it will snap. Yes, it's wonky. So I think to the edge and slightly over the edge of the limit of the tires, everything is fine but when the kinetic friction force becomes to high, the friction force suddenly becomes static and causes the car to snap. They need to work the kinetic to static transitions.
 
I was going to grouse a bit about the Ford GT '06. I had a heck of a time trying to get it around Trial Mountain safely on intermediate rain tires, and had to resort to all the assists to handle the beast. Then I tried sport softs and it was even faster, which... maybe that's right? I have no clue how racing rain tires are classed regarding grip.

But then I took the Gr.4 Supra around the track, and was 2.5 seconds slower. The lame duckling suddenly became quite the road rocket.
 
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I tried it. I'm not even going to bother recording. It's hard to hold a slide. I did notice at Streets of Willow on the skid pad it was easier to hold it there, and that is a flat area. I noticed on up hill corners its easier to hold but on banked turns it will snap. Yes, it's wonky. So I think to the edge and slightly over the edge of the limit of the tires, everything is fine but when the kinetic friction force becomes to high, the friction force suddenly becomes static and causes the car to snap. They need to work the kinetic to static transitions.
THANK YOU! now we're in the same page.
 
What does the steering angle kit do?

And it’s good to know that setting up your wheel sensitivity on the base can be fine-tuned by watching the camera in game a la ACC.

I also think that GT7’s “auto” steering settings are based upon the official GT7 wheel which is smaller in diameter than a lot of other rims

Adds more steering angle although some say it's not that noticable. Also. Wheel diameter doesn't matter. 6 o'clock is still 6 o'clock regardless of diameter. Even in ACC we have to plus or minus 10 degrees depending on in game setting on console. Doing more testing tomorrow. Was too busy getting gold on the green hell circuit experience. About damn time!
 
Wet weather is definitely more detail. No other game has the dynamics of a dry line developing over the course of the race, not to mention the varying level of grip depending on the amount of water on the surface.
Some were also commenting on the details of the curbs and contact patches of the tires being more than just binary.
Not true. Project cars 2 has this and it's all simulated in real time too, completely simulates water movement, even from the cars going just through them, real time dry line depending on where the car is actually going ( no fakery thing we usually see ).
 
I just can't even with these Porsches. How they've destroyed the handling of the 996 GT3 between Sport and this game just blows my mind. I was grinning ear to ear throwing it around Willow Springs in Sport, now I'm about to throw my wheel at the screen.

I honestly think I'm done until they do something. It shouldn't take this much work to keep a car between the ditches.
 
This game is totally unrealistic tyre modelling, especially on tyres that aren't race tyres or in the wet. It's basically a arcade game pretending to be a sim at this point now,

They need to hire someone from Kunos to come sort them out. It's basically unchanged since GT5 only slightly tweaked. It's become a laugh really, and the dirt tyre model and physics is absolutely rubbish, they should have just left it out as it's a joke. Fair enough if you want to be a arcade racer that's fine, just don't put "the real driving simulator" on the box. They should Have some pride ffs and focus on making the game great again and not just cashing in. The reason it was a hit back in PS1 days was it was so far ahead in terms of realism than anything at the time, bit fast forward to now and it's a joke, again have some pride Kaz you money grubbing douche.
 
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I tried it. I'm not even going to bother recording. It's hard to hold a slide. I did notice at Streets of Willow on the skid pad it was easier to hold it there, and that is a flat area. I noticed on up hill corners its easier to hold but on banked turns it will snap. Yes, it's wonky. So I think to the edge and slightly over the edge of the limit of the tires, everything is fine but when the kinetic friction force becomes to high, the friction force suddenly becomes static and causes the car to snap. They need to work the kinetic to static transitions.

Lol its "the physics are 80-90% there" dude.
Happy you can see the light after 82 pages.
 
Lol its "the physics are 80-90% there" dude.
Happy you can see the light after 82 pages.
Most driving is still within the limits that the game simulates well. It’s 80-90% there. I’m not drifting around everywhere. I stand by this. Majority of the driving can be applied in reality. Some of you guys live by criticizing the game, forming opinions while not even playing it.
 
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Was browsing reddit and came across this video:

It seems it was recorded during actual playing, so it cancels any replay issues, correct me if I'm wrong.

I think it's quite obvious there is something wrong, this video is probably one of the best showcasing a deep down issue in the physics ( which may not be related at all with what is being currently talked ). Not even on tarmac with heated slicks you would be able to do this such of a change in orientation coming from a slide like this lol.

I haven't done enough testing nor just played enough of the game to have a clear mind on what's wrong specifically, also I'm not playing the game with a wheel anyway, so it's hard for me to compare with the other sims I've played with my wheel, but even on controller, I tend to easily notice unrealistic behaviors, I'll not speak for now because I did see a big improvement with the 1.06 update and thus I need to play it more in its current state, specifically with one drift car I had done, which fully went from having myself restarting the race multiple times to doing runs in first try just after the update, so clearly something has changed drastically under the hood, at least from what I can tell ( quick note that imo it's the traction loss curve that changed, it seems in certain scenarios the rear tires can lose as much grip as before, but it does not happen nearly as fast and thus as often as it did before, so it results in having the rear tires now having more grip while sliding and getting the front wheels leading them much more than it did before in most scenarios of drifting, before it felt like the rear tires would snap into "extremely low grip" mode and go on its own, making the pedal dance and steering input extremely important and precise to keep the rear in its place and not have it fly away, not impossible by any mean but way more difficult than in real life and other sims imo, in theory this should reduce snap oversteer, as the loss of traction is more gradual on the rear tires and they seem to fly less on their own as fast as it actually did, but I need to play more of the game to have a clear mind out of this, and test more cars ).

To be honest, I'm actually a bit impressed by the physics on a personal level, all the physics flaw don't come at me as a surprise, I've always came up with these kind of issues on GT honestly. Not that it should be accepted for a game that targets "sim" handling, but I wasn't expecting to suddenly see it gone with gt7, so I'm not disappointed personally.

Also my 2 cents but this thread is a bit of a mess, and I think it will be for ever without proper testings of the physics, unless everyone suddenly admits that something is wrong or the opposite perhaps. Showing off videos of real life slides, or you sliding X car, doesn't prove anything. What we're all experiencing for now is a feeling, until someone come up with a proper understanding of what is happening and show it with actual tests.
It creates a lot of confusion to what is actually being talked about too. I think proper testings need to be done with more or less predictable car movements and actually properly analyse what's happening. Ofc it's easier said than done but I've been reading for quite some time and the discussion so far is turning in circles with different people coming in and arguing over and over with each other.

I think it needs to be clarified that from what I felt and what I've read, most people talk about the rear snapping, stepping away from the car forward direction too fast ( which is why everyone is talking about snap oversteer, not just oversteering in itself ), but be careful on the understanding of this, people aren't saying cars should NOT oversteer, but specifically that cars shouldn't have their back going away this fast during an oversteering scenario ( hence why most people talk about this on/off feeling of oversteer, when cars tend to slide they just suddenly slide instead of gradually losing its grip more and more ). Problem is when comparing to IRL videos is none to useless as the rear can totally go away on its own if you don't have the skill to correct with your steering and throttle, perhaps comparing with something impossible to manage in GT7 would be smarter imo, but comparing car spinnings are worthless, as both results on their own are absolutely correct, cars do spin in real life and so do in gran turismo.
I think most people get this oversteer part wrong and immediately assume that people are just referring to oversteer in general, which is wrong, cars have to oversteer obviously, even low powered rwd cars in low speed, tend to oversteer if they're asked to do so with a proper diff, it's just that right now, to me and for others it seems, the current loss of traction is completely messed up, or at least was, cause again on my side I need more testing with this last patch. So showing any car oversteering at any track under X circumstance doesn't prove anything, as it's obvious cars oversteer, but it's rather the behavior during that oversteer that has to be looked at, but throwing just random videos is none to useless really.

Also just to say that differentials make a huge difference irl with cars behavior on the limit, open diff will make it harder to slide than a welded diff, even with all driving aids off. This actually makes me think that I wonder if there even would be a possibility of recreating this in gt7 ? Definitely would like to see the car's behavior with an open diff in gt7.
 
Which is? I'm sharing my experience. I drive a EvoX irl. I've had a lot of time in the car. I know how the feedback in the game is. I trained on a track in the game and translated it real world with the same suspension setup (stock) and similar tires. I don't know what other experience can outweigh that.
Understeer, the FFB is utterly wrong, describe what your getting for understeer and why (if) you think it's accurate.
I know this. That was my whole point in the reply. He wasn't transmitting torque, but he broke traction and snapped right. People were complaining about that in GT Sport. This demonstrates it actually happens. Try this is AC, it doesn't work at all. GT has had the better physics models for production cars. A lot of aspects feel similar between the cars, but there are things GT does better.
You've changed on this one from it being snap, to power, and now back to snap.

It's not snap oversteer at all, it is induced by torque and the rear wheels slightly exceeding the grip limit as lateral load increases. Its very well communicated and was easily and slowly caught.
Most driving is still within the limits that the game simulates well. It’s 80-90% there. I’m not drifting around everywhere. I stand by this. Majority of the driving can be applied in reality. Some of you guys live by criticizing the game, forming opinions while not even playing it.
That missing 10 to 20% is rather important, if you pushing a car your going to step over the limit, if that results in you going backwards the majority of the time then it's a fundamental flaw.

In that regard it's the exact same issue iRacing had for so long.
 
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Nobody's having issues in this week's daily race C (Gr.3@Daytona) in A/A+, without assists. I personally haven't had racing this exciting in GT Sport, even though I loved that game as well. And yes, there's plenty of sliding and catching the slides. Also, there's no way you're quick unless you're within an optimal range of slip angle through some of the corners.

There's also for some reason more respect shown between people. There's less pushing. Probably because it's dynamic enough that you can pass someone slower without having to push your way through. And because you both might crash if you nudge someone.

I just miss some online features and bug fixes, and of course BoP races. I really can't tune so I'm at a big disadvantage there...

And before someone says that the road cars are broken and that the race cars are easy, I find even the Porsche 930 to be much easier to drive fast in stock condition than a Gr.3 race car at the limit.

Not saying the physics are perfect, but they're in my opinion much better than in GTS. And whatever's faulty, it's beyond my understanding to criticize it.

I'm on a DD 8 Nm, with strong and transparent settings. Nothing happens that I can't feel clearly.
 
Nobody's having issues in this week's daily race C (Gr.3@Daytona) in A/A+, without assists. I personally haven't had racing this exciting in GT Sport, even though I loved that game as well. And yes, there's plenty of sliding and catching the slides. Also, there's no way you're quick unless you're within an optimal range of slip angle through some of the corners.

There's also for some reason more respect shown between people. There's less pushing. Probably because it's dynamic enough that you can pass someone slower without having to push your way through. And because you both might crash if you nudge someone.

I just miss some online features and bug fixes, and of course BoP races. I really can't tune so I'm at a big disadvantage there...

And before someone says that the road cars are broken and that the race cars are easy, I find even the Porsche 930 to be much easier to drive fast in stock condition than a Gr.3 race car at the limit.

Not saying the physics are perfect, but they're in my opinion much better than in GTS. And whatever's faulty, it's beyond my understanding to criticize it.

I'm on a DD 8 Nm, with strong and transparent settings. Nothing happens that I can't feel clearly.
Race C has been very clean for me too. Got one blatant punt from a greek but that’s it which is pretty good compared to sport. Definitely feels like contact has a much higher risk with the new physics, and that’s a good thing. I have seen a fair few spins near the end of the race which I’m attributing to people not changing tyres so that’s the risk you take and it should be hard to pull that off.
 
I’m playing on PS4. I saw someone mention a physics mod, so I’m assuming a lot has been changed with the PC version. But I can tell you for certain that the cars don’t turn in or rotate when I’m playing.

I'm using the base GT86, it hasn't been modified and judging by a quick google search the PC and Ps4 versions should behave the same.
 
This is GTS you can see just a slight touch of the steering wheel it comes on.. I’m not going fast, I am not swaying the car hard. I’m going very slow and it still comes on… If your on a controller it’s even worst… So no the game is not fighting itself it’s been like that since GTS… now in GT7 the road actually matters a lot more and if it was that sensitive in GTS I can imagine it going off more in GT7.



But should that be lit if I'm pressing nothing but the accelerator?
 
But should that be lit if I'm pressing nothing but the accelerator?
I mean in GTS it shouldn’t be lit like that also.. the car never lost stability.. I was saying if it was that sensitive in GTS… GT7 is more complex I could see it on just by going over the track surface..
 
Understeer, the FFB is utterly wrong, describe what your getting for understeer and why (if) you think it's accurate.
FBB is totally correct. Lol.
For example, if my steering angle is too much and my car starts to understeer, the tires tend to lightly skip over the road surface and you can feel a slight rumble in the wheel. I verified this over and over again. It communicates exactly what I feel in real life. I play on a G27 with the Feedback torque set to 8.
When I enter a 4 wheel slide, with the Evo, you give the wheel a slight counter steer and the car straightens out. Rear end of the car swings out exactly how it does irl. PD got the suspension movement on point and when going over undulating bumps around corners, the car’s suspension feels wavy. You can feel the weight shifting through the wheel and the body movement trying to upset the steering.

As I’ve said before, I’ve driven the car at Streets of Willow. The elevation changes translate through the wheel well. It’s the same exact cornering speeds. There are long sweeper to the left before the punch bowl that’s slightly banked which you are danching at the edge of grip and you can feel the tires start to struggle. The punch bowl exit has the same exit points for full throttle. If you get on the throttle too early, you’ll understeer to the dirt. The long straight to the blind chicane, up to speed, the way you steer slightly right and left entering and exiting, suspension reacts exactly the same way. Same braking points. If you over cook, you out brake yourself. Skid pad to pit straight, same holding and exit speeds and throttle applications.

I have a 1:1 experience with the game and track and that’s why my confidence in the Sim model is high. Regarding the 80-90%, the missing 10-20 percent has to do with certain aspects with cold tires and tire pressure affecting your handling. Also with sustaining slides with rwd cars. The game is fine a certain percent over the limit. When you are driving hard focusing on grip driving, the other 5% doesn’t really matter, but I know it hurts the drift guys.

As verification. Lol

2304AEA3-43E2-4FBA-8EB2-0F6218BF6BB7.jpeg
BCC1EF7B-5E7F-4B45-8680-AFC5E240CE9C.jpeg
 
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