Gran Turismo 7 Update 1.54 Discussion Thread

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It’s even more crazy when you read the description and see that Porsche made an effort to reduce the weight of the 992 Turbo. I know it’s 4WD, but 1640 kg is semi-obese for a supercar.

There’s so much talk about making cars eco-friendly with smaller engines, but at the same time it’s like the manufacturers don’t understand that weight reduction is another way to pursue sustainability. So many fat cars around these days. Only Suzuki really seems to get it, judging by their stock weight figures in GT7.
My wife has a Suzuki Vitara with a 1ltr petrol engine. It does 50+mpg and a 450mile range and was easily able to take a family of 4 camping for a week.
 
Is it me (I don't have real life feedback) or the 911 Turbo S 992 engine sound lacks punch?

I was riding it for the WC Porsche Cup event a couple of days ago and couldn't for the life of me even hear my own engine as it was easily drawned by the engine sounds of the other Porsches around me when lapping alongside them.

I definitely was expecting more ooomph to it.
 
Well, I would start by going back to the way menus were before the update. If I had "Prioritize Framerate" turned on, the ray tracing wasn't happening in GT Auto IIRC. Now, it's always on.

Also, the caustic issue isn't happening in game, only in GT Auto. So, whatever solution they have for the in game ray tracing, they should implement it in the menu. We can speculate a million solutions on this forum, but I would rather use what we see and know from the game.
Yes I suppose you should be able to turn it off in the menus regardless, if that's what you want.

I suspect it's a symptom of the environment. Even with the cube maps, GTAuto has a specific look. There's a lot of contrast in the lighting, so the cars look extra shiny.

Remember, real-time ray-tracing is sparse. Having the environment be very high contrast is kind of the same issue with the wheels being polished and high curvature, just at the opposite end of the rays.

I highly doubt they wrote a separate pipeline just for GTAuto. So no, they probably need a different solution to the in-game renderer in order to correct your complaint (or just the option to disable it).
Given that there is only one car in private hands I guess they may have had a bit of a problem getting the sounds for it.Interestingly the fuel injection system was from an ME 109 fighter.

Ah yes, direct mechanical fuel injection. This was the start of Formula 1, after all - top technology of the time. What with the desmodromic valvetrain and the GDI, it had a very unusual (and busy) cylinder head! No wonder they canted it over :D

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Is it me (I don't have real life feedback) or the 911 Turbo S 992 engine sound lacks punch?

I was riding it for the WC Porsche Cup event a couple of days ago and couldn't for the life of me even hear my own engine as it was easily drawned by the engine sounds of the other Porsches around me when lapping alongside them.

I definitely was expecting more ooomph to it.
In fairness, the cars in those races tend to be modified so likely have louder exhaust that will drown out the sound of yours if you have stuck with stock exhaust.
 
Is it me (I don't have real life feedback) or the 911 Turbo S 992 engine sound lacks punch?

I was riding it for the WC Porsche Cup event a couple of days ago and couldn't for the life of me even hear my own engine as it was easily drawned by the engine sounds of the other Porsches around me when lapping alongside them.

I definitely was expecting more ooomph to it.
Well i should do that race, but i think the sound of the Turbo S is perfect, especially when you select the car in the garage. As far as in races it also depends in what view you are playing and as the post before mine says, the other porsches maybe tuned.
 
Yes I suppose you should be able to turn it off in the menus regardless, if that's what you want.

I suspect it's a symptom of the environment. Even with the cube maps, GTAuto has a specific look. There's a lot of contrast in the lighting, so the cars look extra shiny.

I think it's possible to disable it somewhere, isn't it?

Framerate and PSSR off should do it I guess.
Nope, no matter what, it is always on in GT Auto, and GT Auto is the only place using this particular version of the renderer. I don't really understand it, because the livery editor doesn't do it and the cars look great. Also, you'd think the garage has the "best" view of the cars, buy it also lacks the issue.

It appears that GT Auto is a separate component from the game, and whoever is responsible for it, didn't get the memo on the ray tracing.
 
Since I’ve always been a big Mercedes fan their VGT is my favorite. Now that it has an interior it’s even better 👍🏻, now if they can just do that for the Mitsubishi. Big thanks to @Famine for letting us know about it, might not have known.
 
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Is it me (I don't have real life feedback) or the 911 Turbo S 992 engine sound lacks punch?

I was riding it for the WC Porsche Cup event a couple of days ago and couldn't for the life of me even hear my own engine as it was easily drawned by the engine sounds of the other Porsches around me when lapping alongside them.

I definitely was expecting more ooomph to it.
911 Turbo models sound more restrained and silent than the naturally aspirated ones with the latter having that metallic sound a modern 911 is typically associated with. I’d be very disappointed if the 992 Turbo S sounded anything like the 992 GT3 RS in the game.
 
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Nope, no matter what, it is always on in GT Auto, and GT Auto is the only place using this particular version of the renderer. I don't really understand it, because the livery editor doesn't do it and the cars look great. Also, you'd think the garage has the "best" view of the cars, buy it also lacks the issue.

It appears that GT Auto is a separate component from the game, and whoever is responsible for it, didn't get the memo on the ray tracing.
Again I very much doubt that one person wrote a separate renderer for GTAuto with a different path tracer.

It's the lighting in that scene; the scene geometry and materials would need changing to fix it.

Or, turn off ray tracing.
 
Is it me (I don't have real life feedback) or the 911 Turbo S 992 engine sound lacks punch?

I was riding it for the WC Porsche Cup event a couple of days ago and couldn't for the life of me even hear my own engine as it was easily drawned by the engine sounds of the other Porsches around me when lapping alongside them.

I definitely was expecting more ooomph to it.
Some of the cars do sound too quiet even when fully tuned,the Supra RZ is one that springs to mind.Full exhaust etc but so quiet,having been to a few car meets they dont sound like that in real life. :lol:
 
They still haven't fixed suspension... I liked GT7 because I can drive road cars on nordschleife and ever since 1.49 it has been unplayable for me.


Please send screenshot of your settings for that car you drive in video, I may be helpful in advising you what to change, p.s. are you a controller or wheel user?
 
They still haven't fixed suspension... I liked GT7 because I can drive road cars on nordschleife and ever since 1.49 it has been unplayable for me.


I've had issues with some cars after 1.49, but nothing a more competent tuner than me can fix by tweaking suspensions a bit. I agree it is annoying but overall I think the change was an improvement.
 
Please send screenshot of your settings for that car you drive in video, I may be helpful in advising you what to change, p.s. are you a controller or wheel user?
I'm not at the console right now. It's a stock Corvette C4 with Sport Soft tires. I know that the problem can be tuned out somewhat by making the suspension stiffer, but I like it being kind of a boat.
 
I'm not at the console right now. It's a stock Corvette C4 with Sport Soft tires. I know that the problem can be tuned out somewhat by making the suspension stiffer, but I like it being kind of a boat.
Just trying to help, send when you can.....
 
Again I very much doubt that one person wrote a separate renderer for GTAuto with a different path tracer.

It's the lighting in that scene; the scene geometry and materials would need changing to fix it.

Or, turn off ray tracing.
Maybe I stated it incorrectly before but it doesn't matter if you turn ray tracing on or off. In GT Auto, the ray tracing is on all the time on my PS5 Pro. It's the only location in the game where ray tracing is on no matter what. This doesn't happen in the garage, no matter what scenery you have. It doesn't happen in the livery editor, no matter what scenery you have. It's only GT Auto.

So, given this issue has existed for a few years (well before PS5 Pro) and it's only in GT Auto, my gut instinct is that it's a GT Auto issue and not a game wide issue or PS5 Pro issue. If the Ray tracing setting affects everything EXCEPT GT Auto, then GT Auto is likely the issue. Also, saying that it might be materials, etc., seem strange. They wouldn't go so far as to add new materials to each car, would they?

It may not be a completely different renderer, but it's different. Go back and look at GT6. Gt Auto looked like it had a different rendered back then, it even used different car models compared to the garage. It used the highest level in game car rather than the garage car.
 
Just trying to help, send when you can.....
I appreciate that, thanks. So yeah, stock with sport soft tires. I think it comes with Sport Hard by default, but I don't remember tbh.

I'm using the gamepad btw, forgot to mention that. Does this problem show up as just stronger ffb on the wheel? I assume you can fight that back, no such luck on controller.

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I appreciate that, thanks. So yeah, stock with sport soft tires. I think it comes with Sport Hard by default, but I don't remember tbh.

I'm using the gamepad btw, forgot to mention that. Does this problem show up as just stronger ffb on the wheel? I assume you can fight that back, no such luck on controller.

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It'll be slightly less prone to arch-rubbing if you run standard tyres. The more grip your tyres have, the more the car will lean in corners. Still shouldn't be happening at all though, especially on stock suspension.


In other news, the Mercedes W196 drives pretty amazing for its age. I've seen onboard videos of Fangio driving a similar aged F1 car, and he is constantly sawing at the wheel, correcting it, and it looks like a hell of a challenge. So I'm guessing it goes without saying racing hard tyres are way too grippy to give an authentic representation of the W196's handling. Anyone have any idea what tyres I should use to make the car more like what the drivers of that period experienced? Comfort soft maybe?
 
It's bottoming out. Can't really do much about that if it happens with a wheel, either, unfortunately.
I don't believe it's bottoming out, I'm not sure it's even possible in gt7. I didn't experience this irl, but I imagine if the wheel got slammed by the arch it would lock up and get stuck, while you as a driver wouldn't be able to turn it. It's not what happens here at all. The wheel keeps rotating happily, but the steering wheel suddenly turns left or right. Again, if it was colliding with the arch, it wouldn't be able to turn anywhere. I didn't show it in the video, but if you look from outside it looks just like normal steering, like I'm doing it it on purpose, no mechanical issued visible.

I'm sure it's a bug in suspension forces calculation, which causes an excessive ffb force that actually turns the wheel. (yes I know there is no ffb on controller, but the ffb force is still fed into the controller assist system)
 
It'll be slightly less prone to arch-rubbing if you run standard tyres. The more grip your tyres have, the more the car will lean in corners. Still shouldn't be happening at all though, especially on stock suspension.


In other news, the Mercedes W196 drives pretty amazing for its age. I've seen onboard videos of Fangio driving a similar aged F1 car, and he is constantly sawing at the wheel, correcting it, and it looks like a hell of a challenge. So I'm guessing it goes without saying racing hard tyres are way too grippy to give an authentic representation of the W196's handling. Anyone have any idea what tyres I should use to make the car more like what the drivers of that period experienced? Comfort soft maybe?
Because the game doesn't differentiate between different construction methods used in the period vs today, there isn't a direct comparison. Pace wise, somewhere between a CM and CS will be most appropriate, but you still won't experience the wide slip angles in which the tyres of the time operated.
 
I don't believe it's bottoming out, I'm not sure it's even possible in gt7. I didn't experience this irl, but I imagine if the wheel got slammed by the arch it would lock up and get stuck, while you as a driver wouldn't be able to turn it. It's not what happens here at all. The wheel keeps rotating happily, but the steering wheel suddenly turns left or right. Again, if it was colliding with the arch, it wouldn't be able to turn anywhere. I didn't show it in the video, but if you look from outside it looks just like normal steering, like I'm doing it it on purpose, no mechanical issued visible.

I'm sure it's a bug in suspension forces calculation, which causes an excessive ffb force that actually turns the wheel. (yes I know there is no ffb on controller, but the ffb force is still fed into the controller assist system)
It's definitely wheel arch rub. It manifests itself in multiple ways;
Sometimes the steering gets wrenched, as you've experienced.
Sometimes the steering locks up
Sometimes the steering is very slow when trying to correct a slide.

If the natural frequency is increased or the body height increased, it will no longer happen.
 
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It's definitely wheel arch rub. It manifests itself in multiple ways;
Sometimes the steering gets wrenched, as you've experienced.
Sometimes the steering locks up
Sometimes the steering is very slow when trying to correct a slide.
I'll try to make it happen on a car with high arches tomorrow haha. If you know cars like that please suggest
 
I'm not sure if it happens exclusively when the body bottoms on the tyres, the suspension, the chassis bottoming on the ground; or all of the above.
 
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With a stupid setup the jimny definitely has extreme handling. With tall soft suspension and racing softs it'll topple over going round a corner and you can still make it endo by braking hard
 
I appreciate that, thanks. So yeah, stock with sport soft tires. I think it comes with Sport Hard by default, but I don't remember tbh.

I'm using the gamepad btw, forgot to mention that. Does this problem show up as just stronger ffb on the wheel? I assume you can fight that back, no such luck on controller.

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I will post my setup for same car later tonight...
 
The AI better be prepared to be rammed into oblivion then. :lol:
I honestly thought the World Series races were a little too easy. No ramming, staying on track, and won both by 20+ sec in both, even after spinning my Porsche in Eau Rouge, and spinning the X2019 in literally the first corner at NBR 24hr. I've only had time for one attempt at each.

NBR is pretty narrow for the X cars, but there are still a lot of places to get around them, and the AI are slow in many spots at SpA.

If you take your time and pick your spots you should be able to pull it off too.

I plan on doing them again tonight to work my way up my friends board.
 
Maybe I stated it incorrectly before but it doesn't matter if you turn ray tracing on or off. In GT Auto, the ray tracing is on all the time on my PS5 Pro. It's the only location in the game where ray tracing is on no matter what. This doesn't happen in the garage, no matter what scenery you have. It doesn't happen in the livery editor, no matter what scenery you have. It's only GT Auto.

So, given this issue has existed for a few years (well before PS5 Pro) and it's only in GT Auto, my gut instinct is that it's a GT Auto issue and not a game wide issue or PS5 Pro issue. If the Ray tracing setting affects everything EXCEPT GT Auto, then GT Auto is likely the issue. Also, saying that it might be materials, etc., seem strange. They wouldn't go so far as to add new materials to each car, would they?

It may not be a completely different renderer, but it's different. Go back and look at GT6. Gt Auto looked like it had a different rendered back then, it even used different car models compared to the garage. It used the highest level in game car rather than the garage car.
Yes the lighting in GTAuto is unique in GT7.

You can tell this even from the cube maps. It's not like scapes where the lighting is sampled from a high resolution light probe with realistic power distribution (as in, it's a real life scene). It's an artificial scene, but unlike the livery editor, it not only has high intensity lighting, but the sources are tiny and extremely high contrast. The livery editor is uniform.

To have this kind of high contrast lighting in the livery editor would make it harder to see the livery as the lighting would highlight the curvature of the body. So you don't get this kind of lighting in the livery editor. So you don't see this "spatio-temporal" under sampling issue in the ray tracing on the wheels in the livery editor.


I'm not talking about the materials on the vehicles, but in the scene, those which would contribute to the cube map and by extension those which dictate the frame to frame variance in the rays received and reflected by the vehicle - which is the actual issue you're seeing.

I'm saying you personally clearly still need an option to turn off ray tracing in GTAuto even with the changes, even with a Pro, even though the game doesn't allow this in its current form; even though you shouldn't have to. This is just the nature of real time ray tracing: not enough rays despite all the tricks used - especially on AMD hardware.


Having different models (more or less polygons in GT6) is completely different from having different renderers (different pipelines). Running at different resolutions for different shaders or effects etc. is completely different from having different transport equations just for GTAuto.

Ironically, that is the fix: it needs different sampling, filtering and reconstruction if more rays can't be afforded, just for the unique lighting challenge presented by GTAuto.

Or, the option to turn it off.
 
My problems with the x2019 race were slamming into the AI when they brake too hard in corners and inevitably spinning out because of it.
I have not seen that spinning happen, shouldnt it always happen when it does happen?
Is there something specific you are missing to tell?
 
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