Gran Turismo 7's New Deep Forest Layout Revealed in 4K Cockpit Video

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Autumn Ring cannot hold 20 cars in it's pit lane at all.
What? The normal version of Autumn Ring has a huge pitlane. You're thinking of Autumn Ring mini, which has no business hosting 20 car races anyway unless its for Go-Karts or N100 cars.
 
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EVERYTHING MUST BE ABLE TO RUN insert choice of F1/GT3/DTM/WEC


/s
lmao exactly. Not just be able to support those classes, but some think they need to be absolutely ideal for those faster classes such as Gr.1, Gr.2, Gr. 3, etc. They are forgetting that in order to do that, you will be removing a track that's already ideal for another (slower) class of cars. Driving on extremely wide tracks, with long straights isn't fun with slower cars... and I'm sure it will effect the enjoyment many get from the opening part of GT7's campaign.
 
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What? The normal version of Autumn Ring has a huge pitlane. You're thinking of Autumn Ring mini, which has no business hosting 20 car races anyway unless its for Go-Karts or N100 cars.
I'm not thinking of Mini.

Full beans Autumn Ring doesn't have pit garages until after the two kinks down the front.
 
The original Deep Forest and Trial Mountain didn't look too dissimilar from older road circuits like Solitudering, apart from the modern looking rumble strips:

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Which meant that they were excellent tracks for 1960s and older race cars and all sorts of road cars, which is what I mainly used on them. Grand Valley was always the track that was better suited for modern race cars. (GT1's and GT3's GVS are better than the GVS from GT4 on-wards, there, I said it.
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Since PD hasn't shown much interest in recreating dead real life circuits from scratch in their games, fantasy tracks like TM and DF (and Grindelwald, bring it back, please) are likely the closest we are going to get to a vintage road circuit from PD.

There is no need to fear for your life in a game/simulator, so a fantasy track might as well be as picturesque and fun as possible. Go wild, put in those trees, don't hold yourself back. Or put in Solitudering and Rouen, that works too. :D
 
There is no need to fear for your life in a game/simulator, so a fantasy track might as well be as picturesque and fun as possible. Go wild, put in those trees, don't hold yourself back. Or put in Solitudering and Rouen, that works too. :D
I'd love it if Polyphony took their passion for historical things and applied it to tracks as well. Lots of interesting historical tracks that could be added that no other game is likely to ever touch. I think it would fit the Gran Turismo aesthetic very well, especially if they took the original track ribbons but then creatively imagined what the surrounds might look like if the track were still running today.

Rouen particularly is a great track that has a very similar vibe to their new Deep Forest.
 
I'd love it if Polyphony took their passion for historical things and applied it to tracks as well. Lots of interesting historical tracks that could be added that no other game is likely to ever touch. I think it would fit the Gran Turismo aesthetic very well, especially if they took the original track ribbons but then creatively imagined what the surrounds might look like if the track were still running today.

Rouen particularly is a great track that has a very similar vibe to their new Deep Forest.
Bridge Hampton is another great historical one that would fit the series well if revived, or even if we had a fictional track made based off it with a different name.

Some guy from the AC modding community already did it, but more than anything it just shows how great these old tracks can be for racing sims if revived.

In Real Life -

In Assetto Corsa -
 
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Bridge Hampton is another great historical one...
Great track!

The thing I notice about these old tracks is that they tend to be much more fast and flowing, which I think is also something that describes a lot of the original Gran Turismo tracks. I think you still get good racing and they're much more enjoyable to drive than tracks with big stops into tight hairpins that encourage chucking one up the inside. It's much harder for inexperienced players to make sudden and catastrophic moves through a series of flowing corners, but a faster player can usually still find a way through if they're sneaky.

I have a nasty suspicion that what makes a track good for racing with professional drivers and what makes a track good for racing with inexperienced nublets with 7 thumbs on each hand is not the same at all. F1 tracks just seem to be the ones that have massive pileups in the corners when you put casual players on them. Hell, even with F1 drivers they're not exactly incident free, but that may be because it's hard to turn the steering wheel with your massive testicles in the way.
 
Great track!

The thing I notice about these old tracks is that they tend to be much more fast and flowing, which I think is also something that describes a lot of the original Gran Turismo tracks. I think you still get good racing and they're much more enjoyable to drive than tracks with big stops into tight hairpins that encourage chucking one up the inside. It's much harder for inexperienced players to make sudden and catastrophic moves through a series of flowing corners, but a faster player can usually still find a way through if they're sneaky.

I have a nasty suspicion that what makes a track good for racing with professional drivers and what makes a track good for racing with inexperienced nublets with 7 thumbs on each hand is not the same at all. F1 tracks just seem to be the ones that have massive pileups in the corners when you put casual players on them. Hell, even with F1 drivers they're not exactly incident free, but that may be because it's hard to turn the steering wheel with your massive testicles in the way.
Truly ironic, as that’s why Kaz chose High Speed Seed Ring. Now, if those, new to the series, experienced the circuits in their original guises, the learning curve could probably be less taxing than what these revisions show.

A point being made with the previous posts. Amazing how circuits like Monza and Fuji had that high speed basic layout feel. Probably tracks like Brands Hatch and Laguna Seca, are precursors to more difficult fast & flowing circuits, like Bathurst and the Nordschliefe.
 
You must think the new Trial Mountain is bad then, what with the exposed rock faces and wooden picket fences the only thing between yourself and being obliterated by huge trees.

It's a fantasy track in a video game, it doesn't need to be ultra realistic. Did you really drive the track in the old games constantly thinking the overhanging trees were dangerous to your virtual driver?
The decision to include picket fencing instead of say armco is a demerit for the new Trial Mountain. I do not like it in that regard. I like fantasy tracks but they should be created the right way so those who aren't familiar with the GT series won't notice the track is in fact fake. Maggiore, Dragon Trail, Sardegna and Blue Moon look like real tracks that could actually be built and that's why I like them. There's this tangible element about the tracks which allow them to sit next to the real world tracks without sticking out like a sore thumb. Get it wrong and you end up with tracks like Alsace which completely miss the mark.
 
The decision to include picket fencing instead of say armco is a demerit for the new Trial Mountain. I do not like it in that regard. I like fantasy tracks but they should be created the right way so those who aren't familiar with the GT series won't notice the track is in fact fake. Maggiore, Dragon Trail, Sardegna and Blue Moon look like real tracks that could actually be built and that's why I like them. There's this tangible element about the tracks which allow them to sit next to the real world tracks without sticking out like a sore thumb. Get it wrong and you end up with tracks like Alsace which completely miss the mark.
Why do new players, or any players, need to perceive them as being real? Gran Turismo is a video game built for fun, it's not a serious racing simulator. Whilst there certainly has to be a limit (they can't be doing crazy tracks like GTA Online with ramps and whatnot in midair) the point of a fantasy track has always been that you can go wild, you have a blank canvas to create something fun, something not feasible in the real world. So it seems bizarre to me that they would come up with stuff so bland and safe, with the most they can manage being unfeasible bridges and tunnels and corners with absurd levels of camber/banking.

I don't know if the track designers changed after GT4 or it was just a design choice but ever since then, in the HD era, the fictional tracks have never reached the status of the old tracks. GT5 is 11 years old now, it's an old game in most regards but do you see thousands of people clamouring for Eiger, New Rome, London, Madrid, Cape Ring? No, they want the true classics back, and they want them as they were. Not modified to look like a real world track. These are the tracks the franchise was built on, what everyone drove when it was insanely popular.
 
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Why do new players, or any players, need to perceive them as being real? Gran Turismo is a video game built for fun, it's not a serious racing simulator. Whilst there certainly has to be a limit (they can't be doing crazy tracks like GTA Online with ramps and whatnot in midair) the point of a fantasy track has always been that you can go wild, you have a blank canvas to create something fun, something not feasible in the real world. So it seems bizarre to me that they would come up with stuff so bland and safe, with the most they can manage being unfeasible bridges and tunnels and corners with absurd levels of camber/banking.

I don't know if the track designers changed after GT4 or it was just a design choice but ever since then, in the HD era, the fictional tracks have never reached the status of the old tracks. GT5 is 11 years old now, it's an old game in most regards but do you see thousands of people clamouring for Eiger, New Rome, London, Madrid, Cape Ring? No, they want the true classics back, and they want them as they were. Not modified to look like a real world track. These are the tracks the franchise was built on, what everyone drove when it was insanely popular.
I understand the importance of the original tracks but you can't stay in the past. Change is needed to ensure that things remain fresh and exciting because if it's all the same, what's the point?
 
I understand the importance of the original tracks but you can't stay in the past. Change is needed to ensure that things remain fresh and exciting because if it's all the same, what's the point?
Well that's what I'm saying, if they had made some memorable and great fictional tracks in the HD era perhaps people wouldn't be clamouring for the old PS1+2 tracks so much. I'm absolutely one about making the game fresh, but when it comes to tracks and choosing between the old classics and the modern era fictional tracks, there is no contest for me.

Nearly all the new GTS tracks try to mimic real world circuits but just end up looking dull with generic visuals and layouts. Saint Croix is just 90% trees and barriers + bridge.

Plus they don't even go all-out on the realism anyway, most of them would have multiple deaths within a few years if they were real.
 
Truly ironic, as that’s why Kaz chose High Speed Seed Ring. Now, if those, new to the series, experienced the circuits in their original guises, the learning curve could probably be less taxing than what these revisions show.

A point being made with the previous posts. Amazing how circuits like Monza and Fuji had that high speed basic layout feel. Probably tracks like Brands Hatch and Laguna Seca, are precursors to more difficult fast & flowing circuits, like Bathurst and the Nordschliefe.
The Licenses should still use Route X man... it's the replacement of Test Course with the track distance marker, big start/finish line, etc., and it now appears on Porsche trailer.
 
Well that's what I'm saying, if they had made some memorable and great fictional tracks in the HD era perhaps people wouldn't be clamouring for the old PS1+2 tracks so much. I'm absolutely one about making the game fresh, but when it comes to tracks and choosing between the old classics and the modern era fictional tracks, there is no contest for me.

Nearly all the new GTS tracks try to mimic real world circuits but just end up looking dull with generic visuals and layouts. Saint Croix is just 90% trees and barriers + bridge.

Plus they don't even go all-out on the realism anyway, most of them would have multiple deaths within a few years if they were real.
Most of the PS3 original tracks were forgettable because they lacked character. I didn't spend a lot of time driving on them because there were better tracks such as Grand Valley, High Speed Ring, Apricot Hill, Deep Forest and Trial Mountain. The only PS3 original track I drove on regularly was Cape Ring Periphery, but I wouldn't want it back. The PS4 original tracks have been hit-and-miss for variety of reasons; Saint Croix is one of the worst because it's too big and boring with some really strange corners. I don't care for it one bit, nor do I care for BB Raceway, Tokyo Expressway, Blue Moon, Sardegna Windmills, Fisherman's Ranch, Colorado Springs or Alsace. All of them are GARBAGE compared to Dragon Trail, Maggiore and Sardegna Road. Why do I like those last 3? Because they're memorable! Dragon Trail has the chicane of death, Maggiore has the big bankey boi and Sardegna feels like a classic race track, with the B layout enabling some fantastic side-by-side racing. Deep Forest and Trial Mountain may look different but the spirit is still there and it's for that reason that I welcome the changes. No, it isn't the same but it's better than what GT Sport offered...
 
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The Licenses should still use Route X man... it's the replacement of Test Course with the track distance marker, big start/finish line, etc., and it now appears on Porsche trailer.
Yeah. I liked the data we got with that edition.

As for changing the classic tracks. Like the real world, many tracks haven’t changed. Yes, some real world circuits are updated and totally redesigned. However, whatever scaling issue Kaz felt or difficulties the PD team couldn’t recalculate for PS4/PS5, making extensions and extra bits here & there… may as well have kept the original layout. Cut down some trees(as they’ve done) if that was too much load on the system. The original layout doesn’t have to be changed.
 
Great track!

The thing I notice about these old tracks is that they tend to be much more fast and flowing, which I think is also something that describes a lot of the original Gran Turismo tracks. I think you still get good racing and they're much more enjoyable to drive than tracks with big stops into tight hairpins that encourage chucking one up the inside. It's much harder for inexperienced players to make sudden and catastrophic moves through a series of flowing corners, but a faster player can usually still find a way through if they're sneaky.

I have a nasty suspicion that what makes a track good for racing with professional drivers and what makes a track good for racing with inexperienced nublets with 7 thumbs on each hand is not the same at all. F1 tracks just seem to be the ones that have massive pileups in the corners when you put casual players on them. Hell, even with F1 drivers they're not exactly incident free, but that may be because it's hard to turn the steering wheel with your massive testicles in the way.
Yes, some were very fast indeed, and featuring some corner types that aren't as prominent in modern track design.

An example of which would be the 250km/h sweeper. Monza had this with Curva Grande, Rouen had some, Solitude had many, and 1960s Spa consisted almost entirely of them. :lol: In a car with low grip they are some of the most difficult corners that exist; you toss it in there, put it into a 4 wheel drift and power through with full commitment. Because of the high entry speed, the difference in time between getting it right and messing up a tiny bit can be huge. Unfortunately, the challenge of these corners disappears when you try them in a car with downforce/high grip - they become flat out bends.

Another difficult corner type that is fairly uncommon now is the decreasing radius corner. Riverside was famous for having one of these. Very difficult to get right, you need some long trail braking while managing the weight transfer.

Trial Mountain has a favourite of mine, the large radius "loop", a bit different than 50km/h hairpins. Watkins Glen had one of these, which now has a chicane in front of it. Another corner type that encourages trail braking.

These are some corner types that could be featured in new fantasy tracks for the series, although I'm sure most would prefer that ancient, fast and difficult road circuits from the real world were recreated instead. Along with bringing back some GT2 classics like Midfield, Apricot Hill, Red Rock Valley and Grindelwald.
 
Most of the PS3 original tracks were forgettable because they lacked character. I didn't spend a lot of time driving on them because there were better tracks such as Grand Valley, High Speed Ring, Apricot Hill, Deep Forest and Trial Mountain. The only PS3 original track I drove on regularly was Cape Ring Periphery, but I wouldn't want it back. The PS4 original tracks have been hit-and-miss for variety of reasons; Saint Croix is one of the worst because it's too big and boring with some really strange corners. I don't care for it one bit, nor do I care for BB Raceway, Tokyo Expressway, Blue Moon, Sardegna Windmills, Fisherman's Ranch, Colorado Springs or Alsace. All of them are GARBAGE compared to Dragon Trail, Maggiore and Sardegna Road. Why do I like those last 3? Because they're memorable! Dragon Trail has the chicane of death, Maggiore has the big bankey boi and Sardegna feels like a classic race track, with the B layout enabling some fantastic side-by-side racing. Deep Forest and Trial Mountain may look different but the spirit is still there and it's for that reason that I welcome the changes. No, it isn't the same but it's better than what GT Sport offered...
Cape Ring also literally came with zero fanfare afaik.
 
The outer loop of Cape Ring was alright, whatever that one was called. Periphary? The rest was utter garbage, I don't know who thought a spiral bridge thing with a big jump at the top was a good idea for a track, but they were definitely wrong.

I do wonder if the people who designed the GT1-4 tracks are still with PD, and they just got told to take a different direction, or they've all left now. I suppose if I weren't lazy I could look at the credits, but ah well.
 
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