New Gran Turismo 7 Details: PS4 vs PS5, Driving Physics, GT Cafe, and More Revealed in Kazunori Yamauchi Interview

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i don't know why people are mad it looks promising for me. we will have a fun time playing it .
GT6 vibes with GTsport engine/sport mode and scapes.
I just hope the career mode is fun
it looked to me its time/weather is similar to GT6 some tracks was not fully 24 hours
anyway HYPE is 100%
 
Will it be possible to deactivate boost/rubberbanding in career mode? I hate it, I'd rather have the option to do more difficult races without boost.
Even with it off, it's still not brilliant. Good thing with GT4 was that, despite the brain dead AI simply driving around on rails, cars actually differed from each other. Racing an AI driver in a Shelby Cobra meant that he'd probably annihilate you on the straightaway but struggle to stay in control through turns.

Yesterday I drove a custom race in GTS with boost off only to annihilate an FK8 Type R on the Fuji Speedway main straight in a stock EK Type R. At that point it's simply redundant to model individual AI vehicles if they behave nothing like their real counterparts.

On the other hand, it's pretty cool to drive around the Nordschleife two-wide with an AI driver with him eventually conceding position and giving you a point by. Progress.
 
Well, it's something, thanks, but they're pretty vague words. Hopefully some clearer details on specific improvements come later. The format is really just as important, we needed someone to ask about chase the rabbit.
They were testing deep learning AI with GTSport back in 2020.

 
That really does not stand up, it's more to do with cross play then server issues, your limited to PS4 power, and therefore have to take that into account, this is one of the losses to the game by having this.

Their would not be much of a difficulty in having a disable cross play button allowing PS5 users to have Bigger Lobbies especially going forward as the ratio of ps5 to 4 players increases
Indeed. As far as I can tell from a Wireshark capture I once did of an online lobby race, the game sends 20 updates per second to each of the other players. The packet size is only 181 bytes. So each player sends and receives (n-1)*3620 b/s, where n=number of players.
 
We are not in 2010 anymore. It will be at least 2022 when this game comes out. 16 player lobbies are too little at this point, especially for multi-class league racing. I guess we found out what the “Yikes” factor for each GT game will be for GT7. I knew it was too good to be true. Should’ve stayed a PS5 exclusive.
 
No mention of improvements to AI? Hands down the weakest part of the the GT series from the first game to Sport. Not that I don't love the series, but the AI is terrible. I've never felt like I was actually "racing" the AI, but rather that they simply exist on the track to get in my way.
You could sometimes feel it only in GT1 such as here (if you didnt have overpowered car of course)

 
University of Zurich were, not PD. And what they did used 4x PS4 and a Desktop PC, constantly running.

I don't think it's going to be relevant to what PD are doing.
Well,
F. Fuchs, Y. Song, E. Kaufmann, D. Scaramuzza, P. Duerr
Super-Human Performance in Gran Turismo Sport Using Deep Reinforcement Learning
IEEE Robotics and Automation Letters (RA-L), 2021
F. Fuchs and P. Dürr are with Sony, Switzerland.
So there is the fact that Sony is involved with AI studies, particularly in regard to a certain racing game. If anything comes of this, we'll see, but it does put a quote from Kazunori-sensei from an interview on the subject in an interesting light.
 
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University of Zurich were, not PD. And what they did used 4x PS4 and a Desktop PC, constantly running.

I don't think it's going to be relevant to what PD are doing.
Polyphony is still involved and their job description pretty much details the same goals of using machine learning to help AI as that video. The PC and and PS4s are to train the AI, not an indication of how much power is needed to use the AI once it's finished the deep learning.


"The in-game AI recognizes various course/road shapes and the continually changing environment around the vehicle, determines the best driving trajectory to drive through at the fastest speed, and performs driving operations that meets a large variety in car models. By improving these processes, we aim to develop an autonomously driving AI that can drive faster, and more human-like.

We also aim to utilize and develop mechanical learning techniques such as deep learning, to utilize in not only for autonomously driving AI but also to apply to other issues involving content production, and we hope to find candidates that have the curiosity and drive to succeed in this type of development."
 
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Polyphony is still involved and their job description pretty much details the same goals of using machine learning to help AI as that video.


"The in-game AI recognizes various course/road shapes and the continually changing environment around the vehicle, determines the best driving trajectory to drive through at the fastest speed, and performs driving operations that meets a large variety in car models. By improving these processes, we aim to develop an autonomously driving AI that can drive faster, and more human-like.

We also aim to utilize and develop mechanical learning techniques such as deep learning, to utilize in not only for autonomously driving AI but also to apply to other issues involving content production, and we hope to find candidates that have the curiosity and drive to succeed in this type of development."
The problem being the amount of hardware needed to make that capable. It's a good thing still that they're diving into AI, but we likely wont be seeing anything resembling that.
 
Well,

So there is the fact that Sony is involved with AI studies, particularly in regard to a certain racing game. If anything comes of this, we'll see, but it does put a quote from Kazunori-sensei from an interview on the subject in an interesting light.

Polyphony is still involved
The two people from Sony Switzerland have nothing to do with PD, they likely just facilitated the use of the PS4s and whatever modifications were need to run four of them together and access the GTS API.

PD were not involved, as far as I can see.
 
16 (or even 20) cars on track is simply not enough for any track bigger than Laguna Seca. Endurance races would benefit the most from the new weather/TOD simulation... but you can't have a meaningful endurance race (especially on big tracks) with just 16 cars. I hope this is different for single player. There should be no technical limitation with the PS5. Sadly, I fear this is an area where the PS4 cross compatibility is limiting things.

Like most here, I'm still getting GT7... but it's pretty clear PD hasn't changed their approach to things. Slow evolution.
 
Well, thanks to the gtp crew for providing more info.

I figured the loading times in Sport Mode, would mean PS5 players get extra time to practice.

Roll cages are big for me. Gives me more immersion, as I'm an in-car cam player.

Glad widebody-type racing modification is back. Hopefully, for every car. At least, being able to set cars up like a race car with full on race car suspension spring rates.
I just want to take this:
images (38).jpeg


And make this:
images (39).jpeg

I don't care about much else.

16 cars online. Guess it's still 20 cars offline, with possibly 30 cars in certain Missions races. Maybe this time, 30 car Nurburgring/Le Mans/Spa events than just one event.

The Livery thing is interesting. I brought up how Ian Bell mentioned rendering livery edited cars in PC2, created by players, would be difficult to implement online. That's why the cars only keep the liveries the developer created.
Not just the servers, but could be another reason why 16 cars can only be used online.

Well, since those of us old players will have to stick it out through licence tests, think I'll only start this game once. Hoping all the tools are there for my replayability.
 
Read both articles. Interesting in the GTP article, Kaz says there is not going to be a sacrifice in detail between PS4 and PS5, just different load times. Yet in the other article, he does say that all the features will be present in the PS4 version, they just won’t look as good.

Also, the way I read the other article, it sounds to me that through updates over the life of this game…. That it will eventually morph into a Full-fat PS5 game with the exception of sport mode. And if I had to guess, I will think that Sport mode will be more and more tailored to PS5 as the months and years tick by.

I’m liking that it sounds like the physics will be better.

I’m not liking how it sounds like the AI will still suck. Hopefully, there will be patches in the future that will take advantage of the PS5 horsepower with creation of “PS5 only” career mode leagues that feature tougher AI.

To the dummy (me), it shouldn’t be tough for PD to make the AI more challenging. ACC on PS4 is really good….
 
Good interview but between this and the other articles today none of them have covered the most important factors to me, career structure and AI. Hopefully it's because they have some big whooping and hollering to do about it further down the line, but I'm not holding out much hope.
Important questions to me, also.
As we get some info about AI, my biggest interest is how it will affect "racing structure". We will get the feel that we are racing, instead the feel that we are evading "moving chicanes", while chasing the rabbit? The later situation is one thing that stimulates dive-bombing...

As some already mentioned, I would like to know about a better physics collision system. This, togheter with a better AI, would provide a much better offline racing experience (maybe even online, since we could get rid of some well trained dive-bombers).
 
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Hey, also for you guys that needed something regarding the AI, this MeriStation (Spanish) interview talks something about it:

A recurring aspect that spans over the entire Gran Turismo franchise, is the Artificial Intelligence (AI). We've approached this opportunity to ask Yamauchi what we might expect with this regard, (AI) and if there'll be substantial upgrades.

Regarding to the development of AI, it's something that you cannot always feel satisfied with; but compared with GT Sport, the AI is faster, and will drive in a more human way to how it did in the past.
Sorry if it's a rough translation, I did it with my own methods lol
Thanks! Very nice addition! :gtpflag:
 
Something popped in my mind and it's mostly to do with those Gr3 and GrB Road Cars in GT Sport. Since we're getting body modifications, do you guys think we'll still get those cars as their own or will they be repurposed as modifications?
 
If PS4 has feature parity though, how can the PS5 version have VR ?
imo this will be only exception(edit: tough not only one as there already is confirmed dualsense support ;d) and full psvr2 support on ps5
 
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As far as the implemented 24 endurance race by PD, looks like that might not be happening, hopefully least bring back the two hour races, from previous GT's, maybe longer endurance's events that take the advantage of the sun setting towards the end of the race or something like Bathurst starting the race before sunrise.


Eurogamer interview: Kazunori Yamauchi: "Whether or not we actually implement a full 24 hour race is something we're still deciding on."


I think Arcade Mode will be the place create the longer endurance races, hopefully they would still carry over the credit system currently in GT Sport
 
Sorely disappointed on the always online requirement that I'd feel is unnecessary since you can't even modify any save data in the PS5 on OS level... Yet. Even then if you managed to modify save data and go online, that's asking for a PSN banhammer.

Having said that, a pleasant surprise for full feature parity. Just waiting on news for PSVR2, let the hype train roll.
 
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