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

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I made a video to show the evolution of Deep Forest from GT1 to GT7.
In my opinion the GT3 and GT4 version are the best. I really don´t like the changes they made for GT7. :ouch:
Of course it became more FIA like and the new hairpin adds a new possibility to overtake but I think this destroyed some of the flair this track had in the past. I would really like it if they add a "classic" layout of tracks like Trial Mountain and Deep Forest like they did with Le Mans or Fuji in the past.👍

 
I like the new design, the atmosphere around the track feels more alive and it looks like a circuit that could actually exist in the real world.
I agree that having this new version and the old version would have been nice though.
 
Am i the only one that thinks the saturation looks fine with it being moring and sunrise?
I feel like its pretty representative of what i experience in the morning here in Aus.
 
It seems that nothing major has changed in terms of sound design. The only thing different that I noticed is the 3d positioning of the cars around the player. So far I'm a little disappointed, I expected more from the audio. There is still a lot of room for improvement.
 
Well I've had 16 car races in GT5 and GT6 at DF and it was fine. IRL GT3 cars race on Nurburgring just fine as well. As I said before, not every corner on every track has to be overtake-able. Dogfighting in racing can be a lot more subtle than passing and repassing every corner.
Except I am not saying there needs to be passing every corner, otherwise I wouldn't be against NASCAR'S garbage Horepower packages that solely exist for that mythical "Side by Side" racing they think it'll generate.
As for dirty driving, yes it will always exist. But track design goes a long way to encourage/discourage it. Long straight followed by low speed corner by its nature will always encourage divebombing because the speed delta between corner entry and apex is larger than in a high speed corner. Kinda hard to divebomb someone into 130R isn't it? Much easier into the chicane after it ;)
Except I have both witnessed AND been a victim of the 130R punt (Well shove technically, but point still stands). Also, I give a real life counterpoint to that argument: Macau. Likewise, Tsukuba sure as hell doesn't stop people dive bombing as I again witnessed.
Remember 85% of players in GTS never touch sport mode. These track changes just ruin the offline experience for no reason for them.

Also if you look at it, PD is giving off false advertising showing off the old DF layout in the trailer, and then dropping this change. It's like they want all the older fans to preorder the game, but then say screw you, GT game is now about the future and that is esports.

Except the number of pre-orders was already extremely high well before this trailer debuted. Also, what makes you think the only online racing done IS Sport mode?
 
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I guess it's good that I'm not that bothered because the original track was one of the few GT fictional tracks I genuinely disliked... I'm also really looking forward to the reverse version. It'll be Midfield V2.
 
Adding a more classic layout is feasible through DLC(not 1:1 but closer to original).GT Sport had wildly different layouts in the same location(Dragon Trail,Kyoto Saint Croix).I really like the new Deep Forest(still not sure on the hairpin) but having something closer to the OG is important
 
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For me personally, the layout itself doesn't make that much difference to me. Although maybe we could have had both layouts available.

Honestly, the more I see it, the more it's growing on me.
 
I've tried to fix the colors. The difference is huge. They absolutely need to reupload the trailer whit a proper capture.

Trailer with wrong colors due to HDR on
advkhn.png


Fixed colors
b47k6h.png
I didnt really see that much difference, if theres any. But then again im partially colorblind
 
I've tried to fix the colors. The difference is huge. They absolutely need to reupload the trailer whit a proper capture.

Trailer with wrong colors due to HDR on


Fixed colors
I think that adding more tree variety and maybe setting it in early autumn would make it look less generic. All GT tracks with trees are set in height of summer with green trees.

Also is that dark grey car in front S class coupe, CLS or something else?
 
Except the FIA have NO say in the fictional tracks.
This, they have absolutely no say in the process, all track related decisions are down to Polyphony Digital, if the FIA did have a say, then St Croix (or Sainty Croicks as SuperGT calls it), Dragon Trail, Alsace and Sardegna would look drastically different.

Same Vacuum cleaner sound...... in 2022????
Do you suffer from sensory deprivation? If so, your local healthcare authority might be able to help you with that.

I've tried to fix the colors. The difference is huge. They absolutely need to reupload the trailer whit a proper capture.

Trailer with wrong colors due to HDR on
advkhn.png


Fixed colors
b47k6h.png
First thing I noticed on the video was the colour correction (other than it being over-exposed to s**t to point of removing most of the shadow), for whatever reason they've applied a warmness filter to the video, it's like they were using night-mode on an iMac without realising it.


Lastly, take this from someone who's photographed races at Le Mans and Nurburgring since 2015 in regard to the tree-cover:
Having trees over-hanging the track to the extent they were in previous games is actually pretty unrealistic given the types of tree in question. Some of the trees that are within 5-10m of those two tracks are probably over 100 years old (in the case of the Nordschleife the track was actually there before the forest) and they're not even close to covering the track, you'll be lucky to find a tree that even reaches the grass, eg:

1638715345789.jpeg


This is the part of Le Mans has the densest tree cover between both tracks, if you look on the right, you'll notice the trees are barely going beyond the barrier, and trust me, those trees aren't trimmed otherwise I would have noticed the cuts. Over at the Nordschliefe the trees are actually further away from the track than that and in quite a lot places the trees are actually rooted a good few feet lower than the track surface.
 
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Lastly, take this from someone who's photographed races at Le Mans and Nurburgring since 2015 in regard to the tree-cover:
Having trees over-hanging the track to the extent they were in previous games is actually pretty unrealistic given the types of tree in question. Some of the trees that are within 5-10m of those two tracks are probably over 100 years old (in the case of the Nordschleife the track was actually there before the forest) and they're not even close to covering the track, you'll be lucky to find a tree that even reaches the grass, eg:

View attachment 1097958

This is the part of Le Mans has the densest tree cover between both tracks, if you look on the right, you'll notice the trees are barely going beyond the barrier, and trust me, those trees aren't trimmed otherwise I would have noticed the cuts. Over at the Nordschliefe the trees are actually further away from the track than that and in quite a lot places the trees are actually rooted a good few feet lower than the track surface.

It's a fictional track, they could use any type of trees they want to build a tree tunnel that happens in real life. It's a huge part of the personality and giving you the feeling of actually driving through the "deep forest."


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It's a fictional track, they could use any type of trees they want to build a tree tunnel that happens in real life. It's a huge part of the personality and giving you the feeling of actually driving through the "deep forest."


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tree_tunnel_road_605738.jpg


a4f38fbaba998d282ca9b9621a83b697.jpg
Those are examples from public roads, not race circuits, two completely different things.

Yes, it's fictional track, but Polyphony Digital typically tries to mimic the locale of specific regions with their fictional tracks and will go as far using certain tree types. Sardegna, Alsace and St Croix (although ironically Sardegna looks more like the outskirst of Cheste near Valencia) being the biggest examples of this, and it's not just a GT Sport-specific thing. Look at how Apricot Hill takes after French circuits like Nogaro, Albi and Ledenon, and how Grand Valley takes after Japanese circuits like Suzuka, Mine and Autopolis.

Deep Forest takes after an "Eiffel" type region, so I highly doubt Polyphony would consider using some of the Middle-America type stuff you've posted.

Yes, there's scope to use whatever trees they please, hell they could throw palm trees on a snow course if they wanted, but this Polyphony we're talking about, they have a particular way of approaching these things as opposed to littering tracks with balloons, masked DJs and obnoxious brightly coloured chevrons.
 
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It's a fictional track, they could use any type of trees they want to build a tree tunnel that happens in real life. It's a huge part of the personality and giving you the feeling of actually driving through the "deep forest."


42387.jpg


tree_tunnel_road_605738.jpg


a4f38fbaba998d282ca9b9621a83b697.jpg
The old GTs with less power had better art direction. That's all. At that point, it's not even a matter of power. Poly has lost its magic when it comes to the feel/vibe of its classic tracks. The new Deep Forest looks so "generic" IMO, I can't understand why Sony is ok with that.
 
Those are examples from public roads, not race circuits, two completely different things.

Yes, it's fictional track, but Polyphony Digital typically tries to mimic the locale of specific regions with their fictional tracks and will go as far using certain tree types. Sardegna, Alsace and St Croix (although ironically Sardegna looks more like the outskirst of Cheste near Valencia) being the biggest examples of this, and it's not just a GT Sport-specific thing. Look at how Apricot Hill takes after French circuits like Nogaro, Albi and Ledenon, and how Grand Valley takes after Japanese circuits like Suzuka, Mine and Autopolis.

Deep Forest takes after an "Eiffel" type region, so I highly doubt Polyphony would consider using some of the Middle-America type stuff you've posted.

Yes, there's scope to use whatever trees they please, hell they could throw palm trees on a snow course if they wanted, but this Polyphony we're talking about, they have a particular way of approaching these things as opposed to littering tracks with balloons, masked DJs and obnoxious brightly coloured chevrons.
GT's fictional tracks are basically based off public roads, even their city courses, and the ones that are made up still look like public streets. PD doesn't only just build bland race track circuits. You can literally find tree tunnels anywhere from the east coast all the way to the west coast.
 
Might as well remove all fictional tracks while we're at it. And make you pay for travel expenses to every circuit. And fuel and tyres. And insurance. And every time you crash you get "hospitalised" and can't enter the game for a month.

Realistic right? ;)
I know there's these guys that like having to pay for oil changes, etc, but I'm not one of those. That has nothing to do with realism, it's just plain annoying, because it serves no purpose. Making a race track somewhat realistic is at a completely different level though. At the time the old track was created, GT was a different game.

To bring another example, the old Seattle track with its jumps would not fit into a current GT game. Something like that would be just silly.
 
GT's fictional tracks are basically based off public roads, even their city courses, and the ones that are made up still look like public streets. PD doesn't only just build bland race track circuits. You can literally find tree tunnels anywhere from the east coast all the way to the west coast.
Yeah.... no.

Deep Forest isn't a street circuit now is it? Just visually looking at it you can reach this conclusion, it doesn't join on to any public road at any point or feature any visible hints of junctions and there's no road markings. You can make the same observation for Apricot Hill and Grand Valley Speedway too.

That's like complaining about the lack of gravel on a Formula E circuit that's located inside the ExCel Centre in London, and you're previous post, although I don't you realise it, was more or less the same thing as:

"What do you mean I can't play cricket with my baseball bat? It's a bat, they have have bats, I should be able to play cricket because a bat is just a bat, the only difference is how it looks"


@snowgt With Seattle the issue isn't the jumps, the issue is that some of those roads don't actually exist anymore.
 
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I like the new design, the atmosphere around the track feels more alive and it looks like a circuit that could actually exist in the real world.
I agree that having this new version and the old version would have been nice though.
Kinda think that more distinct things make something more alive, and for Deep Forest, it's the tree canopy.
I don't have an issue with the update layout to Deep Forest at all. In fact I like the extended run to the new hairpin and the pretty cool looking stretch from there to the finish line.
Well, the main complaint is also about the scenery, the signature tree canopies.
And trees overhanging the track...? While this may have given it a certain vibe, it's a step towards reality to remove that.
I don't know what makes tree overhanging the track something not realistic here, as there are screenshots of tree overhanging tracks. Like, High Speed Ring still has the suspension bridge in instance.
 
I'll take beauty and ambiance over realism when it comes to track design any day of the week. The awesome Sainte Croix track has beautiful scenery but you can't see a bit of it because of the high track barriers everywhere. The only time you glimpse a field of lavender is in the replays. 😔
 
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Imagine if PD redesigned the Nurburgring to make it more suitable for higher class racing and overtaking. Would that be acceptable?

I'm happy to see classic tracks come back, but they really are spoiling the character that made them special. Originally they didn't have to follow the rules or adhere to safety standards. They were simply tracks designed by a team with an imagination of what a spectacular track would be. And they were. That gets lost here when you start designing them for the real world. They were always supposed to be fantasy tracks, but now fantasy is turning into reality and as a result becoming more generic and watered down. They all start to look and feel similar rather than unique.

Still great to have to have them "back"... but it's not the same. Would be nice to at least have true classic variations of all these tracks, although realistically I wouldn't expect it due to all the work that would have to go into it. I did appreciate the classic Monza they put in the GT6 Senna DLC, but it'd be a lot more involved to recreate the classic designs and atmosphere on these fantasy tracks.

I'd also say this revised Deep Forest final sector is welcome as a new variation, but I'd hope there's another variation available with the old final sector intact. Those final two corners were very much a part of Deep Forest's DNA -- particularly the final corner, which was a significant test of bravery, now reduced to a kink.
 
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