Gran Turismo 7 Update 1.57 - March 2025

  • Thread starter Mathaios_C
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I love having to copy the entire game after downloading a ~900 mb update
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Did a 10 lap race around Deep Forest with an eclectic mix of custom cars between 480 and 540pp - including an engine swapped jimny. Boost set to weak and WHAT A RACE. I started 10th, dropped to 13th and then back up to finish 5th. Absolutely bonkers, so much fun. Got passed, passed them back only to find them back on me 2 laps later. Honestly, an absolute GAME CHANGER.
 
Hey, for folks who haven't checked out the custom race thread - wanted to give anyone a heads up about Sophy.

Boost Weak is the way to go. No huge slowdown if you're too far ahead as is the case with Boost Off.

There's also no perceivable slowdown if you're behind by 10+ seconds on Boost Weak.

With regular AI, Boost Weak still slowed down (not to Boost Off levels) if you were 10+ seconds behind. Not the case with Sophy.

EDIT: Just saw folks mention about Boost Weak here - should've checked the latest page, my apologies! But hopefully the rest of my post is useful.
The more people hear this message the better, makes a huge difference.
 
Are you using metric units?

The glitch has only ever been when you're using imperial units (the slider still shows in metric regardless, which I assume the back end doesn't like).
Ah ok that would make sense in the confusion. I use the metric system.

Such a weird glitch when it only works on a specific unit of measurement.

Another question. The article mentions the new engine swap for the BRZ S is the 2nd engine swap for it. Isn't the first? I don't remember any other cars getting two engine swaps.
 
Another question. The article mentions the new engine swap for the BRZ S is the 2nd engine swap for it. Isn't the first? I don't remember any other cars getting two engine swaps.
Only a handful of cars have second engine swaps. The BRZ is now among them having previously - as also noted in the article - been available with the Suzuki VGT Gr.3 swap:

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I've got all (except this morning's) the swaps listed here by engine and car in a pinned thread:


Edit: I've updated that now and also flagged the cars with multiple swaps in the By Car list.
 
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I tried the Sophy custom race this morning. I'll keep this brief.

Is it better (than the regular AI)? Yes. Specifically, this addresses my biggest issue, which is the accordion effect in slow corners at the start. The regular AI bunches up and almost stops at tight corners with lots of traffic. Sophy gets through this better.

Is it WAY better? No. Many of you know that I am lukewarm on Sophy anyway, but this really highlights that Sophy isn't what many believe. In the video you can see that every Sophy driver follows similar line and this is most noticeable on the pit straight where they dive to the pit wall. Every Sophy driver made that move, every lap, regardless if there was a car in the draft or not.

(Why do they do this? Well, I assume because real people do this to break the draft. I, personally, never recommend this because you are making the distance between the last turn and the first turn longer, nullifying the effect of breaking draft and I prefer the following driver to have to go offline and try to navigate T1. BUT I digress.)

Also, they're still just pylons that you pass. Just like the regular AI, they don't come to life until you've hit the front of the field. I suspect that this has been masked in the other Sophy races through car selection. Now, this is just a 5 lap race and I have shown that the regular AI starts breaking lap records 8 laps in. I suspect Sophy is the same. We shall see.

Lastly, NO GRID START when using Sophy, unlike the normal custom race :banghead: . It's not the end of the world, but still.

BTW, if you see a livery you like in my video, I made them all with the exception of the Rothman's Williams. You can find them on my profile.
 


I tried the Sophy custom race this morning. I'll keep this brief.

Is it better (than the regular AI)? Yes. Specifically, this addresses my biggest issue, which is the accordion effect in slow corners at the start. The regular AI bunches up and almost stops at tight corners with lots of traffic. Sophy gets through this better.

Is it WAY better? No. Many of you know that I am lukewarm on Sophy anyway, but this really highlights that Sophy isn't what many believe. In the video you can see that every Sophy driver follows similar line and this is most noticeable on the pit straight where they dive to the pit wall. Every Sophy driver made that move, every lap, regardless if there was a car in the draft or not.

(Why do they do this? Well, I assume because real people do this to break the draft. I, personally, never recommend this because you are making the distance between the last turn and the first turn longer, nullifying the effect of breaking draft and I prefer the following driver to have to go offline and try to navigate T1. BUT I digress.)

Also, they're still just pylons that you pass. Just like the regular AI, they don't come to life until you've hit the front of the field. I suspect that this has been masked in the other Sophy races through car selection. Now, this is just a 5 lap race and I have shown that the regular AI starts breaking lap records 8 laps in. I suspect Sophy is the same. We shall see.

Lastly, NO GRID START when using Sophy, unlike the normal custom race :banghead: . It's not the end of the world, but still.

BTW, if you see a livery you like in my video, I made them all with the exception of the Rothman's Williams. You can find them on my profile.

Have you tried having a go with boost set of "weak"? I highly recommend giving it a go. Doesnt solve all of its issues but massively improves its pace and I found it quite engaging to fight with in my testing. For some reason with boost set to "weak", it seems to inexplicably stop sophys AI rubber-banding.
 
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Having to rely on rubberbanding (boost) to make AI any good when the AI was so good it would need the players rubberband back to it to just stay close to its pace - I wish they wouldnt break the speed and let me struggle in desperation.
I agree, but it seems to me at least that "boost weak" is actually disabling the rubber-banding, not enabling it like the name suggests. Seriously, give it a go!
 
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I've noticed that when I activate damage on “strong” Sophy tends to stop in the pits, which would confirm that she's suffering damage... to be confirmed.

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I haven't tried with Sophy, but this was definitely the situation with the regular AI. If heavy damage is enabled, the AI will pit at the first opportunity to repair it.
 
Did a quick test this morning and will go back and try again later with boost set to weak to see how it compares.

I recreated my favorite custom race at Suzuka with cars ranging from 560-650. I use a 600pp car. I start 13th out of 20. Prior to having Sophy AI available I usually get to the lead by lap 4 and cruise to a 12+ second win.

With Sophy AI I got to lead on lap 5 and won by 2 seconds. Overall its a big improvement but not perfect. I did feel like Sophy is more predictable and less erratic which is a welcome change. I also passed, got passed back, and had to do more battling to get to the lead which is a lot more fun. Overall I would say the race was more lifelike now. Definitely more lively and intense.

A couple things I noticed was that I gained most time and completed most passes mid corner by simply just rolling and carrying far more speed through the corners than Sophy. We were pretty well matched on straights and corner entry. I also noticed that with my range of cars throughout the grid from 550-650 the 650 cars did not stay at the front or make their way to the front. I saw a couple cars around 575 actually make their way to the top 3 from starting closer towards 8-10th. Not what I expected.
 
So, it should be slower with "weak" when the player is pulling away?
In my testing, with boost set to "off", there was significant, noticeable rubber-banding. With boost set to "weak", there was suddenly no noticeable rubber banding, and Sophy was significantly faster than before, with me having to scrap for multiple laps just to come in 16th.
 
In my testing, with boost set to "off", there was significant, noticeable rubber-banding. With boost set to "weak", there was suddenly no noticeable rubber banding, and Sophy was significantly faster than before, with me having to scrap for multiple laps just to come in 16th.
I had exactly the same experience.

In production car, the overpowered American cars in boost low were pulverizing me on every straight with my poor s2000 right up to the end of the race but i was very competitive in the corners and it made for a great race (on mount panorama). .

Whereas in boost off, in “hard” difficulty, the race became monotonous as it seemed to drop off the accelerator once overtaken.

I have the impression that boost on “low” makes the races more natural unlike boost “off”.
 
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If they only made the Sophy AI move away from draft to brake better if they are closer than x to the car in front when closing the turn. This would create nice life to the line of AI cars as they sway back and forth trying to brake in clean air and have different braking distances depending on dirty air.
 
Bummer about the Michelin tires, their shape and branding added a ton of authenticity to the game. I hope PD at least keeps the shape of the tire because it was much better than the defaults.
Wait, does this mean I have to fix up all the Michelin liveries I used?
 
Haven't touched GT7 in a while, i haven't had ps plus in over a year so sport mode is not an option and only having 3 lap races of Sophy available got boring very fast so this update is exactly what I was looking for.

Time to dig out the wheel and get racing again :)

Sophy really is a game changer for the GT series as the standard AI has been terrible through the series.
 
About the CX-30. I awaited this one with a smile due to me ordering one in real life. First stock lap around the Nordschleife: oh my, this one understeers a lot. I may have to cancel my order! :D

After tuning it to 550PP it was pretty decent (especially for a FF car).

It's not an Impreza, which often end up on top of that timetables for me but very decent for a pleb like me that generally produces his best laps in 4WDs due to my inability to get everything out of FR/FF cars.
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Have you tried having a go with boost set of "weak"? I highly recommend giving it a go. Doesnt solve all of its issues but massively improves its pace and I found it quite engaging to fight with in my testing. For some reason with boost set to "weak", it seems to inexplicably stop sophys AI rubber-banding.
I'll give that a shot this evening when I do longer races
 
Having to rely on rubberbanding (boost) to make AI any good when the AI was so good it would need the players rubberband back to it to just stay close to its pace - I wish they wouldnt break the speed and let me struggle in desperation.
A thing about this - especially the bold part - folks on this forum are among the best players in the world. Most folks who play the game I suspect are never on these forums.

The goal is for most people to have a good time against Sophy.

To have Sophy Verde available for everyone would likely result in it not being used more than .015% of the time. She dusted the best players in the world every single time in the Race Together event. It wasn't a case of if Sophy would win, it was if all four would place ahead of the best drivers on the planet.

Most of us would not subject ourselves to that kind of whooping more than a few times . . . much less do that for hours. So having a more 'beatable' Sophy is the way to go if you want to grow the fanbase.

I haven't tried with Sophy, but this was definitely the situation with the regular AI. If heavy damage is enabled, the AI will pit at the first opportunity to repair it.
Very much this.

My favorite custom races involve heavy damage and fuel. Ovi (driving an AMG GT Black) acts like a bull in a china shop and normally causes a couple-few cars to pit after lap 1. Brian O'Conner and/or Chun-Li also create a bit of carnage on a regular basis. Sometimes I get damaged during the race even though I start 20th; it's a 10-14 lap race around Sainte Croix C (about an hour long race.)

While I sometimes will continue with a damaged car until I have to pit for fuel, the AI cars come in right away.

Not sure which is ultimately faster; I suspect it depends on the damage.

Granted, this is just my opinion.
 
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A thing about this - especially the bold part - folks on this forum are among the best players in the world. Most folks who play the game I suspect are never on these forums.

The goal is for most people to have a good time against Sophy.
So what's the point of offering the boost option if you're still going to get rubber banding?
There's nothing wrong with offering a realistic (or beta-level) difficulty mode for those who want difficulty.
 
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