Gran Turismo 7 Physics

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


  • Total voters
    203
  • Poll closed .
@PirovacBoy have you experienced the shaft shudder when really pushing on deep at the apex? I'm DD Pro so it may well be just something that wheel struggled with?

Also I'm not sure about that torque setting in game, the reason I say that is that 3/4 is way too low in some cars where you need 8/9/10 to get any reasonable resistance.

Other cars then for my feeling 5 sits mostly about right in terms of weight and being able to quickly snap to catch any early slip.

My settings other wise are fairly similar but my preference is for a stiffer BRF just because it lets me for my styles drag the brake with a little less fidelity and less panic braking lock ups.
 
@PirovacBoy have you experienced the shaft shudder when really pushing on deep at the apex? I'm DD Pro so it may well be just something that wheel struggled with?

Also I'm not sure about that torque setting in game, the reason I say that is that 3/4 is way too low in some cars where you need 8/9/10 to get any reasonable resistance.

Other cars then for my feeling 5 sits mostly about right in terms of weight and being able to quickly snap to catch any early slip.

My settings other wise are fairly similar but my preference is for a stiffer BRF just because it lets me for my styles drag the brake with a little less fidelity and less panic braking lock ups.
Shudder was highlighted by Jordan in the latest GTP video on the homepage, he didn’t sound very happy about it.
 
Will go watch, I rarely hit the homepage to be honest
Shudder was highlighted by Jordan in the latest GTP video on the homepage, he didn’t sound very happy about it.
Edit:

Just watched the video and a few things jump out and these are not criticising anyone just a view on their opinions and perspective and I am not right just offering opinion.

Jordan really got to the point with the high frequency feedback, and definitely isn't a fan and especially when pushing at the sharper end of pace this feedback isn't fun.

Generally while I know I'm not alone I don't find this specific aspect of the feedback in the wheel very enjoyable, I also and again horses for courses pace is relative to everyone and everything that that the commentary team is not representative of the audience that feels the changes the most.

That is not a slight or any sort of criticism just I really don't have time for engine swaps or tunes when I'm racing BoP daily races where arguably the changes have the most impact and the competition is a lot more than smashing the AI time wise a bit.

Where the physics makes the most impact is when you are racing humans using the same thing trying as hard as you, the rest is just how much faster can you catch the rabbit :/

Edit: added "not"
 
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Here's the issue with that. The PS5 comes with a controller, so that's what millions upon millions of people play with.

A good wheel and rig will cost a lot of money. I tried the last Assetto Corsa with the controller and it was unplayable. Can you imagine removing the steering wheel from a racing car and driving it with a controller in real life?

I am of the opinion that Gran Turismo and the term "more realistic" should always have a cautious relationship. If more realism makes the game better, great. If more realism makes the game unplayable for the vast majority of people, then I suggest the minority go play another game.
Controller users should not be left behind for the very reason you stated.

But I feel like PD could make a game that caters to both. Hell, they have done that already with all these physics updates. The pendulum swings from one side to another, it's clear that they're trying to find a happy median but I think it's impassible.

I always get a ton of hate when I suggest this but they could split the game in two. Have one mode where the physics are approachable and a more sim like mode where they're ramped up a notch.
 
TGT2 wheel user here on PS4 pro

Pre JAN'25 update settings
Controller sensitivity: 5
FFB Torque: 5
FFB Sensitivity: 5
Controller Vibration : 85

Post-update settings
Controller sensitivity: 5
FFB Torque: 5
FFB Sensitivity: Immediately lowered to 3 (due to the extra dampener effect of this update which was drowning out the other more subtle effects)
Controller Vibration : 85

I predominantly hot lap with road cars with using (CS)(SH) / No TC / Weak ABS / Tyre wear rate 1 / Events settings off track(real)

Overall, imo the FFB and physics have improved since the last update during wich I felt they had muted some of the behaviours to suit pad players.They have struck the right balance this time. I am enjoying hotlapping again, managing the different personaility of each car and its attributes.

  • The sensation of grip whilst leaning on the cars suspension through corners has increased
  • if pre corner entry speed is not managed you will be punished by understeer, thats said, the extra rattlling signal that accompanies the understeer has strengthed. Turn down the vibration setting a couple of notches.
  • Graunular Road effects seem to have weakened and some of the kerb effects have been adjusted(depending on what angle and speed you drive over/into them)
  • Other: The quality/depth/of the car sound in replays has been fine tuned, gear shifts sound effects in cockpit view (esp, the 430 scuderia is vastly improved) and car interior surfaces/textures have seen a visual improvement too.
Enjoy!
 
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Controller users should not be left behind for the very reason you stated.

But I feel like PD could make a game that caters to both. Hell, they have done that already with all these physics updates. The pendulum swings from one side to another, it's clear that they're trying to find a happy median but I think it's impassible.

I always get a ton of hate when I suggest this but they could split the game in two. Have one mode where the physics are approachable and a more sim like mode where they're ramped up a notch.
I think exactly the same.
 
Controller users should not be left behind for the very reason you stated.

But I feel like PD could make a game that caters to both. Hell, they have done that already with all these physics updates. The pendulum swings from one side to another, it's clear that they're trying to find a happy median but I think it's impassible.

I always get a ton of hate when I suggest this but they could split the game in two. Have one mode where the physics are approachable and a more sim like mode where they're ramped up a notch.
I think exactly the same.
But what benefit is there to them in doing this? What benefit is there to the player base?

There's already a split between the PS4 and PS5. I play on both systems and the player pool for dailies is different. So, a split is not good for players/participation.

Also "splitting the game in two" is double the support necessary to ship a game. Double the marketing, double the testing, etc, etc, etc. For what purpose? So that the people that wanted "more realism" can complain they don't have enough realism, but on a different code branch? Because that's exactly what will happen.

Not to mention, and I know this for a fact, many in the "more realism" crowd have never even seen a track in real life, and therefore are comparing to an imaginary concept of realism, rather than real world experience.

You know why I play GT so much (and I have my complaints)? It's because all the others are garbage IMHO. There's plenty that offer "more realism", but GT gives me enough.
 
But what benefit is there to them in doing this? What benefit is there to the player base?

There's already a split between the PS4 and PS5. I play on both systems and the player pool for dailies is different. So, a split is not good for players/participation.

Also "splitting the game in two" is double the support necessary to ship a game. Double the marketing, double the testing, etc, etc, etc. For what purpose? So that the people that wanted "more realism" can complain they don't have enough realism, but on a different code branch? Because that's exactly what will happen.

Not to mention, and I know this for a fact, many in the "more realism" crowd have never even seen a track in real life, and therefore are comparing to an imaginary concept of realism, rather than real world experience.

You know why I play GT so much (and I have my complaints)? It's because all the others are garbage IMHO. There's plenty that offer "more realism", but GT gives me enough.
I totally understand your point of view. Through my rose-colored glasses, I did not think it could divide the players. Being a GT player since the beginning, I saw the players growing with the Franchise and always thought it was intended by Polyphony. In terms of driver skills, the game is already taking us to another level at every iteration. I think we are better drivers now then when we were playing older GT titles. So we clearly can evolve as drivers from the next GT and the main cause would be that newer sophisticated physics models can only train us to become better. There is the benefit. You not only get to have fun with the game you like but you also get to grow as an individual by getting better driving skills.

At this point, GT7 already is two games in one. If you play it with all the assists, it is a completely different game than if you disable them all. And the good thing is You can do whatever you want. You can play with a controller or a wheel and you can select those assists individually. Setting the game to your own preferences so you can serve the fun craving part of your inner self.

It already is a great game! I just really want it to be better for everybody, really.
 
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