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

  • Thread starter Famine
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Anyway im so glad they added high resolution shadows in cockpit view, finally the low res blurred ones are only a thing of the past (at least on PS5). Hope also reflections will receive the same upgrade (looking at the opponent cars they seem much sharper than on GTS so i have a good feeling about this aspect of the game)
As I said, there will be many technical improvements. Apart some pops, I find PS5 version very clean, very sharp: lightning, reflections, shadows, textures, aliasings and others.
 
My first thought is that I like the layout but I miss the canopy. The last corner reminds me of the last corner at Sugo, a bit, only mirrored. Overall it feels a little more generic than the original course.
 
When a Mickey Mouse track like Willow Springs that is too small for even go karts was in Gtsport I don't see why they felt the need to redesign Deep Forest. Just sayin.
 
In my opinion, Kaz made a mistake with the Deep Forest track changes. There would be two options that would keep the original layout and still fit the required compliance for online racing with 16 or 24 cars (if that's the future on PS5).

The first solution would be to keep the original layout of Deep Forest and Trial Mountain, combining the two circuits, each with its individual characteristics. The original and individual layouts would be kept.
EH1kNZvWwAAYoLg.jpg


The second solution would be to keep the original layout and INVENT a new section to lengthen the circuit. For example, this solution similar to the original A1 Ring added with another section. It would increase the circuit to 5,000 km.


Sem títulofdfd.png

These two solutions would keep the original features and still add new variations (extensions) to suit the competitiveness of the new era of Gran Turismo, without losing the original identity of the circuits.

About Trial Mountain, the classic autodrome is notably a road circuit. And, in GT7, it could be situated next to a modern and sophisticated standard FIA circuit. Like the Nurburgring, Trial Mountain could serve as an extension section of this circuit. Thus, we could have, in addition to the preservation of the original Trial Mountain, a new original circuit, taking advantage of the site's rugged terrain, plus a third version that united the two autodromes.
Sem títulogfgfgf.png
 
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I always really liked the idea of having two circuits that were a good drive individually and then could be linked up into a bigger circuit. One, it just feels really cool. Two, it's a great way to learn a big circuit in little chunks so that it doesn't feel so overwhelming. The Ladera/Camino Viejo/Iberian International complex in FM4 was really nice.
 
Watching the video again and I'm less keen on it now. Some pretty characterful pieces of the original track are absent, though I think even the GT5 & GT6 versions of the track were a step down from GT3/GT4:

1. The tree canopy after the first tunnel (0:42 below)
2. The steep corkscrew downhill segment after the 2nd tunnel (0:50 below)
3. The long uphill section is OK in the GT7 version, but it doesn't feel as part of the environment as it did in the GT3 version.



Man rewatching that GT3 footage versus the GT6 footage posted earlier...GT3 looked so great. The color pallet, contrast, atmosphere, visual clarity, and performance are all better than GT6, IMO. A ton of the visual effects are totally contrived, but honestly I think it looks better. I always thought GT6 looked washed out and muddy.
 
Watching the video again and I'm less keen on it now. Some pretty characterful pieces of the original track are absent, though I think even the GT5 & GT6 versions of the track were a step down from GT3/GT4:

1. The tree canopy after the first tunnel (0:42 below)
2. The steep corkscrew downhill segment after the 2nd tunnel (0:50 below)
3. The long uphill section is OK in the GT7 version, but it doesn't feel as part of the environment as it did in the GT3 version.



Man rewatching that GT3 footage versus the GT6 footage posted earlier...GT3 looked so great. The color pallet, contrast, atmosphere, visual clarity, and performance are all better than GT6, IMO. A ton of the visual effects are totally contrived, but honestly I think it looks better. I always thought GT6 looked washed out and muddy.

Yes, the art direction of GT3 is the best in GT even now, 20 years after its release. I always dream of seeing GT3 art direction with the latest graphics technology ...
 
Back then PD fictional tracks had their own style, you could tell them apart from real circuits and fictional circuits in other games. Now, as already stated, they seem to want to move all their tracks to mimicking modern, real world facilities and it's taking the uniqueness out of them, they're looking more generic.

These are not real tracks. Deep Forest didn't need a huge fancy modern pit building, it didn't need concrete barriers with catch fencing everywhere. It certainly didn't need what is essentially a direct copy of the Hockenheimring hairpin.

I mean be honest, if PD just posted this screenshot somewhere months ago, without the map obviously, would anyone have guessed it was Deep Forest? It looks just like a few of the GTS fictional tracks.

deepfor.jpg


As an aside whilst taking that screenshot, why on earth is there a road style right turn sign on the left there? There is zero indiction this is a real road, it's an entirely closed circuit.
 
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As an aside whilst taking that screenshot, why on earth is there a road style right turn sign on the left there? There is zero indiction this is a real road, it's an entirely closed circuit.
While I get what you are saying here, I do have a potential reason (may be a bit of a stretch but hey!). If you look back at GT1-3 there are road markings that would suggest it’s a public road. Can we therefore assume that the track we have is a direct evolution from the original and has been converted to a full time race circuit just like Spa (and likely some other tracks) and the road sign has just been left!
 
Watching the video again and I'm less keen on it now. Some pretty characterful pieces of the original track are absent, though I think even the GT5 & GT6 versions of the track were a step down from GT3/GT4:

1. The tree canopy after the first tunnel (0:42 below)
2. The steep corkscrew downhill segment after the 2nd tunnel (0:50 below)
3. The long uphill section is OK in the GT7 version, but it doesn't feel as part of the environment as it did in the GT3 version.



Man rewatching that GT3 footage versus the GT6 footage posted earlier...GT3 looked so great. The color pallet, contrast, atmosphere, visual clarity, and performance are all better than GT6, IMO. A ton of the visual effects are totally contrived, but honestly I think it looks better. I always thought GT6 looked washed out and muddy.

Never realized how bad GT6 deep forest looked compared to GT3, damn they really messed up with GT6 graphical design.
 
Yeah GT3 still has the best rendition of Deep Forest, with nice god rays seeping through the tree canopies. Would have looked awesome with modern realistic rendering techniques like volumetric lighting which GT7 already does.

gt3


gt7


real life "deep forest"
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While the overhanging trees were a nice touch since GT3, the new trees are actually not much different to how Deep Forest looked in GT1 and GT2. I find this somewhat comforting as I try to digest the changes to the track in general.
 
While the overhanging trees were a nice touch since GT3, the new trees are actually not much different to how Deep Forest looked in GT1 and GT2. I find this somewhat comforting as I try to digest the changes to the track in general.
There were going up the hill on the back of the circuit, but only from one side. It was nothing like as much as it was from GT3 onwards.

The GT7 version does feel more open than both though.
 
Yeah GT3 still has the best rendition of Deep Forest, with nice god rays seaping through the tree canopies. Would have looked awesome with modern realistic rendering techniques like volumetric lighting which GT7 already does.

gt3


gt7


real life "deep forest"
5657604a59769dbd40ae5bec9bc67899.jpg

Oh yeah. Imagine deep forest with dynamic TOD and weather where you start a race in early morning, 7am and there is heavy fog and a damp, leaf-strewn track. You need foglights to cut through the mist. Condensation drips down off the moss-covered tunnel walls. Spectator camp fires glow on the side of the track. As the sun comes up it starts to shine down through the tree canopy illuminating the lingering fog and the framed vistas to the distant mountains begin to open up as the more open corners dry out. Past midday, the tarmac takes on a sharp, high contrast, dappled texture requiring focus to stick to the racing line. Then rain starts, making the punchy elevation changes and tunnel exits treacherous, different parts of the track staying more dry depending on the cover overhead. I mean, come on! FIA realism can shove it.

That's what my 12 year old self would have guessed a GT7 version of Deep Forest on PS5 would have been like while playing GT3.
 
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I don't like the GT3 version of Deep Forest. It's too dark and quite uninviting to be honest. The GT4 version is better because it feels more modern with a brighter atmosphere that makes the place feel more inviting, at least to me. The GT7 version is a slight improvement because it feels like a race track now, not some weird road in the middle of a dense forest. Not having trees overhanging the road may be a poor choice from a nostalgia viewpoint, but from a practical perspective, it's the right choice. Just look at real world tracks that are set in forests and you'll understand why I approve this decision. If PD really wanted to create a strip of road to replicate driving through a dense forest, they should remove all the racetrack elements first.
 
Is there any real reason to include 'fantasy tracks' anymore if they are going to be even less exciting, and have even less character than the real-world tracks already in the game? The only reason to add these tracks anymore is just a cheap way for PD to bump up the track count while using the legendary track names to help sell the game.

The thing that is most annoying about the Deep Forest remake, is that they removed everything that made it worth adding to GT7 in the first place lol. Even with Trial Mountain, they removed the most memorable and exciting corner: the high-speed chicane.

Not to mention, all these tracks have been widened, and most of the elevation changes and challenging corners have been taken away while doubling or tripling the size of the straightaways. It's a bummer knowing they will all likely feel like low-quality Assetto Corsa track replicas to drive on. The only track that got a respectful remake was High Speed Ring, and that's probably the least beloved classic fantasy track of the 3 confirmed so far. - Which makes perfect sense, as that track already meets all the requirements PD have for fantasy tracks: Very little character, extremely easy to drive on, many overtaking opportunites in the form of slipstream, and extremely wide. All of this translates into an extremely dull driving experience in a game like GT, which isn't very realistic or challenging in the first place.
 
Is there any real reason to include 'fantasy tracks' anymore if they are going to be even less exciting, and have even less character than the real-world tracks already in the game? The only reason to add these tracks anymore is just a cheap way for PD to bump up the track count while using the legendary track names to help sell the game.

The thing that is most annoying about the Deep Forest remake, is that they removed everything that made it worth adding to GT7 in the first place lol. Even with Trial Mountain, they removed the most memorable and exciting corner: the high-speed chicane.

Not to mention, all these tracks have been widened, and most of the elevation changes and challenging corners have been taken away while doubling or tripling the size of the straightaways. It's a bummer knowing they will all likely feel like low-quality Assetto Corsa track replicas to drive on. The only track that got a respectful remake was High Speed Ring, and that's probably the least beloved classic fantasy track of the 3 confirmed so far. - Which makes perfect sense, as that track already meets all the requirements PD have for fantasy tracks: Very little character, extremely easy to drive on, many overtaking opportunites in the form of slipstream, and extremely wide. All of this translates into an extremely dull driving experience in a game like GT, which isn't very realistic or challenging in the first place.
Dull? DULL? That cannot be further from the truth! I can't wait to drive on these revamped original circuits!
 
The only reason to add these tracks anymore is just a cheap way for PD to bump up the track count
Not really, as no matter how real or fake or whatever the track is, it will still take a ton of work to be modeled. Whether people like the track or not, does not make it "cheaper" to bump the track count.

The change in layout is not really a problem, as the last 3 corners that were changed weren't particularly interesting or challenging in the first place, nor the most iconic. The real problem comes to the slower cars, as now the track became wider and with even more high speed sections. In the end, a trade-off was made, making Deep Forest more suitable for the faster cars, like LMP1s, F1s, etc. The game now needs a couple extra tracks that actually fit the slower cars, like Costa di Amalfi, Citta di Aria, Monaco, or any other city track from previous games (or a new one). The same applies for Gr.B cars, as they have very few tracks that suit them, other than the rally courses.

My final opinion on Deep Forest will be made once I play the game. After knowing how it feels with different types of cars and how it looks in different weather/lighting conditions, I can make a much better judgement of it.
 
Dull? DULL? That cannot be further from the truth! I can't wait to drive on these revamped original circuits!
I'm sure they will be fun with lots of the faster race cars like Gr.1, which I don't like using very much. The cars I have in mind are N100 - N500.
 
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I don't like the GT3 version of Deep Forest. It's too dark and quite uninviting to be honest. The GT4 version is better because it feels more modern with a brighter atmosphere that makes the place feel more inviting, at least to me. The GT7 version is a slight improvement because it feels like a race track now, not some weird road in the middle of a dense forest. Not having trees overhanging the road may be a poor choice from a nostalgia viewpoint, but from a practical perspective, it's the right choice. Just look at real world tracks that are set in forests and you'll understand why I approve this decision. If PD really wanted to create a strip of road to replicate driving through a dense forest, they should remove all the racetrack elements first.
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?
 
There's a debate about keeping things fantasy and/or making things 'more' realistic, so I guess there can be previous debates too about tracks keeping suspension bridges or not (actually I'm a part of those who wants those bridges).
 
oh something I remembered and had to check up on, when you load up GT2 go to Leagues and national championships, under Germany the only track available is Deep Forest, so I guess it's set in Germany
 

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