Gran Turismo Sport 1.43 Update Now Available: Five JDM Cars and Wet Red Bull Ring

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Odd.. lots of people keep saying you "have to be" in the online lobby to feel the difference between slicks and wets, but that wasn't my experience. I simply set up the Arcade > Custom Race with real grip and there was simply no way of getting around the track on slicks. Note, I was in the heavy rain, but it was impossible to stop, go or turn. The "Arcade" and online physics in past games were largely different, but I don't find that to be accurate anymore.

I concur with this. Whatever setup on any car I dial in offline, it works exactly the same online and vice versa (e.g. I have been tinkering with my 911 GT3 RS ever since GTS came out), which really should have been the case in GT5 and 6.
 
I took the Porsche GR.3 to Red Bull Ring and made a quick comparison to see how the different tires work on wet conditions.
As mentioned before the heavy wets are quite useless in arcade mode pace is about 1,5 seconds slower than intermediates and supersoft slicks.
I don´t get the logic behind this and why we can´t change the grip reduction level in arcade mode? :yuck:

 
I noticed that rain droplet effects is not working properly on some cars.

McLaren 12C
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McLaren 650S
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991 GT3
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997 GT3
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Maybe the newer cars have RainX applied

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The fact that two years after release GTS still lacks dynamic time and weather is equally abysmal.
and it is just as scary as today there are people who do not understand why gts cannot have a dynamic time.
I will say it for the umpteenth time, if you want to keep that visual fidelity at 60 fps, practically fixed, with a dynamic time you have to go down to big compromises. just look at gt5 / 6, pc2 and also fm7 to understand where the problem lies.
 
and it is just as scary as today there are people who do not understand why gts cannot have a dynamic time.
I will say it for the umpteenth time, if you want to keep that visual fidelity at 60 fps, practically fixed, with a dynamic time you have to go down to big compromises. just look at gt5 / 6, pc2 and also fm7 to understand where the problem lies.
No racing game can do it these days?
 
I concur with this. Whatever setup on any car I dial in offline, it works exactly the same online and vice versa (e.g. I have been tinkering with my 911 GT3 RS ever since GTS came out), which really should have been the case in GT5 and 6.
Custom race is the same as online. It’s only Time Trial where things are dumbed down somewhat as you can’t change track settings to real.
 
I've been playing a bit of GT6 lately and the fps fluctuations and screen tearing in some tracks are really awful. Rainmasters event at Spa was especially rough.

One of the best things of GTS is achieving a smooth 60 fps (for the most part, at least) while also maintaining a decent graphical quality for a console game.

I'm not sure if the PS4, even the Pro version, can handle dynamic weather, rain and a 20 car grid without getting a huge performance hit.
 
I've been meaning to ask this question for a while:

Would people be willing to accept a noticeable drop in framerate and other concessions in order to accommodate dynamic time/weather?
I most certainly would. Nobody remembers visual fidelity... people remember the sun rising in the east as they storm the Galgenkopf!
 

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I most certainly would. Nobody remembers visual fidelity... people remember the sun rising in the east as they storm the Galgenkopf!

See, I don’t totally buy that. You might be okay with it, but I’m willing to bet there are a lot of people here that don’t want to sacrifice the current framerate and would rather wait until it’s possible to include those dynamics without compromising the latter. I’m actually one of them.
 
People that think this just out themselves as being unable to understand the tech behind videogames. GTS used baked ray tracing to give its realistic look. Real time ray tracing is too taxing (more likely impossible) for PS4.
Real time ray tracing is only just starting to be viable for PC games with top end graphics cards, expecting a half decade old console to do it is rather out of the question.
 
Speaking of performance, I’ve noticed the Supersampling Mode on PS4 Pro struggles considerably more in GTS than before this update (FPS stutter). Not just in the rain, but anywhere there is a sizeable grid of cars ahead of the player. It was always an issue to some extent, but not as bad as it is now.

I know that developers are not obligated to optimize games for Supersampling Mode, but I really hope PD will try to do something about it for the next update. No plans to buy a 4K display for the time being, and it’s hard to go back after having gotten used to the enhanced image quality.
 
No racing game can do it these days?

Forza Motorsport 7 and PCARS2 both do it, but with varying compromises:
  • In FM7's case, the weather is quasi-dynamic: it changes from one of about 15 different options at set points in the race (beginning, middle, end). It features 24 cars on track and is locked at 60fps.
  • PCARS2 weather is much more dynamic, including the time of day. But, at least on consoles, it won't hit a locked 60fps. It will get much closer than the last game though, and features a more detailed physics engine than either competitor.
Basically, every dev has different priorities. Polyphony went for eye-candy and consistency compared to the PS3 era; not saying GT5 or GT6 weren't good-looking games, but there was only so much the PS3 could do before it started chugging.

There's no right or wrong answer — as much as certain flag-wavers will try to say otherwise — just different approaches. I imagine the issue for some with regards to GT in particular is that they see it as a "step back", since simply comparing dynamic to static makes it seem that way. I get it, but it's overlooking the other advances PD has made in different areas.
 
When I first saw the rain gameplay during the FIA competition, I was a bit underwhelmed. But after seeing everyones videos/pics, finding out there's 3 TODs, and actually driving on it last night, I am very impressed. If they can pull this off on GTnext with all tracks, with no compromises to performance, I could easily forgive them for not having dynamic TOD.

The only area where I'm sliiiiiightly dissapointed in is the rain 'pooling' effect. With rain in GT5 it seemed like they went for drama/awe and had lots of windshield coverage, but in GT6 they realized they had to take a step back and invest in individual particle R&D. GT Sport rain looks like they are getting very close to the drama they wanted to capture in GT5.

Not saying DCs rain is better/worse, but the way many rain particles 'pooled' together to form one was unforgettable. However, if 'pooling' comes at the expesne of limiting the no. of tracks or sacrificing performance, I am happy with what they have currently produced for GTnext.

Would be nice to enjoy the rain in VR, but I'd rather have VR racing before I'd even think about VR weather!

That VR hotlap looks incredible

Great VR video too mate!

Thanks, I appreciate it :cool:

Have fun with your workout @HammyMansell It's just begging to be spanked :lol:
 
When I first saw the rain gameplay during the FIA competition, I was a bit underwhelmed. But after seeing everyones videos/pics, finding out there's 3 TODs, and actually driving on it last night, I am very impressed. If they can pull this off on GTnext with all tracks, with no compromises to performance, I could easily forgive them for not having dynamic TOD.

The only area where I'm sliiiiiightly dissapointed in is the rain 'pooling' effect. With rain in GT5 it seemed like they went for drama/awe and had lots of windshield coverage, but in GT6 they realized they had to take a step back and invest in individual particle R&D. GT Sport rain looks like they are getting very close to the drama they wanted to capture in GT5.

Not saying DCs rain is better/worse, but the way many rain particles 'pooled' together to form one was unforgettable. However, if 'pooling' comes at the expesne of limiting the no. of tracks or sacrificing performance, I am happy with what they have currently produced for GTnext.

Would be nice to enjoy the rain in VR, but I'd rather have VR racing before I'd even think about VR weather!





Thanks, I appreciate it :cool:

Have fun with your workout @HammyMansell It's just begging to be spanked :lol:

Haha I spanked her this morning before work, and saved a quick replay....I'll make the video tomorrow and post it here, so you can see her red cheeks! :D
 
Speaking of performance, I’ve noticed the Supersampling Mode on PS4 Pro struggles considerably more in GTS than before this update (FPS stutter). Not just in the rain, but anywhere there is a sizeable grid of cars ahead of the player. It was always an issue to some extent, but not as bad as it is now.

I know that developers are not obligated to optimize games for Supersampling Mode, but I really hope PD will try to do something about it for the next update. No plans to buy a 4K display for the time being, and it’s hard to go back after having gotten used to the enhanced image quality.
The problem is that you used a Supersampling mode with a game that already has in game Supersampling ("Prioritize Quality" setting), which is more stable and optimized than system wide forced Supersampling.

By using Supersampling to GTSport (especially on top of said setting) it's no wonder that your game is chugging.

I dont think most games are running well with system wide Supersampling mode on anyways.
 
It's so cool to see a premium Mitsubishi GTO but it reminds me everything I miss about Gran Turismo: classic original tracks like Grand Valley, car modification, GT mode... I guess Poly wants to send us a message with these cars about what will be the next GT.
The only premium model that the brand has aside from the Evo models. The XR-PHEV VGT falls short of that because of the shadowed interior.
 
I did some “career” mode races on the wet tracks last night....at first glance, they look pretty darn good, can’t take that away from PD.

But for me, that’s all it is...good at a first glance. Don’t get me wrong, I appreciate the detail of the water effects on the windshield, the reflections off of puddles...I see all that, it’s good....but for me, that’s not why I’m interested in wet weather.

Having done a couple races in the wet, the first thing that jumped out at me is the water is COMPLETELY static. As in, puddles are completely static, and there are no rivers of water flowing across the track, and the puddles seem to be in random places - eg, there’s no buildup of water along the Turn 6 inside curb like in real life. Furthermore, driving through puddles has no effect on anything. No water is displaced by tires going through it, and there are no “dry lines” left by tires as a car drives through a puddle. Completely static.

On top of that, I’m really failing to feel a significant handling difference in the wet conditions. I’ve only driven road cars in the wet, maybe it’s more exaggerated with racecars, but I really didn’t feel much loss of grip. It was slightly easier to get oversteer on corner exit, and exit curbs felt a little slippery, but I really didn’t feel a loss of lateral grip mid corner, and braking distances feel pretty much the same.

I didn’t really experiment too much with using “wet lines” through the corners...but I didn’t at all notice any significant loss of grip on the racing line, either due to polished aggregate and/or rubber build-up.

With all that in mind, if I compare GT’s wet weather to pCARS2 wet weather, for me, pCARS2 is still miles ahead. Not just for the number of weather related options, and that it changes over time...but the way you actually interact with the wet track. Cars splash water around, rivers of water flow, puddles change size, the spray gets thick enough to make seeing an issue...if you’re at speed and hit a puddle or river, the car will hydroplane causing you to lose control. You have to adjust your line accordingly to avoid this deep water, and you can feel differences in grip on and off the racing line. I just did a quick race in the wet at Watkins Glen the other day - going through the buss stop, both myself and the AI kept dropping wheels into the grass on the left side. After a few laps of this, the puddles at the exit of the buss stop actually start to turn a murky brown as dirt and mud get washed onto the track...exactly like what happens in real life at the exit of Watkins Glen’s buss stop when it rains there.

So despite GT having the superior graphics, and certainly the superior wet weather graphics, I find pCARS wet weather multiple times more immersive. It’s legit scary driving some cars in the wet in that game. To me, the wet weather in GT is just a shiny bobble that will lose its novelty pretty quickly. Should make for some decent photos though.

It's raining, why would you want to turn off the wipers? 💡
It’s super common for racecars to drive with their wipers off in the rain. Usually, if it starts raining mid race, drivers will avoid turning the wipers on until after making a pit stop where they can have a tear-off remover, or the windshield washed. Racetracks are dirty places, full of soft rubber, oil, and grease. That crap ends up all over the windshield, and if you turn on the wipers while there’s oil and grime all over the windshield, they smear the oil and grime all over the windshield, essentially blinding the driver.
 
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