Little Things You Love about GT7?

  • Thread starter Scaff
  • 302 comments
  • 35,683 views
It doesn't. That was a joke about the script to farm credits.
Omg 🤦‍♀️🤦‍♀️ i kinda thought so, but since i've only explored about half of what gt7 has to offer, i may have easily overlooked it.

Good one 😅🙃
 
I've got to say, after running a decent number of offline and online races there including yesterday's Manufacturers Cup round, I'm taken by GT7's take on Deep Forest. It preserves the lovely flow and variety of elements that made the first two sectors so distinct in the first place, while the reworked final corners are a blast to hurl a Gr.3 or Gr.4 car through at full throttle. I used to struggle quite a bit in the infield sections, and at times I still do, but the newer physics have helped make it much easier to learn from my mistakes and improve my lines and inputs through those areas.

Polyphony have nailed this reimagining and it has quickly become one of my favourite circuits to drive so far along with Brands GP and Mount Panorama.

Also, it turns out that some in-game decals from GT Sport which are not available in GT7 (such as the FIA 'Action for Road Safety' logos) do actually carry over if you happen to import a livery which has them on it. This I learnt upon importing my Nausicaä TS050 scheme this evening (which has one 'Road Safety' decal on each side), which leads me to believe that decals like those are still hidden away somewhere in the game files even if they can't be accessed through the Livery Editor. Pleasantly surprised by this, actually.
 
Last edited:
I've got to say, after running a decent number of offline and online races there including yesterday's Manufacturers Cup round, I'm taken by GT7's take on Deep Forest. It preserves the lovely flow and variety of elements that made the first two sectors so distinct in the first place, while the reworked final corners are a blast to hurl a Gr.3 or Gr.4 car through at full throttle. I used to struggle quite a bit in the infield sections, and at times I still do, but the newer physics have helped make it much easier to learn from my mistakes and improve my lines and inputs through those areas.

Polyphony have nailed this reimagining and it has quickly become one of my favourite circuits to drive so far along with Brands GP and Mount Panorama.
Lol I think this is probably the first positive review I've seen of the new track layouts.

Personally, I agree. I really love the final sector of Deep Forest now. The fast kink that dips beneath the underpass and over a crest is really unique and fun to drive, while preserving the high speeds more suitable to Gr.3 and above.

Also I don't understand the people complaining that Deep Forest isn't forested enough. From what I've played there seems to be plenty of trees around the track to make me feel like I'm deep in a forest. Maybe it's just me. I think there's less overhead tree cover over the track perhaps? While it looks nice, that wasn't exactly the most realistic thing ever, so I prefer the more true-to-life forestation the new track has.
 
Last edited:
I've got to say, after running a decent number of offline and online races there including yesterday's Manufacturers Cup round, I'm taken by GT7's take on Deep Forest. It preserves the lovely flow and variety of elements that made the first two sectors so distinct in the first place, while the reworked final corners are a blast to hurl a Gr.3 or Gr.4 car through at full throttle. I used to struggle quite a bit in the infield sections, and at times I still do, but the newer physics have helped make it much easier to learn from my mistakes and improve my lines and inputs through those areas.

Polyphony have nailed this reimagining and it has quickly become one of my favourite circuits to drive so far along with Brands GP and Mount Panorama.

Once you have your first dance with the rumble strips on turn 4 you fall in love. 😍
 
Once you have your first dance with the rumble strips on turn 4 you fall in love. 😍
I used to do that a lot in the earlier PS2-PS3 games, but quickly learnt that that'll leave you with a track limits penalty in Sport Mode. :lol:
 
I admire the fact that PD bothered to make not only the main odometers functional, but also smaller things like trip odometers and clocks. Even the Genesis G70 3.3T has a functional range predictor in the game.

Oh, and the widebody animation at GT Auto always gets a smile out of me.
 
Some minor exploration:

There's a GT baloon in Willow Springs and yes, there's people inside!
j1t2Bk4.png
yCEeKEA.png



Doing the Trial Mountain tournament, I noticed those folks above the small tunnel. Isn't this dangerous? :eek:
wJwkGvQ.png
Ewlxhyj.png


What's interesting is that in lap 2 of the second race, since it's getting dark, there's no one there!
ZeOqKxU.png
h64EICx.png


Also at Trial Mountain:
ahe8RXc.png


This license plate. I think PDI mean Polyphony Digital Inc. But what about 9285?
t8T1FLE.png


Say hi to marshals!
qXRNwlG.png


And to those lovely faces. Do you guys know them? You can spot a lot of real faces in the crowd
rBi7gJa.png
 
Things I love:
The way headlights of the car behind you dance around the cockpit of your car
That they separated the rim and center of 2-piece wheels so you can have gold/color centers BBS RS, RM, LM etc.
The finally available option to change offset and wheel width, which also allows for tire stretch
The way wheels are modeled to fit the width and style of cars. Finally makes some wheels like the meisters worth putting on things
That you can widebody pretty much everything... I just wish there were more aftermarket options rather than a generic fender pull
All the little body mod options
The handling... up to the point of SNAP OVERSTEER
The physical feeling that can arise from weather and time changes

It really is a fantastic thing, that will hopefully see redemption in upcoming updates. There is no way Sony/PD can ignore what's going on with their fanbase.
 
Last edited by a moderator:
Hey! Wrong thread, bro. Also, proper punctuation and capitalization goes a long way towards people not ignoring your run-on wall of text. I also haven't experienced what you're talking about so... git gud, I guess?
Preach!!

Also i have to mention:
-Pressing circle and it puts the cursor on the exit button
-The widebody animation
  • Just how beautiful my favourite cars look in replays and garage view
  • Having a clean race in first person view
  • The driver's hand anticipates your shifting, and sometimes will stay on the shifter for a time while you accelerate/decelerate
  • The rain effects on the windscreen
  • Having to mix being careful and confident when the sun glare obscures the track

I could go on but i'm sure i'd get kicked off the internet for a near-infinte length post 🙈😂
 
Land of Hope and Glory played before a custom race at Brands Hatch. Wasn’t expecting that and made me chuckle.

Racing against my own garage in custom races.

The attempt at an immersive experience with the cafe rather than the coldness of the usual static menus.

It works on basic PS4.

The promise of more to come, I’m in no rush.
 
So this will probably get lost in these pages, but if you're reading then you'll probably have seen some of these things mentioned:

1. The 'core' part of the game:

a. Graphics. Yes, better than ever and in some replay shots almost harks back to watching a live event of Best Motoring or something. Its the little details as mentioned such as the dashboard shining on the windscreen, the different exhaust parts depending on what you install and the heat haze can be seen even at speed on a 1080p tv. the detail of writing on the sidewall of tyres. (123/45/R67 89Y sizes it seems :lol: ) The grass at the side of the track will be blown about in the wake of a fast car as well, as seen in the replay angles at Tsukuba on the back straight. Not to mention in the home garage, when viewing the inside dashboard of a car, the clock matches the time of the system, and (unless I'm mistaken) the 'outside temp' gauge matches real world temps? (I don't think it actually does but it wouldn't surprise me if they went this far!)

b. Physics. Good on gamepad, but nothing gives you that satisfaction than navigating around consecutive corners with a wheel in a nicely tuned car, simple enough that anyone can pick it up but hard to master. You learn that balance is ABSOLUTELY KING in this game. Not BHP, not weight, but balance. When braking hard on the Tokyo expressway in a 97 Supra with 600bhp but stock suspension, you'll have to take extra care not to just outright lose control like its an Ash song and you mimic the opening into 'le barriare'. It helps you to learn and drive smoothly and to tune your cars to do such. Also, Noob 'schlammed' setup on your car? Yea, that doesn't work here kid! Off to the shadow realm you go...

c. Sound. Bloody hell, absolutely NO ONE, in any reviews at the start of march, has even bothered to hint that the sound is a complete Uno reverse card to the meme that is the vacuum cleaner meta that plagued the old games. For instance, not only the different exhausts give a different sound like the big selling point in FH5, but the pops and bangs in a tuned car don't start to happen till the exhaust/engine is warm after a lap or so. Not to mention that if you de-tune or restrict the engine then the exhaust note changes to match, even just doing turbo mods rather than internal work gives a different sound I'm pretty sure! Another part to the sound complement is that sound TRAVELS in this game, watching a replay at Tsukuba, I heard my tuned R33 bouncing off the rev limiter with the camera being shot from the first corner, the lights go out, the cars race away but i still hear my car at full revs for a moment before it dips down from driving away.

So with these three points above it actually shows what they've been working on - things that no one actually appreciates that some say, was a 'plague' on older games in the series. But as usual, once something is fixed and works as intended, it gets ignored and flies right under the radar of the gamers to be distracted by other 'faults' in the game. (Just to get it out of the way with its the MTX price per credit and no decent events that would give a good pay-out)

2. More customisation:

The way you can now have different wheel offsets and aero parts along side the livery editor means you can get a car to look unique in every scenario. The fact that you can pick up any real manufacturer colour and put it on any car is great! I'm actually using it to see what my car would look like in different colours as it's due a respray at some point. Sure it's not got every option in the book, but they have to make this work with every car and with that, it has to work out on the track without glitching so yea, could be even better in the future!


Where was I? oh yea 'little details' :lol: ...

The driver in game looks where you look. Or at least looks in a sensible direction to where you'd actually be looking like checking the rear view mirror when you look behind in game, or check other cars when battling side by side into a corner. old headlights actually simulate depth of the bulb to the outer lens, (noticable upon the start of a race with the old BMW 3.0 csl when flashing those 'yellow' bulb lights and the camera is going around the car before the green light).

I'll leave it at that for now.
 
In Custom Races, you can change the home country and the name of your opponents.

When I tripped over this option today, in a 2 car race, I changed the other driver to "M. Carter" from Australia.

A little background...

I recall Murray driving his "Corvette Special" at Mt Panorama and elsewhere in the 1960s. The thunder of its power made the very mountain tremble. Here's a link for you - https://primotipo.com/tag/murray-carter/

Murray Carter retired from motor racing in 2017 (at the age of 86).

And another link - https://www.supercars.com/news/championship/former-atcc-runner-up-retires-aged-86/
 
So this will probably get lost in these pages, but if you're reading then you'll probably have seen some of these things mentioned:

1. The 'core' part of the game:

a. Graphics. Yes, better than ever and in some replay shots almost harks back to watching a live event of Best Motoring or something. Its the little details as mentioned such as the dashboard shining on the windscreen, the different exhaust parts depending on what you install and the heat haze can be seen even at speed on a 1080p tv. the detail of writing on the sidewall of tyres. (123/45/R67 89Y sizes it seems :lol: ) The grass at the side of the track will be blown about in the wake of a fast car as well, as seen in the replay angles at Tsukuba on the back straight. Not to mention in the home garage, when viewing the inside dashboard of a car, the clock matches the time of the system, and (unless I'm mistaken) the 'outside temp' gauge matches real world temps? (I don't think it actually does but it wouldn't surprise me if they went this far!)

b. Physics. Good on gamepad, but nothing gives you that satisfaction than navigating around consecutive corners with a wheel in a nicely tuned car, simple enough that anyone can pick it up but hard to master. You learn that balance is ABSOLUTELY KING in this game. Not BHP, not weight, but balance. When braking hard on the Tokyo expressway in a 97 Supra with 600bhp but stock suspension, you'll have to take extra care not to just outright lose control like its an Ash song and you mimic the opening into 'le barriare'. It helps you to learn and drive smoothly and to tune your cars to do such. Also, Noob 'schlammed' setup on your car? Yea, that doesn't work here kid! Off to the shadow realm you go...

c. Sound. Bloody hell, absolutely NO ONE, in any reviews at the start of march, has even bothered to hint that the sound is a complete Uno reverse card to the meme that is the vacuum cleaner meta that plagued the old games. For instance, not only the different exhausts give a different sound like the big selling point in FH5, but the pops and bangs in a tuned car don't start to happen till the exhaust/engine is warm after a lap or so. Not to mention that if you de-tune or restrict the engine then the exhaust note changes to match, even just doing turbo mods rather than internal work gives a different sound I'm pretty sure! Another part to the sound complement is that sound TRAVELS in this game, watching a replay at Tsukuba, I heard my tuned R33 bouncing off the rev limiter with the camera being shot from the first corner, the lights go out, the cars race away but i still hear my car at full revs for a moment before it dips down from driving away.

So with these three points above it actually shows what they've been working on - things that no one actually appreciates that some say, was a 'plague' on older games in the series. But as usual, once something is fixed and works as intended, it gets ignored and flies right under the radar of the gamers to be distracted by other 'faults' in the game. (Just to get it out of the way with its the MTX price per credit and no decent events that would give a good pay-out)

2. More customisation:

The way you can now have different wheel offsets and aero parts along side the livery editor means you can get a car to look unique in every scenario. The fact that you can pick up any real manufacturer colour and put it on any car is great! I'm actually using it to see what my car would look like in different colours as it's due a respray at some point. Sure it's not got every option in the book, but they have to make this work with every car and with that, it has to work out on the track without glitching so yea, could be even better in the future!


Where was I? oh yea 'little details' :lol: ...

The driver in game looks where you look. Or at least looks in a sensible direction to where you'd actually be looking like checking the rear view mirror when you look behind in game, or check other cars when battling side by side into a corner. old headlights actually simulate depth of the bulb to the outer lens, (noticable upon the start of a race with the old BMW 3.0 csl when flashing those 'yellow' bulb lights and the camera is going around the car before the green light).

I'll leave it at that for now.
All facts. Whenever I see some stuff that's been fixed from the GT5 days, I wonder why there's no praise for it - when the noise before it was fixed was unbearable - like the sounds...

Speaking for sound, after fully tuning the ZL1, that thing sounds like a formula car. Another great sounding tuned car is the Silvia Q's...

I'm loving the uncanny effect of the graphics. The graphics are so realistic at times - that every single imperfection gets so pronounced, differently from other great graphics games, but if you look at the whole picture, it's superb. PD has done a SOLID job on PS5, it has very little LOD transitions, namely more on the shadows on the trees. Compared to other racing games the image quality is superb and much more concise (yes, even FH5 on my XSX doesn't look as solid).
 
I noticed this the other day but didn't get a screenshot.. but in first person going through the tunnel on trial mountain where the top opens up and lets light in, the reflection of the dashboard on the inside of the windscreen!!

Just blew my mind, put me back in my old car on a sunny day 🤩
 
Suprised at how many things you guys have missed.
Heat waves are back even on the ps4 base.
If you crash hard enough you will crack your radiator and get a stack of white smoke eminating from the correct holes on the grill , this auto heals after about ten seconds.

Crashing also results in 3d debree that has real physics behind it , it will bounce off the walls and other cars .

Grass debree now acts like gravel did in GTS.

Music replay has unique and dynamic angles absent in normal replay . I found a glitch that gives me super angles but i don't want to share it infears PD will patch it .

PD completley remodeled Kyoto's exterior .

Smoke eminates realisticaly from tires , it goes around the car instead of phasing through it like in most other games. Smoke is also affected by the wind and other cars driving through it , you can quite litteraly see cars pop holes through smoke screens after spinning outin replays .

Grass now sways to the wind , plus your car's driving by it and the grass sways in response to how fast the air in the game is
.
 
Do some race car's still have dynamic cords inside? I remember lot's of car's in GT sport having slinky wires conected to the steering wheel which would bounce and swing around , I also remember antenas vibrated in the beta but that was removed.
 
Back