Gran Turismo Sport Closed Beta Coming March 17: First the US, Then EU Region

  • Thread starter GTPNewsWire
  • 5,235 comments
  • 530,020 views
Dont understand how people can't understand that it is impossible to determinate who has the fault in a crash with an automated system.
Nope, i think is not! If we can determine who is wrong so can a computer program designed by us, it just needs more coding to add more possibilities & matches! A better system!
 
It's a rather long beta? Already a month and probably a couple of weeks more. Nothing against it, but the release date is pushed away? I guess it's now at best for September.
 
Video from an earlier race, Proving the SR system really is terrible and penalizes the wrong people.



I don't know if you're referencing the incident at 2:26 or 3:37, but in both of those situations you're actually being penalized for wall contact or going off track. That red outfield you went on in turn 1 (and in several other areas of the track) has gotten me several penalties, as well as getting a little too reliant on the curbing. As for 3:37, you took several liberties with the track limits at 3:28 and onwards - I was taking time penalties for track cutting just in qualifying for cuts similar to yours at 3:30, and at 3:35 it looks like you even clipped the inner wall, which by default would be an instant SR penalty for the sector.

Even if that wasn't the case you should've had your eyes looking a little further ahead, that Hyundai hit the inner wall at about 3:34 and was forced outwards. You had the opportunity to let off the gas or brake, but you were on the accelerator right up to the point that you slammed into him. I think it would've been fair to give both of you a penalty for that incident.

Either way, the entire SR system is far too heavily weighted on track boundary infringements - honestly I don't think I've been penalized for vehicle-vehicle contact more than three or four times, and I've given out and received some pretty hefty shunts.
 
Last edited:
Maybe, as a thank you to those of us who are testing the Beta, when the game is released,
they will let us start it with the Driver Rating, and Sportsmanship Rating that we've worked hard to earn.
(being able to keep all our settings pages intact would be a nice touch)(... and keeping our cars would be nice):gtpflag:
Haaa! Yea I'm thinking that all the time. At least the DR/SR. I think it would be good for the game too - to have a yard stick already laid out for the algorithms to weigh new people against, rather than start with a blank slate.

I'm in C class but still getting matched with a mix of class C and D drivers (and one guy in class B), and I've still seen ghosting happening. Maybe it's only when you're matched with drivers who are all C or higher that ghosting stops.
I sometimes wish ghosting would happen at high levels, like when there are big crashes. Especially with how the SR seems easier to lose (or harder to gain?) as the level gets up there. I did a round at Dragon gr3 tonight, good race narrowly missing podium. Only had one "SR down" incident in all four laps and ended up with no SR change! A guy crashed in front of me at the bus stop. I missed him but hit the wall on exit - such light contact I was hoping the game wouldn't mind. Nope. If I had any other "SR down" incidents I missed them - definitely no contacts or offs. Maybe ate too much curb in the esses?

This is as compared to when I was a D with <50 SR and could end up with net gain even after two SR downs. It could also be the event, or changes they made to the SR algorithm.
 
On the EU official beta forum (pinned) they are listening to the community. 👍

Due to the nda I won't quote anything but they explain what they are looking to change and why :cheers:

(I can see things being 'tweaked' and more options before final release of full game)
One thing I hope they'll change in an upcoming beta update is this: When I pause the game, sometimes when I press X to resume, the game also shifts up, probably because the game takes it as a "double input".
 
One thing I hope they'll change in an upcoming beta update is this: When I pause the game, sometimes when I press X to resume, the game also shifts up, probably because the game takes it as a "double input".

This is so annoying! I have [] as gear up and X as gear down, so every time I want to click "resume" it downshifts.
 
One thing I hope they'll change in an upcoming beta update is this: When I pause the game, sometimes when I press X to resume, the game also shifts up, probably because the game takes it as a "double input".

This is so annoying! I have [] as gear up and X as gear down, so every time I want to click "resume" it downshifts.

That is really odd. Looks like you'll have to use the options button to unpause without causing a double input to the button you've assigned.
 
Last edited:
I just found out and it has probably been said before but when watching back a replay of your race / TT if you press up or down on the Dpad it flicks through more track side camera views and the lighting seems to change a little. You get some nice blur/aperture on backgrounds for screen shots.

If you then 'quit' the replay and then restart it a second time, then Press R1 and it will give you all views to record including cockpit, bonnet and chase cam views.

I hope this helps anyone as you get some nice engine sounds on different views. One view the car went under the camera and the sound followed through the headphones like on a bridge. I personally love the deep bassy sounds they have, a few more raw pops, bangs and back fires and sliders to adjust engine/transmission/effects and they are pretty close to the real cars.👍
 
I don't know if you're referencing the incident at 2:26 or 3:37, but in both of those situations you're actually being penalized for wall contact or going off track. That red outfield you went on in turn 1 (and in several other areas of the track) has gotten me several penalties, as well as getting a little too reliant on the curbing. As for 3:37, you took several liberties with the track limits at 3:28 and onwards - I was taking time penalties for track cutting just in qualifying for cuts similar to yours at 3:30, and at 3:35 it looks like you even clipped the inner wall, which by default would be an instant SR penalty for the sector.

Even if that wasn't the case you should've had your eyes looking a little further ahead, that Hyundai hit the inner wall at about 3:34 and was forced outwards. You had the opportunity to let off the gas or brake, but you were on the accelerator right up to the point that you slammed into him. I think it would've been fair to give both of you a penalty for that incident.

Either way, the entire SR system is far too heavily weighted on track boundary infringements - honestly I don't think I've been penalized for vehicle-vehicle contact more than three or four times, and I've given out and received some pretty hefty shunts.

He didn't get penalties or lose SR for exceeding track limits at 3:37, kerbs count as track so unless you have 4 wheels on the red you don't get a penalty.
 
On the EU official beta forum (pinned) they are listening to the community. 👍

Due to the nda I won't quote anything but they explain what they are looking to change and why :cheers:

(I can see things being 'tweaked' and more options before final release of full game)
Camera views options please!
 
Nope, i think is not! If we can determine who is wrong so can a computer program designed by us, it just needs more coding to add more possibilities & matches! A better system!

Try to do it and you will face with hundred of thousands of possibilities... for one corner. It is impossible to develop such thing in 1, 2, 10 or 100 years.

And not just number the possibilities is an utopia, is even more difficult to work the code.

If you dont believe me, begin here to number every single case of crash in one of the corners of a track. I bet you die before you can point every single case.
 
Hi,

Try to do it and you will face with hundred of thousands of possibilities... for one corner. It is impossible to develop such thing in 1, 2, 10 or 100 years.

And not just number the possibilities is an utopia, is even more difficult to work the code.

If you dont believe me, begin here to number every single case of crash in one of the corners of a track. I bet you die before you can point every single case.

this might me correct if you want to achive a 100% coverage. That's in fact not possible. But a 90-95% coverage is possible.

Start with: car in front is in exepted speed range for the point of incident, car in back hits car in front. Penalty for car in back, no penalty for car in front. First 50% done.

D.
 
If the front of a car hits the rear of another car, then it is the car behind that is 100% at fault (unless the guy in front is weaving and blocking down a straight.)

If the contact is side to side, then that's a lot harder to work out.

Some guys drive as if they're the only person on a track. If someone is up their inside, instead of turning in a bit later and giving them room, they'll turn in anyway and then blame you. If they're following someone closely, they'll brake where they usually brake without realising that the car in front may be braking earlier. They'll then use that person as a brake and say it was their fault.

Roll on private rooms.
 
It's a rather long beta? Already a month and probably a couple of weeks more. Nothing against it, but the release date is pushed away? I guess it's now at best for September.
I wasnt aware that a release date was announced ? When was that suppose to be ?

Also they dont need 3 months for processing things after the end of the beta. They could release the game right after the beta ends if everything is going according to there plan. They might want to do an open beta tho just to stress test the servers. I've learned while doing beta in mmo that it's not because a server is stable with 1k people on it that it will stay online at release. They took 3 days to fix FF14 servers and even now when there's big update and everyone connects you can get kicked from the game or can't join it.

So far from the like 15-20 races I did in GTS + the qualification time I've spend (at least 30 mn a day up to 3 hours), I never had a really big game breaker bug. On my first race the cars were moving around because of lag but since then it's been a blast and I never had any trouble. The beta apps dont support the sleep mode on ps4 tho. I need to shutdown and start the game each time I turn the ps4 on and off if I want my time to register correctly.
 
The biggest concern I have from the beta is how lifeless the handling engine is. I'm not a great driver by any means but I can definitely feel how much the game tries to stop you spinning out or even letting the rear end loose. Coming from something like pCARS (too hard with a pad) and Assetto Corsa (sweet spot for handling), it just feels very odd.

I've been driving with no aids on, for what it's worth.
 
@RX-7_FD3S No official release date but they must have a target date at Poly. Some assets are clearly not finished like Dragon Trail, it's not only a matter of servers. I would like to see a comparison between the first build (May 2016) and the next update for the beta. IMO A year between two builds should be enough to show differences.
 
@RX-7_FD3S No official release date but they must have a target date at Poly. Some assets are clearly not finished like Dragon Trail, it's not only a matter of servers. I would like to see a comparison between the first build (May 2016) and the next update for the beta. IMO A year between two builds should be enough to show differences.
I dont think DTR is looking worst than Brands Hatch and I dont expect much change in track surrounding. Usually test like this are to stress the server before release and erase the few remaining bugs. I dont expect any major change on the visual side nor on the physics side. Maybe some tweak but not much.
 
Just wanted to visit the beta forums through the link of the E-Mail. Access denied. Uhm..

I have the same issue as well. No idea how to get it sorted unfortunately.

There are a couple of threads on the main Sony forums where people have mentioned it but no one seems to have gotten sorted.

Unless someone on here who has access can raise it in the Beta forums I think we are stuck.
 
The biggest concern I have from the beta is how lifeless the handling engine is. I'm not a great driver by any means but I can definitely feel how much the game tries to stop you spinning out or even letting the rear end loose. Coming from something like pCARS (too hard with a pad) and Assetto Corsa (sweet spot for handling), it just feels very odd.

I've been driving with no aids on, for what it's worth.
Are you sure you you have all assists off? As for me GTsport feels alot like how gran turismo has always felt... I have to say i think they have hit the nail right on the head so far. I do use a wheel though so maybe the difference sits right there.
 
Are you sure you you have all assists off? As for me GTsport feels alot like how gran turismo has always felt... I have to say i think they have hit the nail right on the head so far. I do use a wheel though so maybe the difference sits right there.
That's part of the issue...it still feels exactly the way GT has always been. The genre has moved leaps and bounds in terms of physics engines in recent times.

Forza 6 even feels a lot more intuitive and reactive despite the oversteer being a bit over-dramatic. GT still feels like GT - that's a tad disappointing for a game on new hardware.
 
If the front of a car hits the rear of another car, then it is the car behind that is 100% at fault (unless the guy in front is weaving and blocking down a straight.)

If the contact is side to side, then that's a lot harder to work out.

Some guys drive as if they're the only person on a track. If someone is up their inside, instead of turning in a bit later and giving them room, they'll turn in anyway and then blame you. If they're following someone closely, they'll brake where they usually brake without realising that the car in front may be braking earlier. They'll then use that person as a brake and say it was their fault.

Roll on private rooms.
It's too easy to game a car behind is always at fault system just by brake checking someone who is following closely.
 
That's part of the issue...it still feels exactly the way GT has always been. The genre has moved leaps and bounds in terms of physics engines in recent times.

Forza 6 even feels a lot more intuitive and reactive despite the oversteer being a bit over-dramatic. GT still feels like GT - that's a tad disappointing for a game on new hardware.
It feels like an evolved version of GT yes as it has done all its life over every console gen change. Imo GTsport is much better than gt6 in the phisics department while still maintaining the gran turismo feel.
 
It feels like an evolved version of GT yes as it has done all its life over every console gen change. Imo GTsport is much better than gt6 in the phisics department while still maintaining the gran turismo feel.
I'd be lying if I said I wasn't enjoying myself but I did thought we'd have a handling engine a leap ahead of GT6. What we have now feels more like a baby step in the right direction, especially if you've played other games around it.
 
What
That is really odd. Looks like you'll have to use the options button to unpause without causing a double input to the button you've assigned.
The problem there is, AFAIK, the Options button can only be used to pause, not un-pause. I've swapped my DS4 setup to match Forza's, which means X is handbrake. It can get a little hairy if I hold the button too long when un-pausing!

That's part of the issue...it still feels exactly the way GT has always been. The genre has moved leaps and bounds in terms of physics engines in recent times.

Forza 6 even feels a lot more intuitive and reactive despite the oversteer being a bit over-dramatic. GT still feels like GT - that's a tad disappointing for a game on new hardware.

I feel the same way. FM6 tends to slide probably a bit more than it should, but there's a remarkable sense of weight transition in that game that isn't matched in GT Sport. It definitely feels like an evolution of GT6, not a massive rewriting of the underlying engine. Going between those two, plus AC and a bit of GT6, the basics all transfer over, but GT still feels a little floaty to me — largely due to the numb DS4.
 
Back