Gran Turismo Sport: General Discussion

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Right now, Nissan are waiting for PlayStation staff to arrive.
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This is the wheel. I don't use one.

Wait, I'm confused, you're at this Insomnia thing? (Never heard of it before just now)
 
I'm at Sydney Motorsport Park. Virgin Atlantic Supercars round. Free entry today.

This is one of the three GTA Australian rounds

Oh sorry, the sudden appearance of lots of GT Sport pods confused me greatly :)

Good luck with it man. Keep us posted!
 
I asked about the build of the game. Was told it's a build just for this event.

After my qualifying(1:17.3 around Tokyo), the PlayStation rep asked how I liked it.
Keep in mind this was with ALL assists off.
THE SENSE OF SPEED, TO ME, IS NOT THERE.
Purely my opinion.

The sound through headphones on Max volume, was all gear whine.

Lots of tyre chatter when on the limit. I feel that's a good sound other than the high pitch skid sound we've had for 20 years.

Can't say much of the graphics, as the screen had a fair amount of glare.

When I did my initial qualifier with AI, it wasn't easy to pass. They kept speed. Repassed me when I missed apexes or braked early.
I wasn't getting much of a slipstream which is good. Also, I didn't feel much contact with the road.(just my opinion). There is grip but, I didn't feel planted.
As a side note: there is a bump on a right hander while driving under the road above. It's subtle but, Its a small detail that I thought would throw the car off. It gives the car a little skip and the car stays on trajectory for the turn.

Bumping into cars and walls was so so. If there is damage, will be interesting how PD do that.

Hard acceleration. I can confirm others experiences with the rear stepping out.
Hard braking. The rear bias is a bit much. Adjusting on the fly would be cool to do.

I'm not totally convinced. The Gr.N cars might be the better litmus test. Without much aero, maybe the handling will be better.
I think that sums up my experience.
 
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I'm not totally convinced. The Gr.N cars might be the better litmus test. Without much aero, maybe the handling will be better.
I think that sums up my experience.

EDIT: I guess if it is a qualifier, you are probably in a GT-R?

What car were you running then? a Gr.3 car? Do you know what tires you were running? I found in GT6 that sport softs/mediums on ~500pp cars were most enjoyable to me. I found that while there was still competition to be found on racing softs, the cars were just too planted unless you had tire wear on and enough laps to get the tires worn down, even for high horsepower low downforce street cars. I have never driven on a racing slick (200AA is the lowest I have driven on track), or in a high downforce car, so I am not saying their implementation is unrealistic, just that in the game it was not as enjoyable to me.
 
EDIT: I guess if it is a qualifier, you are probably in a GT-R?

What car were you running then? a Gr.3 car? Do you know what tires you were running? I found in GT6 that sport softs/mediums on ~500pp cars were most enjoyable to me. I found that while there was still competition to be found on racing softs, the cars were just too planted unless you had tire wear on and enough laps to get the tires worn down, even for high horsepower low downforce street cars. I have never driven on a racing slick (200AA is the lowest I have driven on track), or in a high downforce car, so I am not saying their implementation is unrealistic, just that in the game it was not as enjoyable to me.


I always go for sport hard under 550pp and 500pp. Anything above feels too planted to me too. I dont get the idea of using RS on these PP category but i seen many Japanese players room liked this very much.
 
EDIT: I guess if it is a qualifier, you are probably in a GT-R?

What car were you running then? a Gr.3 car? Do you know what tires you were running? I found in GT6 that sport softs/mediums on ~500pp cars were most enjoyable to me. I found that while there was still competition to be found on racing softs, the cars were just too planted unless you had tire wear on and enough laps to get the tires worn down, even for high horsepower low downforce street cars. I have never driven on a racing slick (200AA is the lowest I have driven on track), or in a high downforce car, so I am not saying their implementation is unrealistic, just that in the game it was not as enjoyable to me.
The GT-R.
The car was already set up by the rep. No assists. No ABS. No steering, brake, TCS. I take it tyres were RH. When I first ran versus AI, it was defaulted to RH tyres, all assists on. Horrible to drive. I did not like the braking mid-corner and corrected steering while navigating traffic.
 
If you're curious, here's an (old) list of various simulators and the clock speeds of their physics engines. That's from 8 years ago. You can see that only console games like Ferrari Challenge and SCGT are actually running at screen refresh rate, and their status as true simulators is dubious.

To be fair, you needed a hypothetical future computer from space to actually get Sports Car GT to run above 20-25 FPS in 1999. A Northwood Pentium 4 3.2 with a pipeline unlocked GeForce 6800 GS would do it. An Athlon 700 with a Voodoo 3 wouldn't.



Plus, the biggest things limiting its sim chops when it was new was because ISI (for whatever reason) turned a lot of the stuff that the engine could simulate off in the shipped game by commenting it out. Kinda like how the RAGE engine supports bullet weight, impact force, penetration and velocity, but Rockstar just made all of the guns in GTA IV hitscan weapons anyway.
 
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I asked about the build of the game. Was told it's a build just for this event.

After my qualifying(1:17.3 around Tokyo), the PlayStation rep asked how I liked it.
Keep in mind this was with ALL assists off.
THE SENSE OF SPEED, TO ME, IS NOT THERE.
Purely my opinion.

The sound through headphones on Max volume, was all gear whine.

Lots of tyre chatter when on the limit. I feel that's a good sound other than the high pitch skid sound we've had for 20 years.

Can't say much of the graphics, as the screen had a fair amount of glare.

When I did my initial qualifier with AI, it wasn't easy to pass. They kept speed. Repassed me when I missed apexes or braked early.
I wasn't getting much of a slipstream which is good. Also, I didn't feel much contact with the road.(just my opinion). There is grip but, I didn't feel planted.
As a side note: there is a bump on a right hander while driving under the road above. It's subtle but, Its a small detail that I thought would throw the car off. It gives the car a little skip and the car stays on trajectory for the turn.

Bumping into cars and walls was so so. If there is damage, will be interesting how PD do that.

Hard acceleration. I can confirm others experiences with the rear stepping out.
Hard braking. The rear bias is a bit much. Adjusting on the fly would be cool to do.

I'm not totally convinced. The Gr.N cars might be the better litmus test. Without much aero, maybe the handling will be better.
I think that sums up my experience.

Thanks for the feedback mate - am I right in assuming you don't use a wheel?

I hope I'm wrong but I get the feeling if they're going to show off GTS on the Neo it's going to be with the most polished and bug-free assets and content and we know what that is. Hopefully I'm wrong though and they've got other fully finished, stunning tracks ready to show off with night and weather on top.

I'm fully expecting another trailer with Nurburgring, Brands and GT3 though.

Did we ever figure out from anyone attending Copper Box if that Seattle Short thing was just a mistake, a typo?
 
Thanks for the feedback mate - am I right in assuming you don't use a wheel?
Correct. I did use a wheel for the GTA TT at the 2014 Australian Grand Prix as well. The car was the GT Academy Schulze GT-R but, the track was Bathurst.
 
MXH
Maybe unlocking the framrate in NFS Rivals gave him the wrong impression?

:lol:

I think what Chris##### was getting at is that he's so used to the cinematic feel of <=30 FPS that the smoothness of 60FPS feels off to him because of it.

Like how The Hobbit in 48 FPS might feel weird because we're so accustomed to 24 FPS in films. Then of course you've also got those jackasses who heard about the 48 FPS, went and unwittingly saw a 24FPS showing of it, then remarked that they didn't notice a difference. :P
 
It would seem reasonable that a well done blur effect would ease the processing tax, and make 60fps easier to hit, while giving an exhilarating sense of speed. I am not looking at the trees at 150mph anyway .
 
It would seem reasonable that a well done blur effect would ease the processing tax, and make 60fps easier to hit, while giving an exhilarating sense of speed. I am not looking at the trees at 150mph anyway .
Except if your going fast on the Nürbüring.
 
To change up the subject... does anyone else here think the cover design is pretty weak? I know the game is not out yet and that it could change but as it stands, I don't like it very much. Usually, their covers are pretty artistic in my opinion (GT6,5,4) but GT Sport's just feels as if someone spent 10 minutes in Photoshop and selected a photo of the driver and slapped on the GT logo with a boring, default font.

i1m2Eimm2MQGPC.png
i1dTCBWlkxausuB.png
 
To change up the subject... does anyone else here think the cover design is pretty weak? I know the game is not out yet and that it could change but as it stands, I don't like it very much. Usually, their covers are pretty artistic in my opinion (GT6,5,4) but GT Sport's just feels as if someone spent 10 minutes in Photoshop and selected a photo of the driver and slapped on the GT logo with a boring, default font.

i1m2Eimm2MQGPC.png
i1dTCBWlkxausuB.png
Looks alright to me, in mouth of a graphic designer, and the font fits well too, since GT always uses the helvetica fonts (AFAIK) :)

Edit: Covers doesn't need to be that vectorized or too worked out to be amazing, most of times, designers always look the most minimalistic look for a cover that can talk for the product, doesn't matter if it's a photo, a vector, or a 3d render. Remind as well there's always sketches and proposals behind each cover :)

pokemon_hd_game_cover_by_wazzy88-d4tz6d1.jpg
 
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My main problem with it is how it's all the way to the left, not in the middle.
That's because the name has to be visible for the buyer, since it's big and chunky enough, the GT logo can be in the middle, the font however can't because it could mix up with the background, and adding a border wouldn't help because it would ruin the background (on this example). Always, when you design a cover for a client, make sure the name has to be easily viewed for the eye, specially if that client gives you a specific font, so not all the times the name has to be in the middle if it will go separated from the Isotype :). The GT sport cover, for my designer eye, looks good, a cover car would be nice, but remember this time GT will focus on the driver more than the cars, that's why the cover :)

Edit: The collector's edition cover looks perfect tho :D. The original GTS Isologotype on the side, and if you change the PD's logo, and the ESRB rate's positions, boom, perfectionized cover :D. Still, the current cover looks well enough :D
 
The reason I will never buy a hard copy of F1 games because Codemasters have the F1 driver faces. I really dislike it :confused: GT6 SE was also very basic. I thought GT5 was nice with the gullwing open. GTS is basic but it is not a deal breaker like the F1 game lol
 
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