Gran Turismo Sport: General Discussion

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From the videos I've seen, most of which have totally useless people driving, which is useful to see different aspects of the physics at work, thanks to them crashing, spinning, and going off the track constantly, I'm not convinced the physics are going to be much different to GT6.

At low resolutions in cruddy youtube videos, so you can't tell how much better the graphics are than GT6, the videos look identical to GT6 videos. I agree that we can't assess the physics properly before we actually try the game, but the way the cars react to sudden inputs, to bumps, to contact, to grass or gravel, looks exactly the same as GT6. They all look very generic, and very un-lively.

Ehh - looks nothing like GT6 :)

 
If the Sportsmanship points system is any good it should be able to detect things such as wall riding, cutting corners or using the grass to pass etc. I haven't studied the top time ghosts in GT6 to see any exploitation so I can't say much on the subject, however as in the real world the top drivers get to be at the top by pushing to the limits of the physics be it real world physics or virtual physics.
The best will always be best because they can find and drive at those limits regardless of whether those physics are unrealistic or not.
If for instance there is more grip in corners than there would be in reality, a race driver would find that grip and use it to it's fullest while a purist might say that shouldn't be possible and not use it and therefore lose. ;)
 
I think you should read @Scaff's report, on the news page, re: physics.

As for visuals, having seen this up-close, I disagree. It looks far ahead of GT6. My main complaint was lots of aliasing still, and lots of weird texture flicker, notably on the mesh fences at the Nurb, but those two things are likely linked. I hope to see that improve. The lighting, despite some disagreement on here, is the best I've seen in a racing game.

Aliasing? Where ?

On videos in directfeed. Apart from menus, I see no aliasing. I just see textures which pop.....

Can you be more precise, please ? :)
 
Aliasing? Where ?

On videos in directfeed. Apart from menus, I see no aliasing. I just see textures which pop.....

Can you be more precise, please ? :)

Basically, everywhere. I don't know whether any other GTP'ers who went to the Copper Box can back this up, but I remember it being a very noticeable thing...
 
As for visuals, having seen this up-close, I disagree. It looks far ahead of GT6. My main complaint was lots of aliasing still, and lots of weird texture flicker, notably on the mesh fences at the Nurb, but those two things are likely linked. I hope to see that improve. The lighting, despite some disagreement on here, is the best I've seen in a racing game.

I think you missed the part where I said "at low resolutions on cruddy youtube videos, where you can't see how much better the graphics are". I was talking about how the cars behave on track, and how they respond to various things.

Ehh - looks nothing like GT6 :)



I've seen that video, and a lot of others, and I really don't see a noticeable difference. The more useful videos are where people are driving terribly, running off track, spinning out, and crashing into things. That's where you see the obvious similarities. Again, I'm not talking about the graphics.
 
I think you missed the part where I said "at low resolutions on cruddy youtube videos, where you can't see how much better the graphics are". I was talking about how the cars behave on track, and how they respond to various things.



I've seen that video, and a lot of others, and I really don't see a noticeable difference. The more useful videos are where people are driving terribly, running off track, spinning out, and crashing into things. That's where you see the obvious similarities. Again, I'm not talking about the graphics.

Yeah, it seems as though you're talking about physics, and yet make no reference to the GTP article on the improved physics, to instead just repeat that nothing seems to have changed with the physics.

Odd.
 
Yeah, it seems as though you're talking about physics, and yet make no reference to the GTP article on the improved physics, to instead just repeat that nothing seems to have changed with the physics.

Odd.

I commented on what I've seen, it was merely an observation, and as I said, if you had noticed, I would need to play the game before I could really assess it's physics. I'm allowed to make an observation mate, and there's no need to get so defensive about it. Of course there will be articles on the world's biggest Gran Turismo fan site about how much better the new Gran Turismo is, so forgive me if I don't just take their word for it :rolleyes:
 
I commented on what I've seen, it was merely an observation, and as I said, if you had noticed, I would need to play the game before I could really assess it's physics. I'm allowed to make an observation mate, and there's no need to get so defensive about it. Of course there will be articles on the world's biggest Gran Turismo fan site about how much better the new Gran Turismo is, so forgive me if I don't just take their word for it :rolleyes:

I noticed that you were being sarcastic/dismissive when I gave an observation that I thought might be helpful.

So profuse apologies Mr physics tin-hat, for that.
 
I noticed that you were being sarcastic/dismissive when I gave an observation that I thought might be helpful.

So profuse apologies Mr physics tin-hat, for that.

You made no useful observation whatsoever in response to anything I've written, so no worries. Also, you desperately need to work on that humour, that actually made me feel embarrassed for you.
 
The easiest way to see how good physics is, a low power road car like Miata drift on street tire ( comfort ), this will expose any flaw in suspension/drivetain/weight/tire model. It will be interesting to see high power car drift too, from initiating techniques and holding an angle, the car reaction, how driver inputs ( steering, throttle, brake, clutch/gear change ) translate to the road and the end result of the car drifting.

You have drifted in pcars, and how the tires behave on Radbull MX5, it will be interesting if you ever tried GTS, drifting a tuned up MX5, and feel the difference :D

I wonder if there will be a game that allow clutch kick ( while drifting ) and the car/tire behave realistically ...
The Radbull in PCars has 1000+ hp, a full rollcage, huge slicks etc.. I highly doubt you're going to get anything remotely close to that in GTSport with a Miata.

If the Sportsmanship points system is any good it should be able to detect things such as wall riding, cutting corners or using the grass to pass etc. I haven't studied the top time ghosts in GT6 to see any exploitation so I can't say much on the subject, however as in the real world the top drivers get to be at the top by pushing to the limits of the physics be it real world physics or virtual physics.
The best will always be best because they can find and drive at those limits regardless of whether those physics are unrealistic or not.
If for instance there is more grip in corners than there would be in reality, a race driver would find that grip and use it to it's fullest while a purist might say that shouldn't be possible and not use it and therefore lose. ;)
What do you mean by exploits? Bouncing off walls?
There were various tuning exploits in GT5 and GT6, that, if you weren't aware of them, you couldn't be competitive no matter how good of a driver you were. Reverse ride height is a good example. If you popped up the front of the car in GT5 you would gain top speed and cornering bite on the front end. I remember tuning for an oval race in the Cappuccino RM and the difference in equal ride height and raising the front was a full second and a half at the Indy Oval and that was in top speed alone since you were flat out the entire time. The difference was significant on most tracks, easily a second or more was normal. Transmission flip was also advantageous. Zero camber. There were several tuning exploits that would gain you significant amounts of time.
 
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From 7:21 I noticed this, not sure if it's been mentioned:
upload_2016-6-3_11-20-21.png

FIA official races are on weekends only.

Also noticed this typo (should be race starts at, not in:
upload_2016-6-3_11-23-6.png
 
The Radbull in PCars has 1000+ hp, a full rollcage, huge slicks etc.. I highly doubt you're going to get anything remotely close to that in GTSport with a Miata.

Radbull tire is Nitto street legal, not slick. In drifting, it's not only about power, you can reduce the power in Radbull, if that matters. What I'm trying to say is car behavior, in general FR with short wheelbase like Miata. If Radbull is too extreme, then the BMW 1M or Mustang or any road car FR layout will decent power should do. My prime concern is how the FR car drive when initiating a drift with different technniques, how it shift weight ( throttle and steering play ), how the tires loses grip, how the car maintain an angle, how the driver could manipulate the cars while sliding, holding, increase the angle or do transition ( direction change ), how clutch can be used, how handbrake can be used, and importantly how tires react throughout ( temp changes, grip changes, feedback ). The setup also gets attention, like spring, damper, caster, toe and camber, which most games do not translate well when not gripping on road. I doubt GTS will improve much from GT6.

I've had @Mike_grpA tested and did the final setup on the Radbull, there were issues with tires ( grip while in angle slide ) and alignment on the car and how it behaves while drifting. I'm pretty sure on low powered car like 1M or mustang, it will be similar, how the tires regain grip and maintaining angle while drifting behavior. My interest is if he tried GTS with similar car, how much difference in behavior it will be with likes of AC and Pcars, that could be rough indicator of how much GTS improves.
 
So, what do you guys think about the drift in Pcars? There's been a new update with drift tyres on it? I don't play PCars for months now(since my T300 broke).

I really suck at drifting in PCars, and really never saw anoyne do a decent drift on it, only hobbnob1 on youtube get some good drifts, i think that he's working on a mod to drift properly on the game, changing the behavior of slick tyres.
 
I want to say, the notion Gran Turismo Sport is only in beta and will greatly improve (car sounds etc) by November, is likely improbable. I think now, it should be mostly done, and what we see, is what we will be getting possibly this year. Also, it has been 3+ years since Gran Turismo 6, so Gran Turismo Sport should be mostly completed by now.
 
Radbull tire is Nitto street legal, not slick. In drifting, it's not only about power, you can reduce the power in Radbull, if that matters. What I'm trying to say is car behavior, in general FR with short wheelbase like Miata. If Radbull is too extreme, then the BMW 1M or Mustang or any road car FR layout will decent power should do. My prime concern is how the FR car drive when initiating a drift with different technniques, how it shift weight ( throttle and steering play ), how the tires loses grip, how the car maintain an angle, how the driver could manipulate the cars while sliding, holding, increase the angle or do transition ( direction change ), how clutch can be used, how handbrake can be used, and importantly how tires react throughout ( temp changes, grip changes, feedback ). The setup also gets attention, like spring, damper, caster, toe and camber, which most games do not translate well when not gripping on road. I doubt GTS will improve much from GT6.

I've had @Mike_grpA tested and did the final setup on the Radbull, there were issues with tires ( grip while in angle slide ) and alignment on the car and how it behaves while drifting. I'm pretty sure on low powered car like 1M or mustang, it will be similar, how the tires regain grip and maintaining angle while drifting behavior. My interest is if he tried GTS with similar car, how much difference in behavior it will be with likes of AC and Pcars, that could be rough indicator of how much GTS improves.
I stand corrected on the slicks but the point remains. There is nothing in GTS that I can see that's remotely close to the Radbull so it's not really a point of comparison. It's a very short wheelbase, purpose built drift car with more than 1hp/kg and, if the physics are accurate, it won't behave the same way as a street Miata or any other street car. You need to compare like with like for an accurate comparison or evaluation of the physics between games.
 
You can have the best physics ever but if you can go faster by exploiting those physics then you end up with people who will use that exploit to their own advantage. Where does that leave anyone who wants to drive in a realistic manner?

What do you mean by exploits? Bouncing off walls?

No, totally exploiting the physics flaws.





For years the fastest way around the track in most corners has been sliding the back out on entry to get it pointing straight ASAP whilst simultaneously abusing the gearbox on downshifts.
 
I stand corrected on the slicks but the point remains. There is nothing in GTS that I can see that's remotely close to the Radbull so it's not really a point of comparison. It's a very short wheelbase, purpose built drift car with more than 1hp/kg and, if the physics are accurate, it won't behave the same way as a street Miata or any other street car. You need to compare like with like for an accurate comparison or evaluation of the physics between games.

Read my post again, don't have to be the Radbull, BMW 1M or the Mustang GT could do. For drifting, no need for exact car, FR, similar power and tires should do.

If you insist the Radbull with Nitto NT05 is a slick tire, well I won't convince you otherwise, but have a read of this :

http://www.nittotire.com/passenger-tires/nt05-max-performance-tire/
 
Read my post again, don't have to be the Radbull, BMW 1M or the Mustang GT could do. For drifting, no need for exact car, FR, similar power and tires should do.

If you insist the Radbull with Nitto NT05 is a slick tire, well I won't convince you otherwise, but have a read of this :

http://www.nittotire.com/passenger-tires/nt05-max-performance-tire/
Don't know how you missed it since you quoted it but I'll put it up again just in case:
I stand corrected on the slicks

Again, if you're comparing drifting physics between games as you suggest here:
You have drifted in pcars, and how the tires behave on Radbull MX5, it will be interesting if you ever tried GTS, drifting a tuned up MX5, and feel the difference :D
it needs to be like for like so the MX-5 vs. Radbull is not relevant or possible between the games. And in game, if physics are accurate, different weights, weight distribution, tire compound, suspension parameters etc. should all affect drifting so a like for like comparison would be the most relevant. Mustang vs. Mustang etc.
 
Don't know how you missed it since you quoted it but I'll put it up again just in case:


Again, if you're comparing drifting physics between games as you suggest here:
it needs to be like for like so the MX-5 vs. Radbull is not relevant or possible between the games. And in game, if physics are accurate, different weights, weight distribution, tire compound, suspension parameters etc. should all affect drifting so a like for like comparison would be the most relevant. Mustang vs. Mustang etc.

Did you read my reply :

In drifting, it's not only about power, you can reduce the power in Radbull, if that matters. What I'm trying to say is car behavior, in general FR with short wheelbase like Miata. If Radbull is too extreme, then the BMW 1M or Mustang or any road car FR layout will decent power should do.

You can insist on same model, same tire, same suspension etc, so let's agree to disagree.
 
Did you read my reply :
You can insist on same model, same tire, same suspension etc, so let's agree to disagree.
I read your reply carefully and the point remains. A 1200hp, purpose built drift car on massive tires is not going to exhibit the same behaviour as a 140 hp street car on skinny street tires if the physics simulation is accurate. It's like saying let's compare the Nascar Camry to the street Camry, it's completely irrelevant. For generic behaviour under drifting conditions, yes, any car will do, but you brought up the comparison of those two cars so I thought I'd point out that comparing the two is fruitless.
 
I read your reply carefully and the point remains. A 1200hp, purpose built drift car on massive tires is not going to exhibit the same behaviour as a 140 hp street car on skinny street tires if the physics simulation is accurate. It's like saying let's compare the Nascar Camry to the street Camry, it's completely irrelevant. For generic behaviour under drifting conditions, yes, any car will do, but you brought up the comparison of those two cars so I thought I'd point out that comparing the two is fruitless.

Okay, don't use the radbull then, easy. Still long way to GTS release, why bother so much over my request to @Mike_grpA ?

I'll ask him to try the Mustang GT road car, simple.
 
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