Gran Turismo Sport: General Discussion

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I have "ways" to get through lines :lol:, did a bunch of laps with the GTR '17 on the new Tokyo track, spent most of the time coaching and catching up but here's my takeaways from the brief stint.

Physics have def. improved, the car was a blast to drive and it behaved close to the GTR I drove last year, can't say I noticed a difference in tyre model but between learning the track and the short period I won't notice anyway.

The track itself isn't easy nor hard but challenging to get a clean decent lap, would make for an enjoyable WRS week but I bet it will get old fast, it is as ugly in real life as in the videos, the background buildings aren't nice to look at all and it didn't feel like anything like DC's top tier track visuals.

there were some frame drops and some tears, I don't actually notice them but I looked for them when others were playing to report here and yes it's not perfect yet.

The Loading screen etc were beautiful though and the HUD I felt was fine and looked modern, it does need to be customizable though and hopefully we can resize it a bit.

But I really had fun with the GTR on this track, it felt lively and if I could I would lap this combo for days so that's the biggest takeaway, there was no damage and bumping/wall riding doesn't get punished enough.

But anyway will spend more time with it during the coming week but here are my initial impressions.

Feel free to ask anything.

Any improvement in the sounds?


Yes I'm aware this question is asked 24/7
 
I have "ways" to get through lines :lol:, did a bunch of laps with the GTR '17 on the new Tokyo track, spent most of the time coaching and catching up but here's my takeaways from the brief stint.

Physics have def. improved, the car was a blast to drive and it behaved close to the GTR I drove last year, can't say I noticed a difference in tyre model but between learning the track and the short period I won't notice anyway.

The track itself isn't easy nor hard but challenging to get a clean decent lap, would make for an enjoyable WRS week but I bet it will get old fast, it is as ugly in real life as in the videos, the background buildings aren't nice to look at all and it didn't feel like anything like DC's top tier track visuals.

there were some frame drops and some tears, I don't actually notice them but I looked for them when others were playing to report here and yes it's not perfect yet.

The Loading screen etc were beautiful though and the HUD I felt was fine and looked modern, it does need to be customizable though and hopefully we can resize it a bit.

But I really had fun with the GTR on this track, it felt lively and if I could I would lap this combo for days so that's the biggest takeaway, there was no damage and bumping/wall riding doesn't get punished enough.

But anyway will spend more time with it during the coming week but here are my initial impressions.

Feel free to ask anything.

Were you able to look at tuning screen to see the setup ? What tires did you drive the GTR with ? Hoping you can try CS tire with GTR, and induce some oversteer :) Oh, also do standing start launch with GTR, see how the rear end behave :D
 
Any improvement in the sounds?


Yes I'm aware this question is asked 24/7

Sadly it wasn't very loud so couldn't tell, but the GTR has been pretty decent in past GT games.

Were you able to look at tuning screen to see the setup ? What tires did you drive the GTR with ? Hoping you can try CS tire with GTR, and induce some oversteer :) Oh, also do standing start launch with GTR, see how the rear end behave :D

I drove with Sports Hard, didn't notice tyres gaining or losing grip while playing and there wasn't the tyre indicator on the HUD.

Next time I'll try CS hopefully, but from the brief period I'd say it handles close to what a GTR should handle.
 
Sadly it wasn't very loud so couldn't tell, but the GTR has been pretty decent in past GT games.



I drove with Sports Hard, didn't notice tyres gaining or losing grip while playing and there wasn't the tyre indicator on the HUD.

Next time I'll try CS hopefully, but from the brief period I'd say it handles close to what a GTR should handle.

Thanks for the reply mate :) SH, looks like PD still use similar default tire as previous GT. When you say handle as in behavior ? Because in GT6, CS and SH largely change the lateral grip limit ( roughly around 0.1-0.2 peak lateral G ), but the car would drive very close in terms of behavior/balance, especially on AWD car like GTR. In GT6, Nissan GTR needs CS to get close to real life performance of stock GTR with factory tires. SH would be similar to fitting semi slick like Advan AD08.

I just hope GTS will rebuild the tire grading for stock condition car.
 
I have "ways" to get through lines :lol:, did a bunch of laps with the GTR '17 on the new Tokyo track, spent most of the time coaching and catching up but here's my takeaways from the brief stint.

Physics have def. improved, the car was a blast to drive and it behaved close to the GTR I drove last year, can't say I noticed a difference in tyre model but between learning the track and the short period I won't notice anyway.

The track itself isn't easy nor hard but challenging to get a clean decent lap, would make for an enjoyable WRS week but I bet it will get old fast, it is as ugly in real life as in the videos, the background buildings aren't nice to look at all and it didn't feel like anything like DC's top tier track visuals.

there were some frame drops and some tears, I don't actually notice them but I looked for them when others were playing to report here and yes it's not perfect yet.

The Loading screen etc were beautiful though and the HUD I felt was fine and looked modern, it does need to be customizable though and hopefully we can resize it a bit.

But I really had fun with the GTR on this track, it felt lively and if I could I would lap this combo for days so that's the biggest takeaway, there was no damage and bumping/wall riding doesn't get punished enough.

But anyway will spend more time with it during the coming week but here are my initial impressions.

Feel free to ask anything.
Thanks for the feedback. :cheers: What aids were on? I know there isn't a lot of heavy braking on the course but how did the car feel under braking? Was it more stable than the Rock of Gibraltar ala GT6 or did you have to fight for control a little. Could you feel the front end bite a little under braking or transition into understeer depending on the corner? Could you feel any understeer under acceleration? I wouldn't expect oversteer on a track that fast under acceleration. How was the FFB? Were there any effects you could feel that maybe you didn't feel in GT6?
 
I have "ways" to get through lines :lol:, did a bunch of laps with the GTR '17 on the new Tokyo track, spent most of the time coaching and catching up but here's my takeaways from the brief stint.

Physics have def. improved, the car was a blast to drive and it behaved close to the GTR I drove last year, can't say I noticed a difference in tyre model but between learning the track and the short period I won't notice anyway.

The track itself isn't easy nor hard but challenging to get a clean decent lap, would make for an enjoyable WRS week but I bet it will get old fast, it is as ugly in real life as in the videos, the background buildings aren't nice to look at all and it didn't feel like anything like DC's top tier track visuals.

there were some frame drops and some tears, I don't actually notice them but I looked for them when others were playing to report here and yes it's not perfect yet.

The Loading screen etc were beautiful though and the HUD I felt was fine and looked modern, it does need to be customizable though and hopefully we can resize it a bit.

But I really had fun with the GTR on this track, it felt lively and if I could I would lap this combo for days so that's the biggest takeaway, there was no damage and bumping/wall riding doesn't get punished enough.

But anyway will spend more time with it during the coming week but here are my initial impressions.

Feel free to ask anything.

First, thank you for your feedbacks :)

Just one question : Ugly ? Ugly because this track is gray and have buildings ? Or ugly because it looks like a PS2 game ? It's not the same thing.
 
First, thank you for your feedbacks :)

Just one question : Ugly ? Ugly because this track is gray and have buildings ? Or ugly because it looks like a PS2 game ? It's not the same thing.
the background buildings aren't nice to look at all and it didn't feel like anything like DC's top tier track visuals.
 
@sems4arsenal - You criticized the visuals, prepare to have your credibility called into question. :P

Good to hear your thoughts on the game. It mirrors a lot of what I've thought from going over all the media over the months (except the first-hand physics experience, obviously). I really like the HUD too, but hope it's customizable. It certainly seems like it would be, given the amount of redundant info!
 
Thanks for the feedback. :cheers: What aids were on? I know there isn't a lot of heavy braking on the course but how did the car feel under braking? Was it more stable than the Rock of Gibraltar ala GT6 or did you have to fight for control a little. Could you feel the front end bite a little under braking or transition into understeer depending on the corner? Could you feel any understeer under acceleration? I wouldn't expect oversteer on a track that fast under acceleration. How was the FFB? Were there any effects you could feel that maybe you didn't feel in GT6?

Can't really comment on everything but Understeer under acceleration was evident, all assists were off, didn't like the FFB but it was set at 5,5 and I always prefer it to be high.

Hello! :)

Thank you for sharing your experience with us. I was just wondering, how would you rate quality of the weight transfer?

Didn't test it out much but I'd say I felt it enough, didn't unsettle the car too much so need further testing.
First, thank you for your feedbacks :)

Just one question : Ugly ? Ugly because this track is gray and have buildings ? Or ugly because it looks like a PS2 game ? It's not the same thing.

Bit of both, they didn't look this gen at all in terms of modeling.

@SlipZtrEm It takes getting used too, weirdly I found the blinking brake indicator to be more hit and miss than usual and there were two of them which is weird. It's slightly too intrusive and big for my taste.
 
It's curious.

On direct feed video after E3, visually, I found this track absolutely gorgeous !

I will go to Gamescom, I see it for myself. Thank you for your reply :)

This might not be the newest build so who knows, but the menu screens didn't have flickering shadows from what I could see. Lighting is lovely though.

Also one other thing is there are green arrows indicating where you should be in a particular instance (pointing towards the racing line) found it useful when getting to learn a new track.
 
This might not be the newest build so who knows, but the menu screens didn't have flickering shadows from what I could see. Lighting is lovely though.

Also one other thing is there are green arrows indicating where you should be in a particular instance (pointing towards the racing line) found it useful when getting to learn a new track.
I guess it's the same build for the whole GT Academy. It would be a nightmare to update all the pods. But the next days Kaz will play GTsport (first one tomorow morning) and it will surely be the latest.
 
One more piece of info is that most GT6 players including me that I know were really slow at first and started improving gradually, it's because of the track but all thought the physics difference was apparent and caught them off guard some what. The biggest compliment I can give to the demo is that the GTR felt alive and you had to work for every half a second.
 
One more piece of info is that most GT6 players including me that I know were really slow at first and started improving gradually, it's because of the track but all thought the physics difference was apparent and caught them off guard some what. The biggest compliment I can give to the demo is that the GTR felt alive and you had to work for every half a second.

Alive as in requiring more attention on steering, and pedals ? Can you feel the rubber interacting with the road ( bounce, sticking, getting loose, and in between ), the tire flexing as you lean on corners or braking hard to a dead stop ( there's that chassis/suspension/tire settling in like in real car ) ? That might be too much for a game :P
 
Alive as in requiring more attention on steering, and pedals ? Can you feel the rubber interacting with the road ( bounce, sticking, getting loose, and in between ), the tire flexing as you lean on corners or braking hard to a dead stop ( there's that chassis/suspension/tire settling in like in real car ) ? That might be too much for a game :P

Alive as in has more character, it's not just understeer and that's it and requires more managing to get a decent lap.

The track itself was very smooth though, interested to see the reaction of folks on the track but I'm not a big fan.
 
Mate,
I'm still pulling tunes you've prepared, they suit my driving style almost perfectly.
none of them seem "glitched" simply to be fastest, they make the cars "feel" real and respond like a real car would.

plus your damper and LSD troubleshooting guide is an invaluable resource.

Thank you. I was working to write a similar guide for Forza6 and Project cars, but real life got in away. I moved to a fixer upper house and got a new job that is just insane right now.
 
One more piece of info is that most GT6 players including me that I know were really slow at first and started improving gradually, it's because of the track but all thought the physics difference was apparent and caught them off guard some what. The biggest compliment I can give to the demo is that the GTR felt alive and you had to work for every half a second.
If you have tried other simulators how does it feel in comparison
 
On direct feed video after E3, visually, I found this track absolutely gorgeous !

What in particular did you find gorgeous? It's just a sea of grey concrete and grey buildings, just like the real location.

Tokyo_EXP_way.JPG


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nihon159.jpg


Not exactly what I'd call beautiful landscapes. The game adds some red and white arrow boards but other than that it's the same dullness.
 
Tokyo Expressway should have been best left out until GT7. It looks so out of place to see GT3 cars racing in a location that is more associated with illegal street racing in a game that's supposed to be focused more towards motorsport.
Glad I'm not the only one who know this. I mean it's not like city tracks aren't allowed or shouldn't be in GTS, because they are welcome. Just that, like you said, feels out of place in a game centered around motorsports. :)

Man, I wish GTS was GT7. :(
 
Yeah, it's certainly an unusual pairing. Then again, a bit of schizophrenia seems to be baked into GT Sport. A focus on the competitive eSports side of things? Better include a track that enables wall-riding on a level not seen since SSR11!

There's still a good chunk of time for them to improve penalties though — to say nothing of what's possible post-release — so I'll reserve final judgement for now. From what I have seen though, it certainly doesn't stack up to other original PD creations, which is a shame: they're amongst the best at it when they want to be. I'd much rather see a redone GT trinity track (GV, TM, DF) than a follow-the-leader gray tunnel of a circuit.
 
They don't look anything like this one though. It would be impossible to recover cars or marshal properly around most of the track because of the big walls and tunnels.
Some tracks have walls but maybe not that high and in Monaco is a tunnel.
But you are right and i know what you mean.

Let's not forget it's still a Videogame, so the have more possibilities than in real life:)
 
Some tracks have walls but maybe not that high and in Monaco is a tunnel.
But you are right and i know what you mean.

Let's not forget it's still a Videogame, so the have more possibilities than in real life:)

Absolutely, nothing wrong with tracks like that in general, it just seems like a bizarre choice for a game that is focused on real world style racing as has been said many times. It's surely the least realistic street circuit since GT4, Rome, London, Madrid, all more feasible than this one. Especially if there is a longer, 20km version.

Monaco has a tunnel indeed but it also has a pathway suitable for marshal placements. The tracks in this track don't, it's just solid wall either side except the dual carriageway one.

Plus again, it's very dull to look at. If you're going to do an unrealistic track at least do something interesting and show off the power of the new console.

Who knows, maybe it was originally intended for the PS3 era games and just wasn't ready in time so they included it here to make up the numbers.
 
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PD suck at creating fictional track since GT 5, to be honest. (example: Cape Ring - interesting layout / track path but lame environment background, SSR 7 - just a uninspired longgg track).

About Tokyo Expressway, it look little bit similiar to the last track from Sega Touring Car Championship :D

(from 6:37)
 
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