Gran Turismo Sport: General Discussion

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I don't know how it was online because I barely played it but the biggest issue with contacting AI cars was that they seemed to have twice the mass as your car or more, even if they were the same car. I assume it was done on purpose namely because there was no damage and people would/could just ram AI out of the way if they had realistic mass.

This is the problem no damage causes. For the main game it doesn't matter in the grand scheme of things but for GT Sport to be taken seriously as an eSport it absolutely must run with damage at all times. People aren't going to be tuning in to watch an official FIA sanctioned event if it turns into silly bumper cars like the test events.
 
I don't know how it was online because I barely played it but the biggest issue with contacting AI cars was that they seemed to have twice the mass as your car or more, even if they were the same car. I assume it was done on purpose namely because there was no damage and people would/could just ram AI out of the way if they had realistic mass.

This is the problem no damage causes. For the main game it doesn't matter in the grand scheme of things but for GT Sport to be taken seriously as an eSport it absolutely must run with damage at all times. People aren't going to be tuning in to watch an official FIA sanctioned event if it turns into silly bumper cars like the test events.
WE do not know how well the damage system is, Lets wait and see. What we do know is that polyphony has the potential, Gt5 damage was nice.
 
But one of my main problems in AC is unrealistic car collisions... Feels over-heavy and too punitive.

So it doesn't seem to be just GT.
Majority of racing sims dont do collision physics fantastically. It's difficult.

But that does not mean they are all doing it equally badly, either. AC's impacts are heavy and hard to deal with, but GT's simply feels almost completely inconsequential. And worse, doesn't seem to have improved in over a decade.
 
In a competitive online race they're certainly not inconsequential. A small tap is often enough to spoil your entire race.
If you've got a huge tail of competitors, sure. If you've got space between you and the person behind, you stand a *far* better chance of recovering without loss of position in GT than you would in the exact same situation in something like Assetto Corsa. You can argue AC makes it too harsh, but I would argue that GT makes it way too lenient, and not in an equal amount. Like *way* too easy. Easy enough to watch many of the videos we've seen of GT Sport(or any previous GT for that matter) and see people in the Tokyo circuits wall riding while often only losing tenths, or hitting another car and just pushing on as if hardly anything happened.

Obviously in an online race, depending on circumstances, any number of small instances can make a difference. But I could say the same about Mario Kart. At the end of the day, the collision physics in GT have a *lot* of room for improvement. If you find it acceptable, ok, but in my book, it's not remotely good enough. I'm not one of those elitists who calls GT/Forza 'simcade', but things like this certainly bolster the arguments of those who do.
 
Even after the latest TGS vids, there's still nothing that makes me excited about this game. Just same old stuff. I can't remember the last time I'm so apathetic towards a GT game.

Really, the only thing I'm looking forward to is Scapes. Ideally, PD should just put a standalone Scapes app (like the Course Maker TPE on iOS/Android) so I can still take pictures without buying the game/PS4/PS+/get a new wheel :lol:
 
Seems as though I've missed a little bit here... Anyway, I think that crash physics are a very important aspect if PD is to succeed with e-Sports competitions. It would look awkward on a live stream if the collisions were unrealistic, hence kinda losing it's authenticity let's just say.
 
If you've got a huge tail of competitors, sure. If you've got space between you and the person behind, you stand a *far* better chance of recovering without loss of position in GT than you would in the exact same situation in something like Assetto Corsa.

Recovering from what, exactly? If you go off the track and grip reduction is set to real you're out, unless the gap is 10+ seconds. If you end up in a sand trap you can lose up to 20 seconds, plus additional time lost when you get back on track with dirt on your tires.

If it's a collision with another car then by definition there is no gap, so even a loss of one second (which is not unusual when there's contact) can have big consequences.

What does AC do that you want GT to do as well? What makes it harder to recover in AC (and why is that a good thing)?
 
new hud?
youtu.be-kGoe740pnSo_www.kepfeltoltes.hu_.jpg
 
The start of the race seems to have a longer "wait period". Wich is a good thing, now the players can get some seconds to prepare yourself.
 
Good stream overall. Still, whether it's going to be a long wait or something else is remain to be seen. For now, I just waiting for the game to get some improvement and fixes (I hope they do though).
 
All I'm saying is don't keep looking to the next game show for news. You're only likely to be disappointed. PD not turning up to TGS should tell you that.

You're right, of course, but that stream was great, the visuals really are a huge step up from anything I've ever played.

Nice to be reminded of that.
 
You're right, of course, but that stream was great, the visuals really are a huge step up from anything I've ever played.

Nice to be reminded of that.

It does of course look great visually but still iffy and unfinished in many other areas. Hopefully when they do restart promotion next year things will be looking much better in that regard. It'll almost feel like a new game if they come back with night racing, wet weather effects, damage, massively improved sounds and a bunch of new varied cars, classic cars, open-wheelers all in one trailer.
 
It does of course look great visually but still iffy and unfinished in many other areas. Hopefully when they do restart promotion next year things will be looking much better in that regard. It'll almost feel like a new game if they come back with night racing, wet weather effects, damage, massively improved sounds and a bunch of new varied cars, classic cars, open-wheelers all in one trailer.
Let's not foget the physics which also needs a lot of work.
 
Let's not foget the physics which also needs a lot of work.
How do you know? Only a few people here have run a bit on one of the demos. That's the only gauge we have on how the physics are. And that's super limited, even if the physics don't change at all, there's only so much to take from something like 5, 10 minutes of gameplay vs having the finished product. It might not blow everyone away, but what I've read is that it's an improvement from GT6.
 
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