Gran Turismo Sport: General Discussion

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@cutmeamango is incorrect, it's not something any game with tuning has been doing since forever. It many games, like GT for example, you press throttle X% and you get Y% engine power instantly. In PCars, you press the throttle X% and it responds like a real car, taking time for the power to build up as air moves it way through the intake manifold and into the engine. The amount of power also varies with ambient air and track temperatures and height above sea level. Height above sea level will also affect turbocharged engines differently than normally aspirated engines.

:eek: :boggled: :bowdown: :gtplanet:'s finest!
 
I feel developers are being obsessed with real circuits. Why spend huge money on licensing those, when smartly designed fictive ones can be just as good?

I honestly see no reason why people are excited for GTS other than because of it's name.
If I'm not mistaken, GT never had problems with controller support. Looking around the internet, both PCARS and AC had moderate problems. If GTS continues to nurture this tradition, it will have one strong argument to attract casual players.
 
I feel developers are being obsessed with real circuits. Why spend huge money on licensing those, when smartly designed fictive ones can be just as good?

While looking solely through "gameplay" prism you are right.
But real tracks allow players to replicate what they see, physically visit and know. It has additional semantic value to the play experience.

Anyhow, I don't see them as obssessed, I think all games have their fair share of fictional tracks now, there's a balance to it in terms of production. They are aware of the cost/benefit in their game designs.
 
To me, there is a certain "elegance", "finesse" that I don't find in any other racing games. Sure, the racing itself is not the most visceral, intense or true to life but I still like this game with its undeniable flaws.
I dont see the elegance and certainly not the finesse. If we're talking GT1-GT4 then yeah ok, but GT5 to this day, that's over 10 years of lameness. I stand by my original post, if today you entered the racing genre with zero knowledge of any existence of prior racing games, what does GTS have over upcoming competition? Certainly not finesse or elegance which are creations of the nostalgic fan.
If I'm not mistaken, GT never had problems with controller support. Looking around the internet, both PCARS and AC had moderate problems. If GTS continues to nurture this tradition, it will have one strong argument to attract casual players.
GT's physicss with being a console game from the 90s wasn't made for wheels ( Not saying they didn't intend it not to be used with wheels ). I had no problems with AC default pad controls, i suspect people who had difficulties were possibly due to assuming it would or should feel like GT or Forza with a pad and simply refused to try to adapt ( merely my assumption ). Only in the 2nd update did i have trouble with the pad which kunos tweaked (and totally bodged up) to appease the few people who were unwilling to learn with a new game. Pcars was bad though.

In any case, you mentioned casual players so that's a fair point, though i would say that doesn't prevent a game from appearing to be underwhelming. If i was a casual and didn't currently own a console, why would i buy GTS when i could buy Forz6 and 7 soon? Or i could buy NFS, If i was a casual why would i buy GTS when the controls may suit casuals but GTS.....is GTS really suitable for casuals?

I think that is a decent question worthy of discussion and a question PDI should ask themselves. If a casual buys GTS then finds it has no substance offline and they need to play online to get worth out of their purchase, but they aren't online type players, are they gonna feel pissed and disappointed?


P.S Do casuals really ask themselves "what is this racing game like with a pad"? I dont think this is a strong argument to attract casuals on its own unless they have played Pcars/AC and had a terrible time and the sales figures aren't that high considering they're cross platform games, which surely leaves the amount of casuals questioning the pad performance being a selling point minute.
 
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I dont see the elegance and certainly not the finesse. If we're talking GT1-GT4 then yeah ok, but GT5 to this day, that's over 10 years of lameness. I stand by my original post, if today you entered the racing genre with zero knowledge of any existence of prior racing games, what does GTS have over upcoming competition? Certainly not finesse or elegance which are creations of the nostalgic fan.
To each his own :)
 
I dont see the elegance and certainly not the finesse. If we're talking GT1-GT4 then yeah ok, but GT5 to this day, that's over 10 years of lameness. I stand by my original post, if today you entered the racing genre with zero knowledge of any existence of prior racing games, what does GTS have over upcoming competition? Certainly not finesse or elegance which are creations of the nostalgic fan.

I started losing interest in Gran Turismo just before GT6 launched. Granted I had GT6 on pre-order just as I did with GT5 and Prologue but it reached a point every event felt like endless grinding. It took a little bit due to that progress bar finding lobbies and if you did race online I personally didn't find it fun because there was no bodywork damage. Most wanted to punt you like dodgems. Timmy arcade racer style. I hardly played online for that reason and the stalkers on tracks.

Let alone the damn sounds of the tyres soon as you started turning. The cars sounds were so dull as well. Most cars sounded the same with some slight variation. Though photo mode was my favourite. Spent a lot of time with that and creating good replays for it.

I haven't even got GT Sport on pre-order because from what I've read and listened to ISRTV Youtube not a great deal has changed. Even from the VVV Youtube channel they say the very similar things. Granted more tracks but if the car feedback, physics, sounds and other expierences aren't there, what is the point?

I remember past Gran Turismo games and getting so hyped waiting years for them. Not feeling it one bit for Gran Turismo now. It no longer feels like that must have title. Though I might get it later down the road after seeing the reviews and for photo mode... Though from the last episode of ISRTV Youtube they aren't expecting it to be released until September to November.

Even to this day I haven't even tried Gran Turismo on the T300 because after seeing some Youtube clips I had forgotten how awful those tyre screeches really were. It drove me nuts. Not that I could use the wheel at the moment. Broke the Playseat. :/
 
If there were very few reasons to buy GTS, now there is less reasons to do it.

PCars is releasing very interesting information about it's online competitive mode. And with the recent announcement of GTR 3 (is going to perform online reputation too) I find myself thinking: why buy GTS?

Graphics and photomode?

Definetly, this time the rest of the devs have beaten Polyphony in all areas.
 
I don't get this "either or" thing. If you have a force feedback wheel then I'd suggest that implies you take the hobby as seriously as a PC player. Why would you limit yourself to this game or that game?

Buying ProCars didn't prevent me from buying Assetto Corsa. That in turn won't prevent me from buying Pro Cars 2, subject to me liking what I learn about it from reviews. Neither would either of them prevent me from buying GTS - provided that game does what I want it to do.
It's less about "either or" and more about platforms.

If you don't own a PS4/Pro you basically have to a lot of disposable income to consider buying GTS.

At least a couple people made posts in the FH3 thread about buying a Xbone because they got tired of waiting for GTS to come out. With PCARS2 coming out as well as the Forza series why spend the $400-500 on a PS4 Pro? For PC gamers with Forza games now on PC why buy an Xbone or a PS4?

It's not an "either or" thing, it's a paying $580 for GTS thing.
 
I don't get this "either or" thing. If you have a force feedback wheel then I'd suggest that implies you take the hobby as seriously as a PC player. Why would you limit yourself to this game or that game?

Buying ProCars didn't prevent me from buying Assetto Corsa. That in turn won't prevent me from buying Pro Cars 2, subject to me liking what I learn about it from reviews. Neither would either of them prevent me from buying GTS - provided that game does what I want it to do.
But buying a PS4 might prevent you from playing Forza, or an Xbox prevent you from playing GTS.

Between console price and additional wheels, for most people it's one or the other.
I'll also be very unlikely to play GTS as well. Not because I don't or won't want to, just because I'm already set down the Xbox path this time.
Spending in the realm of $700 for the sequel to PS3 era GT games is very low on the priorities list.

Of course a miracle could happen that will provoke me to declare GTS is amazing and I could end up with a PS4, I don't expect it to happen.
 
GT's physicss with being a console game from the 90s wasn't made for wheels
They still had to pay attention to calibration. GT titles on both PS1 and PS2 had excellent calibration for both joystick and pressure-sensitive buttons. I haven't played that many driving games, but I know both Enthusia and TXR0 struggled in this domain, depending on what control you wanted to assign throttle and braking functions.

@lancia delta hf
I think casual players want to spend as minimum time as possible on tweaking all the controller, force feedback or physics reality settings, which was seemingly necessary in PCARS and AC. What you get with the game at this point doesn't matter if you have to own the latest hardware and do lots of pre-tweaking to experience proper driving pleasure. Not to mention that various people don't know meaning of some parameters, so they have to go through time-consuming trial and error thing or look up on the internet/manual before they can make any progress.

From a consumer point of view, all that can drive away casual players to games with simpler approach, like GTS or Forza. And I don't think NFS is a rival to GTS, it wasn't even back then when the series was partially leaning to simulation genre.
 
Small things you say? You mean like layered atmospheric effects, dynamic weather and day/night transition on all tracks, snow, layered atmospheric effects, dynamic track surface conditions including water build up and surface heating, volumetric throttle response, far deeper tuning, light years ahead with sounds, huge grids offline, much faster AI, much bigger car and track selection?
Yes, small things matter too. Just like I said. Not that small things are the only important aspect. Things like game stability, online communities and features, ui, tuning options, ease of use for those options as well, the game's feel, the support (dlc, online events), frame rates etc.

I don't know if all of what you said is supposed to be a damnation towards GTS? It's kind of silly to think that. And why say things like much bigger car selection? GTS is what, 150 vs '170+' for PCars 2? I don't think that's much of a difference. 20, 30 even 40 cars is more, but it's not like GTS is getting left in the dust. Same thing with the tracks.

It's always good to have competition but what's the point in degrading one of the games the way you are by making it seem like it's one or the other?
 
Yes, small things matter too. Just like I said. Not that small things are the only important aspect. Things like game stability, online communities and features, ui, tuning options, ease of use for those options as well, the game's feel, the support (dlc, online events), frame rates etc.

I don't know if all of what you said is supposed to be a damnation towards GTS? It's kind of silly to think that. And why say things like much bigger car selection? GTS is what, 150 vs '170+' for PCars 2? I don't think that's much of a difference. 20, 30 even 40 cars is more, but it's not like GTS is getting left in the dust. Same thing with the tracks.

It's always good to have competition but what's the point in degrading one of the games the way you are by making it seem like it's one or the other?
Track count is the biggest difference, 15 vs 45 I think? Plus that they are all (presumably) seasonal variants?

I'm also curious about how GTS is counting numbers. Mustang, Gr.3, Rally etc... does each count as its own car? Like is VGT Bugatti taking like 2 (or was it 3?) slots it's self?
 
On the whole "excitement" thing, I must admit, I was pretty excited upon GTSport's announcement, infact it was a long time since I had been as excited about the release of a GT title, something GT6 didn't quite achieve.

I think this was mostly because of the announcement of new features, new cars etc, and the new direction GTS was (is still) taking. However what with the numerous delays (which sadly is not surprising with PD anymore), and thus become a little frustrated and have now become ever more eager for it's release.

Nonetheless, that hasn't stopped me being still somewhat excited about it's release, as I'm still definitely looking forward to coming out anyway.
 
Track count is the biggest difference, 15 vs 45 I think? Plus that they are all (presumably) seasonal variants?

I'm also curious about how GTS is counting numbers. Mustang, Gr.3, Rally etc... does each count as its own car? Like is VGT Bugatti taking like 2 (or was it 3?) slots it's self?


Gran Turismo cheated with track count. The same track cut in half or a small part of the circuit then the same circuit done in reverse.
 
''Good News!
I am happy to announce that we finally signed an Agreement with Sony Computer Entertainment Europe for an officially licensed racing Wheel for the PlayStation 4. Of Course we are in discussions with other regions as well and our target is to make a fully compatible racing wheel for Gran Turismo Sport and other great racing simulations in 2017.

We can now make this new racing wheel compatible to the console system and that means you get full functionality like the PS button or navigation in the console menu. Unfortunately we cannot share more technical details about this product until it is fully approved.
It is still Sony's policy that only official licensed products will be compatible to future games but we will make as much of your current peripherals compatible to the PS4 as possible. What we can already confirm is that at this point it is not possible to make existing wheel bases compatible anymore. This is not a technical problem but was part of the deal. I am aware that this is not what some of you want to hear but we will make sure that the new racing wheel will be the best wheel for PS4 out there. So if you stay with Fanatec it will still be your best option.

We can also not comment on the timeline but rest assured that we are already working full speed on this project and try to start the approval process already this year. How long it takes is out of our control.''

Do you have a source for this?
 
''Good News!
I am happy to announce that we finally signed an Agreement with Sony Computer Entertainment Europe for an officially licensed racing Wheel for the PlayStation 4. Of Course we are in discussions with other regions as well and our target is to make a fully compatible racing wheel for Gran Turismo Sport and other great racing simulations in 2017.

We can now make this new racing wheel compatible to the console system and that means you get full functionality like the PS button or navigation in the console menu. Unfortunately we cannot share more technical details about this product until it is fully approved.
It is still Sony's policy that only official licensed products will be compatible to future games but we will make as much of your current peripherals compatible to the PS4 as possible. What we can already confirm is that at this point it is not possible to make existing wheel bases compatible anymore. This is not a technical problem but was part of the deal. I am aware that this is not what some of you want to hear but we will make sure that the new racing wheel will be the best wheel for PS4 out there. So if you stay with Fanatec it will still be your best option.

We can also not comment on the timeline but rest assured that we are already working full speed on this project and try to start the approval process already this year. How long it takes is out of our control.''
If this is true... bah, more platform-exclusive ********. Sony and Microsoft need to cut this crap out.
 
Yes, small things matter too. Just like I said. Not that small things are the only important aspect. Things like game stability, online communities and features, ui, tuning options, ease of use for those options as well, the game's feel, the support (dlc, online events), frame rates etc.

I don't know if all of what you said is supposed to be a damnation towards GTS? It's kind of silly to think that. And why say things like much bigger car selection? GTS is what, 150 vs '170+' for PCars 2? I don't think that's much of a difference. 20, 30 even 40 cars is more, but it's not like GTS is getting left in the dust. Same thing with the tracks.

It's always good to have competition but what's the point in degrading one of the games the way you are by making it seem like it's one or the other?
You brought up the small things so I was just pointing out a few more small things for you. I'm not sure how that could be considered damning. When it comes to tracks it's no contest really. With cars I think it's a much bigger gap than the raw numbers indictate. We already know GTS is using different versions of the same car a few times and a great deal of the cars are fantasy as well, which is hit and miss in terms of popularity. Quite possibly there could be substantially less than 100 unique, non-fantasy cars in GTS. For anyone that prefers production or real life race cars, that's quite a gap.
 
I just asked Ian Bell about something a bit detailed. Its a minor detail that plays out in a major way.
I asked if their new "rip grip" feature, means that tyres now pick up rubber from the edge of the track. The man says "Yes" and that rubber build up on the tyre, drops back on to the track. Come now. Who does that? It's that type of level of detail that is distancing this game from all else.

I'll take those aspects of detail, over detailing of a car's floormats.
 
I just asked Ian Bell about something a bit detailed. Its a minor detail that plays out in a major way.
I asked if their new "rip grip" feature, means that tyres now pick up rubber from the edge of the track. The man says "Yes" and that rubber build up on the tyre, drops back on to the track. Come now. Who does that? It's that type of level of detail that is distancing this game from all else.

I'll take those aspects of detail, over detailing of a car's floormats.

Automobilista, rFactor2 and iRacing.
 
You brought up the small things so I was just pointing out a few more small things for you. I'm not sure how that could be considered damning. When it comes to tracks it's no contest really. With cars I think it's a much bigger gap than the raw numbers indictate. We already know GTS is using different versions of the same car a few times and a great deal of the cars are fantasy as well, which is hit and miss in terms of popularity. Quite possibly there could be substantially less than 100 unique, non-fantasy cars in GTS. For anyone that prefers production or real life race cars, that's quite a gap.
We currently don't know if the same car is counted twice or three times just because it has a 'group' model and a regular model. I said small things, then listed things that are small. Not large things like dynamic tod and weather change. We all know those things from previews or trailers. But we don't know the smaller things that make a game experience what it is. GT6 had a pretty easy UI and was straightforward, as all GT games are. Areas such as tuning or tune shop, where to purchase cars, types of races like career mode or online are most of time well laid out. Then you get you car and it's easy to find where to paint it, or how to change it's setup and what the setup does. Other games offer the same thing, and even more in terms of setup options. But in my experience, they are not as easy going about it as GT games. Even if you are a total newbie to racing games and you play a few, it's pretty explanatory on how to go about doing things in GT. That's a main draw to people familiar with GT, and to people looking for a racing game and ask people with experience, a lot will say the same thing.

All the features and new cars and weather and livery and race modeling are the selling points, but if you buy a game and it takes forever to figure out what you need to do just to change the wheels or paint, or even join an online lobby, it's a huge turnoff. That goes for any game. And who knows if GTS will be counter intuitive? They seem to be going a new direction in a lot of areas, so maybe they take a step back in places where they have been strong?
 
I just asked Ian Bell about something a bit detailed. Its a minor detail that plays out in a major way.
I asked if their new "rip grip" feature, means that tyres now pick up rubber from the edge of the track. The man says "Yes" and that rubber build up on the tyre, drops back on to the track. Come now. Who does that? It's that type of level of detail that is distancing this game from all else.

I'll take those aspects of detail, over detailing of a car's floormats.
Livetrack is basically a living, breathing track so to speak. If you go off into the dirt, the dirt comes off your tires and onto the track and affects the grip levels of the surface where the dirt is deposited. Rain accumulates naturally in the low spots of the track surface....etc. A small thing but it can really add to the immersion.
 
Even if you're consone player you can play these on a bad PC with same wheel you use on console.
Maybe so, but I use a controller. GT, Forza, I haven't played DIRT, AC or Drive Club. From what I've read, those console games do not have this level of detail. Even as what @Johnnypenso elaborated on, PCars is going above and beyond those games.
I can not see PD going to those lengths to immerse the player.

I'm not a race driver. In a video, I find it interesting when a driver describes what a car is doing. Now, console players will be able to experience what PC players have been experiencing for some time. Accurate tyre modelling.

We'll had to wait and see from the first reviews, whether PD have anything close to this. In GTS: Will a cloudy day at Tokyo, have an effect on tyre wear? Does rain water, run down a circuit, to collect at its lowest levels? Does rubber accumulate off the racing line?
 
I only followed the post with Ian Bell the first night he popped on, but I did read some very good questions and was quite shocked with the very impressive answers. Take that LiveTrack 3.0, for instance. If it truly behaves the way it's being described on consoles - that is mind blowing. Yes, there are PC sims that are already doing similar types of things, but we haven't seen the type of features/level of detail appearing in anything on consoles.

I'm done with the GT series because I have no reason to purchase a new console, wheel/pedals just to play one game. That's one game that I might not even end up liking. So, screw that. I'm staying in the PC sim world for the foreseeable future.

I think you guys should all boycott Gran Turismo Sport solely for the fact that if you pre-order or purchase it as soon as it becomes available you're telling PD that it's okay to keep doing what they're doing. I don't follow the GT6 or GTS threads much anymore, but I know I've read many, many posts from people who say they're sick & tired of the way Polyphony lies, refuses to communicate, delays, etc...Well, then show them you're not going to take it anymore by passing on GTSport. Wait for PCars 2 and in the meantime, if you already have a PS4, can't you get Assetto Corsa for like $10-$15 now?? I thought I heard someone say that in the AC Forums. That should hold you over until pCars 2 arrives. AC isn't much of a game, but at least you can drive some awesome cars with top-notch physics on your PS4.
 
Hey everyone!

Excuse me but this is the first time I go into a Gran Turismo forum!
As you can see from my signature, I race on many racing games but I have NEVER bought or even tried a GT game!
Yet, when I saw the amount of posts/pages on this thread, I was amazed!
I think I can suppose that this is the most popular racing game ever maybe??!

Now the question is, how does this game stack to a simulation game like Assetto corsa in terms of physics and driving experience?!! Is it more like an Arcade or Simulation?!
I know for sure that in anything else, it probably obliterates AC.

I'm gonna keep an eye on this game as it seems highly anticipated and popular!
 
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