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

  • Thread starter Famine
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Now imagine the reverse track.

Turn one is a no-brakes right, downhill, uphill curve left, and then slam on for the hairpin right... then down the huge hill into a massive stop for a 120-degree right...
This.
 
I probably missed this point in previous news, but is the shaking cockpit camera a real thing ? Or is this a "simulation"/post production for the promotional video ? It looks really great, would be cool if that's the real in game camera.
Obviously a real in game camera. The camera is moving according to the g-forces. NFS Shift did it ages ago, I don't see why PD wouldn't be able to implement this aswell.
 
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Now imagine the reverse track.

Turn one is a no-brakes right, downhill, uphill curve left, and then slam on for the hairpin right... then down the huge hill into a massive stop for a 120-degree right...
In other words, basically the first half of Dragon Trail Seaside with the first chicane missing. And just about everyone seems to love it for some reason, although I've never figured out why.
 
How is it "Tilke-fy"? I don't see any artificial elevation changes, or an attempt to mirror one of many iconic historical tracks, or unnecessary off and on camber corners, or a chicane...

So where exactly are you getting that idea from. Or is that something people say when any track they like is changed or updated?
Long DRS quality straight into flow disrupting, overtake friendly, with plenty of paved run off, heavy braking zone hairpin into another DRS friendly straight is vintage Tilke my guy.

Jeez it’s even got the slight flat out kink he loves to use after hairpins. Even if you don’t want to call it Tilke derivative, it certainly comes across between this and Trial Mountain that PD are trying to go for some quasi-FIA approved layouts.
 
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Deep Forest? More like Shallow Forest. Half the trees are gone. Tracks are super wide and that last hairpin is an abomination. But I guess it will make the divebombers happy? They could easily add the old fast downhill right hander in addition to the new section, but nope, everything is bulldozed just because the FIA championships require every track to have at least one tight hairpin/chicane for overtaking.

RIP Deep Forest 1997 - 2021. May your soul live on in Assetto Corsa.

 
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This looks more like Shallow Woods to me.

(@LeGeNd-1 you tree’d me, seriously?)

Bad jokes aside, I think the new layout was probably changed so that higher-class racing cars have a longer straight to stretch their legs a bit more. The original isn’t really known for its high-speed sections so it looks like they were trying to make the layout more welcoming to the higher classes.

Personally I really love the dip at the bottom of the hill and the overpass with actual cars driving on it. That was a really nice touch. Dare I say the last part reminded me slightly of Red Bull Ring’s ascent up the hill, but in reverse, for some reason.
 
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They've fixed the paddle shifting animation from Sport but it still looks a little funky.

Also something is up with the colours in the video. You can notice it easily with reds of the flags as well as the suggested gear number icon beside the current gear number, speedo bar, ABS icon, and brake input.
 
I kinda like the new GT7 track aesthetic where they have these hyper advanced facilities in the middle of a forest or nature or something. Don't like the final part of the track and how they made it more generic but overall I think the whole aesthetic design of the new GT7 versions of old tracks is pretty cool.

They seem like places that are cooler than a real race circuit, the kind of place anyone would want to watch a race at.
 
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They've fixed the paddle shifting animation from Sport but it still looks a little funky.

Also something is up with the colours in the video. You can notice it easily with reds of the flags as well as the suggested gear number icon beside the current gear number, speedo bar, ABS icon, and brake input.
Seems they left HDR on when they captured this, as that's what happens when you display it on a SDR display. The colors get wonky, the contrast looks washed out (in some cases)...
 
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Here's a track comparison made by MotogamesTV

The GT6 version doesn’t look al, that spectacular. Again, could be once we all try race cars on the circuit, it’ll feel different. Still, updated layout is more spectator friendly than backroad/mountain pass.
 
Perhaps it's a possibility that the layout shown in the video is an alternate one, and they have a layout of Deep Forest in the game that is more true to the original?

Likely wishful thinking on my end, though.
 
Those last few corners looks super sketchy,it looks like the track kinda gets tighter after the pit entry.Really liking the new layout tho it flows really well but the OG had those trees creating huge shadows of the track,why change that?
Also,great idea for the new cockpit view just lower the effect of the driver head moving down too much kinda makes it harder to see
 
Long DRS quality straight into flow disrupting, overtake friendly, with plenty of paved run off, heavy braking zone hairpin into another DRS friendly straight is vintage Tilke my guy.

Jeez it’s even got the slight flat out kink he loves to use after hairpins. Even if you don’t want to call it Tilke derivative, it certainly comes across between this and Trial Mountain that PD are trying to go for some quasi-FIA approved layouts.
I'd say it's a mild-Tilke-fication, it is was full-on Tilke you'd have the following:

  • Replacing T1 with a chicane-like left-right-left complex.
  • At least 3-4 stop-start sections that supposedly for better racing, but do nothing but spread the field out.
  • Awkward mid-speed constant-radius turns where over taking is impossible.
  • 3-5 off-camber turns which serve no purpose other than allowing Tilke to say "hey look what I can do!", at the expense of racing.
  • Removal of the entire forest section in favour of a brand new flat layout on the opposite side of the pit straight.
  • Shaving the pit straight flat to avoid offending sponsors who want to be visible at all times from all parts of the track.

Not of a fan of the new final sector, but I can kinda see why they did it: with sensible racers on the old layout there's only really one place to pass (T1), so this adds a opportunity, also, you couldn't really have a reverse layout with the old version because of the jump before the first corner.
 
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The colors in the video look very washed out, probably they captured the video with HDR on. Just look at those flags in the HUD

screenshot.2gejmf.png


Proper flags color from GTS

screenshot.3eakod.png
 
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I’m really gonna miss the consequence-dealing grass runoff in the final sector of the old version.
This is why Tokyo R246 is the only fictional track I'm actually looking forward to (if it even happens). It's the only one I think they can't butcher.
 
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