Gran Turismo Sport: General Discussion

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So have I understood it correctly? GTS is a racing orianted game with only race/track oriented cars? ie no street car if they are not purpose built for track and racing? If so I like it.
 
So have I understood it correctly? GTS is a racing orianted game with only race/track oriented cars? ie no street car if they are not purpose built for track and racing? If so I like it.
It's going to be an e-sport based project (dealing more with competition circuit racing) while still including a great variety of cars. I'm still hopeful they will include bikes in future GT's.


Did you miss the GT Sport trailer?

 
hope they do include every possible race car there is and all the official fim/fia tracks.. no need for everyday cars :P

Why would they specifically go one route? PD aren't about appeasing one customer base, which is why they end up juggling many things at once and never being a master of one thing other than the generic car/racing game.
 
if they are working with fia, if that is true.. then I can see a racing simulator.. but i guess you are right, problably gonna be a gt like it always have been.
 
if they are working with fia, if that is true.. then I can see a racing simulator.. but i guess you are right, problably gonna be a gt like it always have been.
Uh uh. This Gran Turismo will be totally new! The first Gran Turismo game... the
first EVER Gran Turismo Sport.... on PS4! :sly:
 
With the "power of the PS4" I fully expect they were already aiming for and reaching locked 60fps.

And how many PS4 games have reached locked 60 fps so far?:confused:

Correct me if I’m wrong, but looking at the racing genre: Driveclub locked 30fps, Need for Speed locked 30fps, Project Cars 60fps with a twist, Assetto Corsa will supposedly reach 60fps but hasn't variable time/weather either. Not sure Polyphony could try a dynamic frame-buffer to maintain as much as possible temporal constancy, but having an unconditional/uncompromised 60fps sounds overly optimistic for this console unless you considerably tune down the graphics/poly count. As you would say it is all about having realistic objectives.
 
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Yeah i believe that the physics of fwd cars needs a big improvement tho! I hope they get it right :)

There should be extreme understeer too :lol:

CelicaConvertible.jpg
 
And how many PS4 games have reached locked 60 fps so far?:confused:

Correct me if I’m wrong, but looking at the racing genre: Driveclub locked 30fps, Need for Speed locked 30fps, Project Cars 60fps with a twist, Assetto Corsa will supposedly reach 60fps but hasn't variable time/weather either. Not sure Polyphony could try a dynamic frame-buffer to maintain as much as possible temporal constancy, but having an unconditional/uncompromised 60fps sounds overly optimistic for this console unless you considerably tune down the graphics/poly count. As you would say it is all about having realistic objectives.

Well it all depends on your targets and what your prioritise. As I said, before the PS3 came along PD prioritised locked 60fps and reached it on their PS2 titles. As the quote I linked showed they were still very much targeting it with the PS3 but for reasons that are quite clear, they missed it. They managed it with GT PSP, on paltry hardware because they presumably made it again a priority.

The PS4 is obviously capable of locked 60fps in a game like GT, as long as you don't push it beyond it's limits.

Anyway the whole point was that it's extremely unlikely it came as a shock to PD when Sony said they needed locked 60fps as azidahaka suggested.

I bet they were going for 30ish with all eye candies and now they are panicking

They have been targeting locked 60fps since the day they started and achieving it for most of their games.
 
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I hope GT would improve this by simulating the factors that make the oversteer possible, not just generic physics traits applied to all FWD cars. The Celica convertible picture I posted above was a lot more stable and understeered like crazy with no hint of oversteer at all, the Del Sol CRX run after that have some oversteer, some FWD cars differs in reaction, also depending on how the driver initiate it and road condition as well as the car setup ( LSD or not, wheelbase, alignment, roll bars, springs, damper, anti dive, weight distribution etc )

The picture is from Best Motoring convertible battle in early 90's.
 
But in what way do they need to improve it?
Lets see off the top of my head:

  • Understand that understeer is not a single value and will differ in its degree depending on the car and circumstances
  • Model the fact that lifting the throttle will allow you to control and counter understeer even when its heavy
  • Model lift off oversteer in any way, shape or form (and how you can create it via set-up, in particular roll bars)
  • Model LSD interaction with FWD cars in a manner than reflects how they drive in reality
  • Model FWD torque steer
  • Develop a tyre model that realistically deals with the differing heat cycles between the front and rear tyres in a FWD car and how they can be balanced with tyre pressures.
Now currently no sim gets all of these 100% right, but the important factor is that most of them are attempting to model them and many are getting very close.
 
Lets see off the top of my head:

  • Understand that understeer is not a single value and will differ in its degree depending on the car and circumstances
  • Model the fact that lifting the throttle will allow you to control and counter understeer even when its heavy
  • Model lift off oversteer in any way, shape or form (and how you can create it via set-up, in particular roll bars)
  • Model LSD interaction with FWD cars in a manner than reflects how they drive in reality
  • Model FWD torque steer
  • Develop a tyre model that realistically deals with the differing heat cycles between the front and rear tyres in a FWD car and how they can be balanced with tyre pressures.
Now currently no sim gets all of these 100% right, but the important factor is that most of them are attempting to model them and many are getting very close.
Yep! And i think fwd cars with shorter wheelbase have even more tendency to snap oversteer
 
Yeah it did but I doubt GT/PD will ever look toward PC sims.

LFS is not difficult at all IMO, it's natural to drive, even with keyboard or stick controller. When AC released on console, PD will need to consider more realistic simulation as the next step or simply branch out 2 titles, GTS and GT for different audience ( might be possible )
 
LFS is not difficult at all IMO, it's natural to drive, even with keyboard or stick controller. When AC released on console, PD will need to consider more realistic simulation as the next step or simply branch out 2 titles, GTS and GT for different audience ( might be possible )

They seem content with the audience they currently hold.
 
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