GT Sport vs Other Games: Comparison Video Thread

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Is this on the standard PS4 or the PRO? It looks to be on the PRO and perhaps that may be the reason for the blurred decals on Hage Dayos post?
it's on standart PS4 .
and even if you take a screenshot in jpeg format it will still not be as bad as on its screenshots
 
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Why is it different from my standard PS4
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no, that doesn't make it unfair. What you're saying to do will. Compare gameplay to gameplay and photomode to photomode. It's absolutely ridiculous to imply anything other than that.

As for the liveries, I'm surprised to see any sort of blurriness within the decals. Wasnt the importing of svg files supposed to eliminate that? It seems hit and miss, and if that's the case it doesn't seem a feature to make a better livery editor, but just a way to speed up a process.


There is no svg files or importing feature with Forza.


no, that doesn't make it unfair. What you're saying to do will. Compare gameplay to gameplay and photomode to photomode. It's absolutely ridiculous to imply anything other than that.

As for the liveries, I'm surprised to see any sort of blurriness within the decals. Wasnt the importing of svg files supposed to eliminate that? It seems hit and miss, and if that's the case it doesn't seem a feature to make a better livery editor, but just a way to speed up a process.


There is no svg files or importing feature with Forza.

Let's look at the facts. GTS does NOT swap out LOD models in photo mode. Forza 7 SWAPS OUT THE PLAYERS CAR for the highest LOD available. So no it's not " absolutely ridiculous" unless you believe in fairytales and magic. You seem to think photodiode MAGICALLY makes the game look better, Im sorry to inform you it doesn't. What devs can do is swap things out or use it to POST RENDER out aliasing. In Forza, you can move the camera around, in GTS you can't. Seems pretty logical when you consider the FACTs and not assinine assumptions conjured up by false beliefs. On this topic, can we stop pedaling the myth that the graphics in GTS are " enhanced" in replays. In fact, any game devs will tell you its harder to render images with fast panning than it is to render a semi-static image with a predictable range of motion ( eg third person view) . Unless PD sat down and made fully static replays that were ta 100% fixed angles, Ii doubt they had the time to optimize the graphics shot per shot .
 
Hmm weird then....
It varies from car to car/ mode to mode. In multiplayer the quality is at its lowest, followed by AI arcade races, followed by time trial

Forza 7 uses the second highest quality model on Xbox One X and the highest quality model on PC during gameplay.

Yes for the PLAYERS CAR. Evolution studies did this in Motorstorm games, the player's car was the highest LOD available but the opponents/ Online players had a low LOD . When you swap to photo mode the xbox one x swaps it to the highest available model , even the base xbox does this
 
Well said sir. I agree.
It’s a lovely time to be a sim racer


I find that for myself graphically I would put the 3 games in question in the order of GTS, FM7, Project Cars 2, With the caveat that I find Project Cars 2 to present the "muck" of racing better than the other 2. Ie: The mud, damage models, scrapes and bumps, the race "grittiness".

But more than that. i really wanted to say I think that it is a win win for everybody who loves racing games that we have 3 games so close that even the dedicated fans of each title have to cherry pick photos and videos to support their position.
 
Let's look at the facts. GTS does NOT swap out LOD models in photo mode. Forza 7 SWAPS OUT THE PLAYERS CAR for the highest LOD available. So no it's not " absolutely ridiculous" unless you believe in fairytales and magic. You seem to think photodiode MAGICALLY makes the game look better, Im sorry to inform you it doesn't. What devs can do is swap things out or use it to POST RENDER out aliasing. In Forza, you can move the camera around, in GTS you can't. Seems pretty logical when you consider the FACTs and not assinine assumptions conjured up by false beliefs. On this topic, can we stop pedaling the myth that the graphics in GTS are " enhanced" in replays. In fact, any game devs will tell you its harder to render images with fast panning than it is to render a semi-static image with a predictable range of motion ( eg third person view) . Unless PD sat down and made fully static replays that were ta 100% fixed angles, Ii doubt they had the time to optimize the graphics shot per shot .
Design choices are not reason enough to exclude a level playing field. Compare them the exact same way or don't bother comparing them at all. If someone is going to use gameplay, compare gameplay, if someone uses photomode than compare photomode. Otherwise, it very much is indeed ridiculous.

As for all the other random junk you threw into that post, I've never denied anything.
 
Let's look at the facts. GTS does NOT swap out LOD models in photo mode. Forza 7 SWAPS OUT THE PLAYERS CAR for the highest LOD available. So no it's not " absolutely ridiculous" unless you believe in fairytales and magic. You seem to think photodiode MAGICALLY makes the game look better, Im sorry to inform you it doesn't. What devs can do is swap things out or use it to POST RENDER out aliasing. In Forza, you can move the camera around, in GTS you can't. Seems pretty logical when you consider the FACTs and not assinine assumptions conjured up by false beliefs. On this topic, can we stop pedaling the myth that the graphics in GTS are " enhanced" in replays. In fact, any game devs will tell you its harder to render images with fast panning than it is to render a semi-static image with a predictable range of motion ( eg third person view) . Unless PD sat down and made fully static replays that were ta 100% fixed angles, Ii doubt they had the time to optimize the graphics shot per shot .
PD are certainly doing something to enhance shots, as if you use shareplay to capture an image (which my PS4 Pro does in 4k) and then also export the image via the tool in GTS the two end results are very clearly different.

That's for either scapes or replays.

https://www.gtplanet.net/forum/thre...of-scapes-and-photomode.361458/#post-12039118
 
Is this on the standard PS4 or the PRO? It looks to be on the PRO and perhaps that may be the reason for the blurred decals on Hage Dayos post?
it's standart PS4
Why is it different from my standard PS4
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YEP it's somthing wrong with lexus decal resolution but not with toyota like on your screenshots ( i use arcade mode with 20 cars )
 
You know we have been seeing a lot of Graphics comparisons in here but I wonder how does Forza stacks up with GTS on the physics, FFB part.
@PzR Slim you have both games right? How does both of them stack up against each other? Given I heard that GTS physics are pretty stale and has a very simple tyre modeling. How is it on the Forza side??
 
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Forza does tire physics really well compared to GT, but the cars mostly feel the same while also being very forgiving. (depending on what drivetrain layout they have of course)
 
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Forza does tire physics really well compared to GT, but the cars mostly feel the same while also being very forgiving. (depending on what drivetrain layout they have of course)
So they have a much more complex tyre modeling in comparison to the simplified GTS tyre model?

Edit: I know that GTS has a visual deformation now but IIRC they do not simulate tyre pressures or temperature.
 
So they have a much more complex tyre modeling in comparison to the simplified GTS tyre model?

Edit: I know that GTS has a visual deformation now but IIRC they do not simulate tyre pressures or temperature.

While driving in Forza, you can bring up the telemetry menu and when you go to the slide related to tires it shows a graphic of them with the inner, middle, and outer tire temperatures. It also shows all three parts in different colors depending on their temperatures; blue for cold, green for optimal, yellow-orange-red for too hot. You want to try and get those three parts within the optimal temperatures as best as you can, so you setup your car accordingly. You can also adjust the tire pressure, but there is also an optimal tire pressure which is around 32 on the telemetry iirc.

I think the Forza tires have visual deformation too, although I haven't ever really notice it since I barely watch replays or race in 3rd person.

edit: Forgot to mention, there's different widths of tires so that play a factor in building and setting up a car as well. Wider isn't always better if you want your tires to run at their maximum.
 
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While driving in Forza, you can bring up the telemetry menu and when you go to the slide related to tires it shows a graphic of them with the inner, middle, and outer tire temperatures. It also shows all three parts in different colors depending on their temperatures; blue for cold, green for optimal, yellow-orange-red for too hot. You want to try and get those three parts within the optimal temperatures as best as you can, so you setup your car accordingly. You can also adjust the tire pressure, but there is also an optimal tire pressure which is around 32 on the telemetry iirc.

I think the Forza tires have visual deformation too, although I haven't ever really notice it since I barely watch replays or race in 3rd person.
The visual deformation is probably simulated with the tyre pressure, and yes it has been there since Forza Motorsports 3 tbh.
 
It varies from car to car/ mode to mode. In multiplayer the quality is at its lowest, followed by AI arcade races, followed by time trial



Yes for the PLAYERS CAR. Evolution studies did this in Motorstorm games, the player's car was the highest LOD available but the opponents/ Online players had a low LOD . When you swap to photo mode the xbox one x swaps it to the highest available model , even the base xbox does this
Ah you talk about AI cars, you think GTS AI/opponents are the same quality like the player model?
 
No a 'prettiness' comparison video, but a basic physics one.

Standing starts in FWD cars.

How does AC, PC2 and GTS stack up against reality.



You say in the video that for GTS "... you don't get that energy used to overcome the rolling resistance causing the revs to drop back, rather all that happens is the revs just sit banging against the limiter ... ".

But the revs do drop back??

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You say in the video that for GTS "... you don't get that energy used to overcome the rolling resistance causing the revs to drop back, rather all that happens is the revs just sit banging against the limiter ... ".

But the revs do drop back??

View attachment 693704
And do they stay back as they do in reality or do they immediately start to hammer off the rev limiter?

Do you honestly think GTS is behaving as it should here?
 
Ah you talk about AI cars, you think GTS AI/opponents are the same quality like the player model?
They are, polyphony never bothered using that "trick". Get a car and go to one make, your car and the opponents car are 100% identical.
 
PD are certainly doing something to enhance shots, as if you use shareplay to capture an image (which my PS4 Pro does in 4k) and then also export the image via the tool in GTS the two end results are very clearly different.

That's for either scapes or replays.

https://www.gtplanet.net/forum/thre...of-scapes-and-photomode.361458/#post-12039118
after you take the shot and let it render yes, in photo mode before hitting " capture" no . Also, your ps4 does not export a raw 4K image when using capture. I was one of the few people advocating for PNG support 3 years ago when Me and about a dozen other PS community members compared Capture ard against PS4 captures. The PS4 capture has some sort of funky compression when you export to USB , the only way to get a semi-raw image is by emailing it . PNG mitigated the effects, but they are still evident. Rushy from evo studios even confirmed our speculation via Twitter .
 
after you take the shot and let it render yes, in photo mode before hitting " capture" no . Also, your ps4 does not export a raw 4K image when using capture. I was one of the few people advocating for PNG support 3 years ago when Me and about a dozen other PS community members compared Capture ard against PS4 captures. The PS4 capture has some sort of funky compression when you export to USB , the only way to get a semi-raw image is by emailing it . PNG mitigated the effects, but they are still evident. Rushy from evo studios even confirmed our speculation via Twitter .
If you let the shot render and use shareplay to grab the image it is of a lower quality than the exported image.

It's not a pre render Vs rendered issue.

The output in both cases are also .jpg
 
If you let the shot render and use shareplay to grab the image it is of a lower quality than the exported image.

It's not a pre render Vs rendered issue.

The output in both cases are also .jpg
Im saying screenshots taken with the ps4's built in " capture" before you hit the " take image" button in GTS is identical to in-game footage, There's no magical graphical bump. The PS4 capture button does degrade image quality as evident by the 100+ images we compared abot two years ago on the PS forums ( no longer available as sony server dumped everything when rebuilding the forums,). This degradation HAPPENS when you export the image to a USB stick.This is not a GTS issue, it's a PS4 issue. This is of ZERO debate as an image sent over the PlayStation app is LARGER than an image exported to USB via the ps4 . This was tested with various forum members and we all had identical results. Oddly images taken and veiwed on the PS4 don't show degradation, but the second you export it to USB/ twitter/ sony uses some sort of proprietary compression that degrades the image. This was mitigated when sony introduced PNG.files which showed little to no compression artifacts. Again RUSHY from EVOLUTION STUDIOS even acknowledged image degradation and was encouraging us to switch over to PNG when takin in-game pics. Now PD's INGAME export function is probably a native resolution picture with zero compression. but BEFORe you hit CAPTURE in the photodiode, the graphics are not altered in any way

Oh, they made certain design decisions? Interesting.

Obviously, the player's car is not representative of the average quality of car models. One game has model parity amongst the field and the other doesn't. One game SWAPS the ingame model for a higher LOD when you ENTER, not CAPTURE AN IMAGE , photo mode , and one game does not.
 
Obviously, the player's car is not representative of the average quality of car models. One game has model parity amongst the field and the other doesn't. One game SWAPS the ingame model for a higher LOD when you ENTER, not CAPTURE AN IMAGE , photo mode , and one game does not.
INTERESTING design CHOICES, INDEED.
 
And do they stay back as they do in reality or do they immediately start to hammer off the rev limiter?

Do you honestly think GTS is behaving as it should here?

Tbh they all appear fundamentally similar. The main difference for the V40, say, is that it appears to have a soft-cut rev limiter which comes in at 4800 rpm, which means it will never reach the red line while the wheels are still spinning.
 
I do find the decal resolution in GTS to be somewhat poor myself, I honestly hope they will improve it in the future. Not even just for user created liveries, even the base liveries on most cars are super low-res, which disappoints me.

This thread is giving me a headache trying to read it... So many weird, grammatically confusing sentences... :lol:
 
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