GT Sport - Trailers, Videos and Screenshots

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You say the AI are improved, I'm afraid I'm not really seeing it in your video. You were obviously struggling a little with a poorly configured wheel that you weren't familiar with but still the AI were not much of a problem. The video starts with you slamming into the back of the SLS because it braked too cautiously, then flew right by.

You easily outbraked them at most corners, running into the back of them a few times. You were 8-10 car lengths behind the Renault going into the last turn then got so close you hit it on the exit as it was slow. You were alongside on the straight, then it predictably braked too early and hard into T1 and put up no challenge. Pretty much the same happened on the next lap with the Aston.

They were all mostly still running on rails in a single file fashion and not once did I see an AI car attempt to defend against you. It was the same old pull alongside, pass as they brake far too early and hard.

The only time they pulled away, suspiciously, was on the straights. That is what I took away from that video, feel free to tell me if you saw it differently.
Gotta agree here. He was easily much faster than the AI, but simply didn't do the best job getting by in a couple instances. Only other thing stopping him from finishing higher was lack of laps.

And yea, the AI seemed to not recognize he was even on the track at all.
 
Here's my slidey video - driving was really hard due to that torgueless twitchy wheel


Maybe the T300 you were using had the calibration problem. When my T300 got the problem, it felt just like you are describing the event's wheel you played with.
 
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What's this? :confused:
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These videos aren't doing PD any favours. According to this one grass has similar traction levels to tarmac and doesn't upset a car at all, even at 130mph+.

Yes, though it's very much possible it's set up that way for these builds to make it less frustrating for players who try the game at these shows. Most of them are terrible drivers anyway, hence the assists, traction on grass etc.
 
These videos aren't doing PD any favours. According to this one grass has similar traction levels to tarmac and doesn't upset a car at all, even at 130mph+.

Why do you feel the need to adress that point after it has been said so many times? Ever since that Copperbox event this has been discussed... Also you forgot to mention how curbs don't affect the cars how they should.
 
Why do you feel the need to adress that point after it has been said so many times? Ever since that Copperbox event this has been discussed... Also you forgot to mention how curbs don't affect the cars how they should.

In GT6, there a an option which isn't present in demo :
Grip Reduction on Wet Track/Track Edge
Set the amount of grip that is lost when driving on wet roads or the outer edges of the track (green zones, etc.). When set to "Low", the amount of grip lost will be less than in real life. When set to "Real", the road will become very slippery in wet conditions, and it will be very easy to lose grip on the edges of the track.
 
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Why do you feel the need to adress that point after it has been said so many times? Ever since that Copperbox event this has been discussed... Also you forgot to mention how curbs don't affect the cars how they should.

Why can't I? A video was posted, I commented on it. That is the first time I've personally seen it like that with a third person view and such poor driving not being punished.

In GT6, there a an option which isn't present in demo :

Did you actually read the description of that? It describes the edge of the actual track and wet conditions, it had nothing to do with the grip of the grass.
 
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Did you actually read the description of that? It describes the edge of the actual track and wet conditions, it had nothing to do with the grip of the grass.
It might not say it in that description but I mostly raced in GT6 with track settings on ''Real'' and on the grass was where it was most noticeable. It had the benefit of negating a lot of the corner cutters advantage by causing them to spin with the greatly reduced traction. IMO GT6 is actually much better in realism (set to real only) than AC's grass physics. If this ''Real'' setting is included in GTS (which I presume it will be) the grass physics will not be the same as on these early demos when in use.

Edit: I do agree The grass physics do not look good so far, but I do not expect this to always be the case unless on the more unrealistic settings.
 
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I'd love to see GTS go a step further with edge of track, etc physics and implement a dynamic racing line,
Real tracks grip up on the racing line and have poorer grip off it due to rubber build up on the line and the marbles that come off racing tyres and sit on the sides of the track
It makes overtaking a much more skillful art, and helps get rid of dive-bombers.

I think that the grass physics are hard to get right, too realistic and a small mistake makes it extremely hard to get back into the race, the same if you had 100% realistic gravel traps that you can't drive out of.
but the grass should be much rougher and upset the car more initially. and the track to grass transition should be very slippery
 
I'd love to see GTS go a step further with edge of track, etc physics and implement a dynamic racing line,
Real tracks grip up on the racing line and have poorer grip off it due to rubber build up on the line and the marbles that come off racing tyres and sit on the sides of the track
It makes overtaking a much more skillful art, and helps get rid of dive-bombers.

I think that the grass physics are hard to get right, too realistic and a small mistake makes it extremely hard to get back into the race, the same if you had 100% realistic gravel traps that you can't drive out of.
but the grass should be much rougher and upset the car more initially. and the track to grass transition should be very slippery
Having played games with dynamic track conditions with variable levels of initial grip to simulate old, green, dusty or rubbered in tracks on top of having ambient temperatures influence grip levels, I have to agree with this. It really adds a whole new level of simulation to longer races with increasing grip as the line rubbers in or in trying to simulate real track conditions at various events. A 15-20C and green Nurb is a different beast than the ideal conditions many of us use in some video games and is also more akin to the typical trackday conditions one might face on the Tourist layout.
 
A 15-20C and green Nurb is a different beast than the ideal conditions many of us use in some video games and is also more akin to the typical trackday conditions one might face on the Tourist layout.

Thinking more about this in relation to the AI,
With an AI that doesn't really fight back, it makes overtaking on the outside of any corner, much less of an option, if you have no grip available,
It's also something I found in quick-match racing, that you can drive a really good race, on the proper racing line,
but be passed on the outside of a corner from kerb-hoppers or a dive-bomber that then runs wide into what should be a dirty part of the track,

It would however, need to be a smart and dynamic system that takes into account the majority of clean racers and where they drive, not what PD feel is the proper racing line.
 
Thinking more about this in relation to the AI,
With an AI that doesn't really fight back, it makes overtaking on the outside of any corner, much less of an option, if you have no grip available,
It's also something I found in quick-match racing, that you can drive a really good race, on the proper racing line,
but be passed on the outside of a corner from kerb-hoppers or a dive-bomber that then runs wide into what should be a dirty part of the track,

It would however, need to be a smart and dynamic system that takes into account the majority of clean racers and where they drive, not what PD feel is the proper racing line.
If it's a simulation, shouldn't the racing line be the "proper" line?
 
Just found this on YouTube - a good drive in the Alfa 4C at Brands, unfortunately still no sound.
- Get to see head movement in the interior view
- Get to see the use of the navigation display as the rear view camera
- When driving on grass it you can see car bounce around a bit, even if it doesn't seem to have the correct physical properties yet regarding being as slippery as it should be
 
Just found this on YouTube - a good drive in the Alfa 4C at Brands, unfortunately still no sound.
- Get to see head movement in the interior view
- Get to see the use of the navigation display as the rear view camera
- When driving on grass it you can see car bounce around a bit, even if it doesn't seem to have the correct physical properties yet regarding being as slippery as it should be

I think it is due to the realistic grip of the grass being turned off. This setting was in GT6 and it seems it is in GTSport. The London build seemed to have realistic levels of grip on he grass.
 
Depends on your car setup and driving style.
A Smooth Out-In-Out isn;t always right for some cars.
the slow/ deep in, late apex may better suit a particular car, or driver
The "racing line" is programmed into the game. Every game I've ever played has more grip on the racing line than off and you are always faster being on the racing line as opposed to off it. Your racing style has to be able to adapt to the racing line or you won't be as fast as you could be.
 
The "racing line" is programmed into the game. Every game I've ever played has more grip on the racing line than off and you are always faster being on the racing line as opposed to off it. Your racing style has to be able to adapt to the racing line or you won't be as fast as you could be.

strange to hear of this, never heard of it anywhere here nor actually can "feel from the grip" in a game that it is faster. It would be sad/"unfair" if this is the true...(damn programmers...lol)

I am not a pro.....even though there is only one line that is the fastest however, I think the programmed "racing line" is not always the fastest...

having say that, I still believe there are enormous benefits practicing/adapting multiple different lines
1. can use in different situations
2. you can still get pretty fast although not the fastest (of cos)
3. you can "understand" the track/ your car more
 
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Every game I've ever played has more grip on the racing line than off and you are always faster being on the racing line as opposed to off it.

Hmm, not sure I can agree with that. I do agree that the 'optimal racing line' will always achieve the fastest lap times - hence its name - by allowing you to maintain the highest average speed through any given string of corners. But I have never experienced a difference in tire grip when straying from the racing line - at least not in Gran Turismo. Perhaps Project CARS or Assetto Corsa have achieved this for 'dirty' parts of the track? The only time I have noticed a change of available tire grip in the GT series is when a tire goes off the racing surface, otherwise the available grip seems constant to me across the entire racing surface.

Maybe I am misunderstanding your point.
 
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