Gran Turismo 7 Physics

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


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2. Steering linearity/ratio
I've seen more people talking about this which gives me some confidence that there's something to it. Steering linearity seems to be... well, non-linear. It's beginning to seem like it's on a multiplier of some kind depending on speed, which is why the faster race cars from the Gr3 upwards can feel so tight in the wheel, and seem to have far shorter steering ratios at high speeds than at low.
This is what I'm experiencing. I feel like GT Sport handled this better, as it required more steering input, which in turn allowed me more "finesse". The last turn at Sardegna B is great example. In GT7, I only have to barely touch the wheel to make the kink (I'm talking 1-2 degrees). Whereas in Sport, I had a decent amount of steering angle, and therefore control.

It's also not a hardware configuration issue as mentioned before, as my wheel and the wheel in game are exactly matched during turning.
 
m76
What makes you think it is accurate?

A Track usually has rougher asphalt than the street so it should have more grip than any street.
Any normal street/comfort tyre on track sucks, you dont have much grip when cold and it gets worse when they are hot, opposite to how semi slicks works when hot. And the asphalt is much more slippery than a normal road due to all the rubber that has been put down, even if the road is rough. Only semi slick and race tyres benefits from this.
 
Any normal street/comfort tyre on track sucks, you dont have much grip when cold and it gets worse when they are hot, opposite to how semi slicks works when hot. And the asphalt is much more slippery than a normal road due to all the rubber that has been put down, even if the road is rough. Only semi slick and race tyres benefits from this.
The only problem with that theory that in the game even sports/soft tyres are slippery as hell.
 
Is something wrong with the physics right now? In some cars (eg shelby mustang) I can barely take a corner without spinning out?
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This is what I'm experiencing. I feel like GT Sport handled this better, as it required more steering input, which in turn allowed me more "finesse". The last turn at Sardegna B is great example. In GT7, I only have to barely touch the wheel to make the kink (I'm talking 1-2 degrees). Whereas in Sport, I had a decent amount of steering angle, and therefore control.

It's also not a hardware configuration issue as mentioned before, as my wheel and the wheel in game are exactly matched during turning.
I wanna know what GT7 would feel like with practically no hidden "assists".

So completely linear steering and throttle, no counter steerassist.

Trying controller on other racing sims using DS4Windows, I can feel my own inputs. This is even without rumble so I'm going off sound and the visual cues of the car rotating and I can set pretty good lap times, again this is with a gyro.

From what I'm seeing/experiencing Polyphony do, they are adjusting low speed handling physics and they are doing a really good job at it. A Boss 429 feels amazing, GR86 feels buttery.
But they screw up and miss the happy meal big time with high-horsepower vehicles and how tire slip behaviors work. I best describe it as "Sport turned on it's head."
Sport havin' it where you can fling a car hard and have just constant understeer. Slam the throttle on exit and watch the car fly as the car just feels welded to the road with few exceptions—Mach 1, GT40, Pantera. To name a few.
GT7 is the complete opposite. It's exactly like how the GT40 performed in Sport and was one of the reasons why I really disliked the car. It would just begin to oversteer, but at least you'd have some warning before hand with tire screech. It was a fast car for sure. Got the thing to have faster laptimes than the Ford GT 2016.
Anyway, I digress. Cars would be glued to the road but then suddenly oversteer as the game thinks you ran out of grip. Instead of preceding it with tire slip THEN loss of grip.



I know it's iRacing, but to my knowledge this is somewhat after the "no tire slip" debacle based off upload date. But he obviously shows that the rear end begins to slip out. In other racing sims, I can physically see the effects of the slip. In GT7 none of that exists I'm just having grip for days until I don't.
 
2. Steering linearity/ratio
I've seen more people talking about this which gives me some confidence that there's something to it. Steering linearity seems to be... well, non-linear. It's beginning to seem like it's on a multiplier of some kind depending on speed, which is why the faster race cars from the Gr3 upwards can feel so tight in the wheel, and seem to have far shorter steering ratios at high speeds than at low.
Well... but that's kind of realistic. You really can't turn the same at high speed as slow. Maybe it's too strong, but that's another thing I adjusted to. ToCA 3 was extremely tight with wheel angle at high speed for a comparison, but I assumed it was sort of right.

I'm hopeful that your first point about tires gets a good bit of attention from the physics team, a long time sore point. I have to say that even though there is no tire flex in GT, I still up the rim size a bit as if there was. And I'm unsure if suspension height got fixed or not, but I still drop it to bottom or close to it, and the PP meter thinks it's a good idea.
 




I made some videos showcasing GT7 Physics. After the update they are almost on point.

I race a bmw 335i and Evo regularly irl and aside from a bit of oversteer on mid corner throttle the physics are incredibly nuanced.

Some minor tweaks and we have a winner.

What tyres did you have on?

Physics are fine now imo. Like sure, probably need some tweaks but in terms of racing and having fun, I don't have a problem with them.
 
Now having a benchmark with Manu cup free practice and signing with Toyata to use my trusty Supra I'm meh...

Granted bop will need work it's such a difference in a bad way and rotation is horrible.

After looking at the top 10 replays the video game type inputs to compete at high levels are still there just not as drastic. Lack of slip angle trying to put down competitive lap times is non existent. Supra rotates like a garbage truck and I don't even want to race.

Lap times seem rewarded with braking as hard as you can almost all the way to the apex and accelerating out. Not to mention turning in with 100 percent braking. Coasting isn't nearly as effective as real world while the windows of speed on track do little to accommodate different driving styles with out

Driving simulator sure but racing I'm not feeling it yet and I'm happy I'm going PC soon.
 
Now having a benchmark with Manu cup free practice and signing with Toyata to use my trusty Supra I'm meh...

Granted bop will need work it's such a difference in a bad way and rotation is horrible.

After looking at the top 10 replays the video game type inputs to compete at high levels are still there just not as drastic. Lack of slip angle trying to put down competitive lap times is non existent. Supra rotates like a garbage truck and I don't even want to race.

Lap times seem rewarded with braking as hard as you can almost all the way to the apex and accelerating out. Not to mention turning in with 100 percent braking. Coasting isn't nearly as effective as real world while the windows of speed on track do little to accommodate different driving styles with out

Driving simulator sure but racing I'm not feeling it yet and I'm happy I'm going PC soon.
I went with McLaren and it felt good... I am suprised...
 




I made some videos showcasing GT7 Physics. After the update they are almost on point.

I race a bmw 335i and Evo regularly irl and aside from a bit of oversteer on mid corner throttle the physics are incredibly nuanced.

Some minor tweaks and we have a winner.

I do road cars only because racing are in many games and probably much better. But after 1.8 it feels really good to me. I know, accommodation helped a lot but still I probably don't know better game for slow road cars physics. So it's currently rather good to me. Faster cars are still a bit weird. Currently I don't know if I can work with their physics or it's really good for some cars.
 
Drifting is still awful in the new patch.



Do you also drive your real cars with a gamepad?
Obviously not but I can drift cars in gt7 no problem. I actually use motion controls which gives me better control.


Definitely can be some improvements in mid corner throttle grip but you can hold a drift providing you have the skill 😉
 
Really?

Assetto Corsa, AMS2, a good deal of the road car content in PC2.
Assetto is fine but there are rather faster cars (without mods). But it's probably the best game for road cars to me.

AMS2 and PC2 have problem with gamepads but PC2 has amazing content. I used both for road cars before.

Yesterday I tried in GT new Golf (first gen) and it was good. Then I tried Willys and few very slow cars. Felt great.
 
Assetto is fine but there are rather faster cars (without mods). But it's probably the best game for road cars to me.

AMS2 and PC2 have problem with gamepads but PC2 has amazing content. I used both for road cars before.

Yesterday I tried in GT new Golf (first gen) and it was good. Then I tried Willys and few very slow cars. Felt great.
It does depend on what you define as 'fast', but the following road cars in AC I would not class as fast:

  • Abarth 595s
  • Abarth 500 EsseEsse
  • Alfa GTA
  • Alfa MiTo
  • Alfa Guilietta QV
  • BMW M3 E30 (most hot hatches will eat one now)
  • Mazda Miata
  • Mazda MX5 MD
  • Toyota GT-86
  • Toyota AE86

So it's got a resonable percentage without mods and I could add a few more that are borderline 'fast'.
 
want a clean race bonus while driving a FR car with 400hp...? good luck!

honestly, every time I drive my Camaro/Vette/Merc GTR... I'm struggling to hold the car on track
 
After seeing a few comments on here about some changes/improvements to physics, I decided to check it out just now. I haven't played since 1.06. I can confirm things are different. For at least one car, I would say improved.

Using T300RS wheel, no aids

Stock GR86

SH 1.06: Very difficult to avoid slip, which is a death sentence. The limit seems to decrease throughout the course of a single curve as though tire heat-up has a 10X speed multiplier. When slip occurs, no chance to control it efficiently, difficult to recover and almost impossible to recover cleanly.

SS 1.06: Same as SH except the limit is higher. Managing the snap oversteer usually more difficult.

SH 1.08: Much more predictable behavior up to and just over the limit. Still tricky to control once exceeded but rarely results in a big time penalty. Most importantly, it was enjoyable. So definitely a big improvement. "Drifting for fun" still sort of out of the question sadly but it is now possible have fun putting in some quick, clean laps without aids.

SS 1.08: Same improvements apparent, really have to push to get the car over the limit (it's a momentum car after all.) Once over the limit, it is more difficult to control vs. 1.08 SH's. This is fine as super grippy road tires are usually a little harder to manage at and over the limit due to high grip threshold.

I didn't have time to try CS, looking forward to that.

Last quick test I did was 02 Viper on SH at blue moon and it still seemed very off, spinning tire and spinning out in 6th gear at high speed with moderate lateral load. So between drifting the 86 on SH still being quite a handful and this, seems there is still something wrong underneath - like tire overheating on fast forward. But definitely happy to see improvements come so soon.
 
was the rest of the car stock?

I added a high torque super charger to my C7 and it's undriveable now lol
Real life called. :D

Yes, I very like stock cars because I can try real cars in a game. If the default is SH, I bought SS to be a bit above 600 PP.

The other problem is I like easy AI because I don't care about it at all. It doesn't respect you too much and it's waste of time to try it race. So I have easy AI and it's like public training. Because I can imagine you can have problem with harder AI because of pushing too much. You need to be gentle which is probably OK in 600 HP road car.
 
After seeing a few comments on here about some changes/improvements to physics, I decided to check it out just now. I haven't played since 1.06. I can confirm things are different. For at least one car, I would say improved.
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I can attest to this, it actually changed, now once in a blue moon some cars even understeer. But the issue still persists where the grip breaks easier in higher gear than accelerating in a lower gear ie in the engine's ideal power band.
 
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Interlagos feels quite different in a couple of corners. Notably the last right hander at the end of sector 2. You can floor it in first out of that turn which was a death sentence in Sport. Perhaps due to the camber and elevation holding the back of the car from spinning to the left. It was always counter intuitive in sport and now it feels a lot more natural. They’ve clearly done a massive amount with weight transfer and track topography with mixed results but I’m starting to get a feel for it now.
 
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I made some videos showcasing GT7 Physics. After the update they are almost on point.

I race a bmw 335i and Evo regularly irl and aside from a bit of oversteer on mid corner throttle the physics are incredibly nuanced.

Some minor tweaks and we have a winner.

Nice. I have a Evo that I track too irl and I think it's straight on point in the game.
CBH
No the physics are not quite accurate yet.
They are quite accurate. It gets the majority of the things right.

Really?

Assetto Corsa, AMS2, a good deal of the road car content in PC2.
I really don't like AC's road cars. There's no Evo in there to compare, but driving the GTR Nismo, it's horribly stiff and mad understeers. The Evo's S-AWC AYC allows induced oversteer on low speed corners on throttle. The ATTESA E-TS in the GTR is suppose to torque split the same way the Evo does between the left and right rear wheels, but the steering response feels like an open diff AWD. I feel like with AC to achieve real world lap times, the brakes are really strong that allows you to late brake and turn in, but the cars don't flow well around corners.
 
For controller users - I've found a MASSIVE change for the better when setting the controller sensitivity from Default to Max.... wow its a different game! Oversteer is MUCH easier to countersteer into without yeeting me into outerspace.

*inb4 all the wheel users start hating, I have a trusty G27 on my PC rig that is due for upgrade, I just haven't found the spare cash to upgrade to a Fanatec DD yet.
 
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