New Gran Turismo 7 "Starting Line" Trailer Reveals More New & Returning Cars

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I honestly cant wait to see comparisons between GT7 and Sport.
Im always excited by the slightest improvement. Whether its more detailed textures, shaders.. polygons.
World accuracy especially gets my attention, seeing how close the visuals get to real life.

Gran Turismo Sport has fantastic interiors, car models.
But the track visuals has always been hit n miss, i think bathurst looks the worst.
I meant the best car models are in GT. The difference in terms of details between cars and original tracks are too big IMO.
Once you've played ACC, all the tracks in GT Sport feel and look pretty lackluster. Bathurst in ACC not only looks better but has more character. It's challenging and extremely treacherous if you get it wrong.
 
Once you've played ACC, all the tracks in GT Sport feel and look pretty lackluster. Bathurst in ACC not only looks better but has more character. It's challenging and extremely treacherous if you get it wrong.
Plus, how cool is it to hear Chad Neylon talking during the grid screen?
 
Once you've played ACC, all the tracks in GT Sport feel and look pretty lackluster. Bathurst in ACC not only looks better but has more character. It's challenging and extremely treacherous if you get it wrong.
I avoid some tracks in GTSport like Bathurst, Alsace, BB Raceway or Sainte-Croix (visited this summer, gorgeous location in real life with twisted narrow roads, nothing like the highway in GTSport).
They look unpolished or something procedurally generated with a track maker for the original tracks.
I love GT, this is my favorite game series but the some original and real tracks in GTSport are far from being perfect.
 
I avoid some tracks in GTSport like Bathurst, Alsace, BB Raceway or Sainte-Croix (visited this summer, gorgeous location in real life with twisted narrow roads, nothing like the highway in GTSport).
They look unpolished or something procedurally generated with a track maker for the original tracks.
I love GT, this is my favorite game series but the some original and real tracks in GTSport are far from being perfect.
I would add Brands Hatch there... With weird trees and unpolished environment.
 
I'd be much more concerned about the engine sounds, than "track noise". It's far more enjoyable to drive a good sounding car, than hearing the crowd or seeing flags waving. To me it's much more of a turn-off not being able to hear the engine from cockpit view, due to the gearbox whine being the most dominant sound. And since the car is where the player spends most of the time, it should be the main focus. Sure, they should improve ambient sounds, but it's not a deal breaker.
 
I'd be much more concerned about the engine sounds, than "track noise". It's far more enjoyable to drive a good sounding car, than hearing the crowd or seeing flags waving. To me it's much more of a turn-off not being able to hear the engine from cockpit view, due to the gearbox whine being the most dominant sound. And since the car is where the player spends most of the time, it should be the main focus. Sure, they should improve ambient sounds, but it's not a deal breaker.
You can control transmission sound in GTS.
 
You think an arcade game is simulating more?
I think ever since I saw what NetkarPro and Assetto Corsa could do in terms of physics with relatively low computational demands, I think that simulating "more" or "less" isn't actually the point. A game can clearly be a good simulation with a relatively small number of very well chosen parameters, and presumably could also be a bad one with a huge number of poorly chosen ones.

As far as an arcade game simulating more, for all any of us know they well could be. Physics are physics, regardless of how well they correspond to the real world. It wouldn't surprise me to find out that making a car behave in a manner that was realistic-ish but flattered the driver like an arcade game was more difficult and complicated than just programming some basic physical laws into the system. Basic Newtonian mechanics aren't that complicated, and the Pacejka formula is more than adequate for most simulations at this level. That's all a sim needs. If someone with knowledge told me that NFS:Heat simulated more variables as part of it's physics system than Assetto Corsa then I wouldn't really find that particularly shocking.

This whole thing feels a bit reminiscent of the simulation=hard argument that used to go around. Driving simulations don't have to be hard, and they don't have to be complicated either. It's just code, and you can make it as complex or simple as you like. Being an arcade game does not necessarily mean that something is simple or easy.
 
I think ever since I saw what NetkarPro and Assetto Corsa could do in terms of physics with relatively low computational demands, I think that simulating "more" or "less" isn't actually the point. A game can clearly be a good simulation with a relatively small number of very well chosen parameters, and presumably could also be a bad one with a huge number of poorly chosen ones.

As far as an arcade game simulating more, for all any of us know they well could be. Physics are physics, regardless of how well they correspond to the real world. It wouldn't surprise me to find out that making a car behave in a manner that was realistic-ish but flattered the driver like an arcade game was more difficult and complicated than just programming some basic physical laws into the system. Basic Newtonian mechanics aren't that complicated, and the Pacejka formula is more than adequate for most simulations at this level. That's all a sim needs. If someone with knowledge told me that NFS:Heat simulated more variables as part of it's physics system than Assetto Corsa then I wouldn't really find that particularly shocking.

This whole thing feels a bit reminiscent of the simulation=hard argument that used to go around. Driving simulations don't have to be hard, and they don't have to be complicated either. It's just code, and you can make it as complex or simple as you like. Being an arcade game does not necessarily mean that something is simple or easy.
Agreed. There was an interview in a sim online magazine years ago with the head of Grand Prix Legends that confirmed that the physics were deliberately harder than real for "reasons" - this was after Jackie Steward had commented that the cars in that sim were harder to drive than the real cars he drove that season. That was something carried forward in all their sim titles after that including IRacing. That would make them no more accurate than a none sim game when it cames down to it. I had no difficulty in going from GT to AC, ACC and a one month sub to Iracing, so most of what is going on is transferable between titles.
 
I'm guessing you're the kind of person who thinks every race track needs to have chevrons, an obnoxious amount of bright blue/pink/purple, hot air balloons, blimps, spotlights, confetti, pyro, gimmick boosting and a DJ wearing a silly hat. . .

Hence why I have little interest in FH anymore. Cars and racing became secondary to bowling pins.

No progression whatsoever. Cars just rain from the sky (literally!).

Want to go fast? Just download a tune. No need to even learn the game. Imagine you play The Witcher 3 and just download a Grandmaster Witcher set at the beginning to steamroll the game with.

In most arcade games from the past, whether NFS, TD, Ridge Racer, Juiced, PGR, you name it, skill was required to beat them. F-Zero X and especially GX were absurdly difficult. Super Mario Kart was very difficult at the top level (I only beat the Special Cup 150cc once).

FH was diluted to the point it's just a free roaming game with nothing else to do. The days of beating Darius in FH1 are long gone. Even NFS Heat takes more effort and involves more risk.

On the other hand, being a pretty, easy sandbox does make FH perfectly tailored to the current market (no jab at the poster BTW).

So it's a bit unfair to compare FH with track racers when it comes to graphics. FH looks prettier because it has to. Otherwise, there wouldn't be much incentive to play it. Compare to Assetto Corsa with graphics from 2011 but still widely played because of physics.
 
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Hence why I have little interest in FH anymore. Cars and racing became secondary to bowling pins.

No progression whatsoever. Cars just rain from the sky (literally!).

Want to go fast? Just download a tune. No need to even learn the game. Imagine you play The Witcher 3 and just download a Grandmaster Witcher set at the beginning to steamroll the game with.

In most arcade games from the past, whether NFS, TD, Ridge Racer, Juiced, PGR, you name it, skill was required to beat them. F-Zero X and especially GX were absurdly difficult. Super Mario Kart was very difficult at the top level (I only beat the Special Cup 150cc once).

FH was diluted to the point it's just a free roaming game with nothing else to do. The days of beating Darius in FH1 are long gone. Even NFS Heat takes more effort and involves more risk.

On the other hand, being a pretty, easy sandbox does make FH perfectly tailored to the current market (no jab at the poster BTW).

So it's a bit unfair to compare FH with track racers when it comes to graphics. FH looks prettier because it has to. Otherwise, there wouldn't be much incentive to play it. Compare to Assetto Corsa with graphics from 2011 but still widely played because of physics.
That, and the game is also standard at 30FPS, allowing some extra resources to go elsewhere.

Although I disagree with the fact about going fast. Simply downloading a tune is not a surefire way to go fast. It'll make a quick car, I'm sure, but if you just aren't tailored to it just wont be that helpful - It very likely wont be any different for any other game, where you just max out/upgrade a car. Downloading a tune will not, and never will, replace actually having to learn how to play the game.
 
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That, and the game is also standard at 30FPS, allowing some extra resources to go elsewhere.

Although I disagree with the fact about going fast. Simply downloading a tune is not a surefire way to go fast. It'll make a quick car, I'm sure, but if you just aren't tailored to it just wont be that helpful. Downloading a tune will not, and never will, replace actually having to learn how to play the game.

That's true, but the tunes do make the car much easier to drive too. AWD and aero tame pretty much every car in the game. Since most people just want to chill, it helps them.

However, they did add some new upgrades which could help set different builds apart. In NFS Heat they actually had the opposite effect, but the physics in NFS Heat is not, and cannot be called "car physics", unlike Forza Horizon.
 
That's true, but the tunes do make the car much easier to drive too. AWD and aero tame pretty much every car in the game. Since most people just want to chill, it helps them.

However, they did add some new upgrades which could help set different builds apart. In NFS Heat they actually had the opposite effect, but the physics in NFS Heat is not, and cannot be called "car physics", unlike Forza Horizon.
But then that's not really a tune, you can do that by simply upgrading like you can in most any game - If you're simply a bad driver, no amounts of tunes are going to make up for that in the long run. I agree with NFS in general, whatever they have going on with their "physics" (if you can even call them that) is a mess.
 
The only one's that get "hurt" in gt7 might be all hardcore onlinegamers.We who can die doesn't care much of onlineracing.We just want to have fun on our own.Just my personal opinion.
 
Want to go fast? Just download a tune. No need to even learn the game.

How is this any different then looking at a Youtube video for settings for a car in GT Sport and using it yourself? There is no functional difference, and I don't know why you are trying to nail Horizon on the cross for it. Horizon only gives you the tools to search for it. Am I a filthy casual who doesn't want to learn the game if I look at a video for a Group 3 car because I hate how it drives, and I want to make it drive better?

In most arcade games from the past, whether NFS, TD, Ridge Racer, Juiced, PGR, you name it, skill was required to beat them.

Fun fact: games are meant to appeal to a large range of players. Some want a masochistic challenge, others want to make things easier on themselves to explore a game as a way to play it on a backlog. Both of these viewpoints can be true, and it is up to the developers how to apply it. Which FH does. In spades, considering the difficulty options in play, and the Drivatar systems powering it. Would be nice for GT to have any sort of difficulty settings, but Kaz seems content on continuing the belief that difficulty means only putting up performance limits and treating races like battles in a JRPG dungeon, which was outdated shortly after GT1's release, and is an active joke in 2021.

FH was diluted to the point it's just a free roaming game with nothing else to do. The days of beating Darius in FH1 are long gone. Even NFS Heat takes more effort and involves more risk.

What a lie, and you know it. They wouldn't have added Super7 and Eliminator post H4 launch, alongside Event Lab into FH5, if there wasn't anything to do and if it was just a free roaming game.
 
I think ever since I saw what NetkarPro and Assetto Corsa could do in terms of physics with relatively low computational demands, I think that simulating "more" or "less" isn't actually the point. A game can clearly be a good simulation with a relatively small number of very well chosen parameters, and presumably could also be a bad one with a huge number of poorly chosen ones.

As far as an arcade game simulating more, for all any of us know they well could be. Physics are physics, regardless of how well they correspond to the real world. It wouldn't surprise me to find out that making a car behave in a manner that was realistic-ish but flattered the driver like an arcade game was more difficult and complicated than just programming some basic physical laws into the system. Basic Newtonian mechanics aren't that complicated, and the Pacejka formula is more than adequate for most simulations at this level. That's all a sim needs. If someone with knowledge told me that NFS:Heat simulated more variables as part of it's physics system than Assetto Corsa then I wouldn't really find that particularly shocking.

This whole thing feels a bit reminiscent of the simulation=hard argument that used to go around. Driving simulations don't have to be hard, and they don't have to be complicated either. It's just code, and you can make it as complex or simple as you like. Being an arcade game does not necessarily mean that something is simple or easy.
Agreed. There was an interview in a sim online magazine years ago with the head of Grand Prix Legends that confirmed that the physics were deliberately harder than real for "reasons" - this was after Jackie Steward had commented that the cars in that sim were harder to drive than the real cars he drove that season. That was something carried forward in all their sim titles after that including IRacing. That would make them no more accurate than a none sim game when it cames down to it. I had no difficulty in going from GT to AC, ACC and a one month sub to Iracing, so most of what is going on is transferable between titles.
At the end of the day they're just design choices. A simple but well-made physics engine that doesn't have a dozen built-in assists and grip multipliers can offer an authentic experience. The basic principles aren't that difficult to implement, but understanding them can be a challenge. For most people this is a turn-off and one of the reasons why sim-racers will never gain mainstream status.
 
How is this any different then looking at a Youtube video for settings for a car in GT Sport and using it yourself? There is no functional difference, and I don't know why you are trying to nail Horizon on the cross for it. Horizon only gives you the tools to search for it. Am I a filthy casual who doesn't want to learn the game if I look at a video for a Group 3 car because I hate how it drives, and I want to make it drive better?

Because not all tunes suit people's driving styles.

If I dig into the game, I learn how to change them to suit me, and maybe I learn how to do them myself eventually.

Now compare with Forza where everything is locked and people don't care. Especially in Horizon where "max out" tunes get tons of downloads since the game has no limits. You can race anywhere, with anything.

Would be nice for GT to have any sort of difficulty settings, but Kaz seems content on continuing the belief that difficulty means only putting up performance limits and treating races like battles in a JRPG dungeon, which was outdated shortly after GT1's release, and is an active joke in 2021.

Did you know Forza Horizon is also like that? Or have you not played enough of it to experience the awful rubberbanding reminiscent of GT League?

In FM7 you can play through the whole of career mode on New Racer and turn off fuel consumption and tire wear in endurance races. There's a flip side to the increased choice you get in the game.

Forza was spawned by Gran Turismo and shares most of its flaws as a result.

What a lie, and you know it. They wouldn't have added Super7 and Eliminator post H4 launch, alongside Event Lab into FH5, if there wasn't anything to do and if it was just a free roaming game.

How much is the percentage of players on Xbox Live who completed 50 Eliminator matches again? Somehow it was labeled a "success" despite nobody playing it. They didn't add Eliminator because they "care" about their fanbase, but to join the bandwagon of battle royale. They failed miserably, but are still trying to push it because it has the most mass appeal out of all Xbox's games (yes, even above Halo).

Super7? Please. It's a joke of a mode. Not enough freedom to construct anything. Bad prizes. The physics of Forza don't suit the crazy stuff you can create with it. And they didn't even bother merging it into the Route Creator like it was supposed to.

But that's besides the point. The vast majority of the Forza Horizon player base is quite content with just loafing around in cars. Nobody is hyped for Eliminator. They all want to throw their Supra into the volcano and see what happens. It's as simple as that. For those people, Eliminator and Super7 might as well not be there at all. And for those people, the Supra could be the only car in the game and they'd be satisfied.
__________

Anyway, my point is that games like Gran Turismo are developed with an incentive for the player to get better at it. On the other hand, games like Forza Horizon are developed to constantly feed you with instant gratification so you keep subbing to Game Pass every month to get more of it. That's why presently Gran Turismo interests me more, despite the corners cut in GTS' campaign.
 
At the end of the day they're just design choices. A simple but well-made physics engine that doesn't have a dozen built-in assists and grip multipliers can offer an authentic experience. The basic principles aren't that difficult to implement, but understanding them can be a challenge. For most people this is a turn-off and one of the reasons why sim-racers will never gain mainstream status.
What does "mainstream" mean for a game these days? Are RTSes mainstream? 2D fighting games? MOBAs?
 
Because not all tunes suit people's driving styles.

If I dig into the game, I learn how to change them to suit me, and maybe I learn how to do them myself eventually.

Now compare with Forza where everything is locked and people don't care. Especially in Horizon where "max out" tunes get tons of downloads since the game has no limits. You can race anywhere, with anything.
You first sentence and last sentence are contradictory. Max out tunes are essentially useless because you can max out any car you want without having to tune. It's really no different than any other game that has a community offering tunes, the only difference being ease of access. Again, simply maxing out your car in that game is NOT the way to accomplish races, you'll fall on your face more often than not because the maxed out cars typically handle like crap.
Did you know Forza Horizon is also like that? Or have you not played enough of it to experience the awful rubberbanding reminiscent of GT League?
I've not seen it and I play on the hardest setting, lapping them at least once, sometimes twice depending on the length of the race, by the end of the race. They don't have rubberbanding, what they have is AI that can pull unbelievably fast times, more often than not resulting with 1 or 2 AI way ahead of the pack, usually the only ones producing somewhat of a challenge. It's also very specific incidents, you wont get that fast AI on every single race, for whatever reason. It more like its pulling AI from a difficulty above your selection.

But that's besides the point. The vast majority of the Forza Horizon player base is quite content with just loafing around in cars. Nobody is hyped for Eliminator. They all want to throw their Supra into the volcano and see what happens. It's as simple as that. For those people, Eliminator and Super7 might as well not be there at all. And for those people, the Supra could be the only car in the game and they'd be satisfied.
Thus is the nature of open-world games. Ironically, the same thing can be said about Sport mode though, isn't it? The participation compared to the grand amount of players it has is extremely low. That doesn't mean it wasn't a good addition.

The Forza Motorsport/Horizon and Gran Turismo series of games are both super fun to play for various reasons and idk why everyone needs to put one or the other down all the time.
I completely agree with this, and always find it extremely odd how people choose to go about it. They are not mutually exclusive, and cover a good area that any car fan should be able find fun in.
 
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The Forza Motorsport/Horizon and Gran Turismo series of games are both super fun to play for various reasons and idk why everyone needs to put one or the other down all the time.
I've always wondered about that all the time. People always put down a game they don't like just to make their favorite game look superior in comparison. It's not exclusive to GT and Forza tbh. I've seen post all the time about how less serious racing games like GT and Forza aren't good just because they don't simulate enough of the car, like really? Who cares these simcade games exist and popular for a reason, it's for people who just want to casually drive their favorite cars in a video game. It's just elitism really, I cringe so much when I see a post like that.
 
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In my mind all these videos are building to a beta that will arrive on christmas.
Seems to early for so many gt7 videos but PD certaintly knows more about marketing than me
 
In my mind all these videos are building to a beta that will arrive on christmas.
Seems to early for so many gt7 videos but PD certaintly knows more about marketing than me
This is my guess too, beta around Christmas.

Gives 2 months for fixes depending on how long the beta would run for and a big day 1 update.

Just speculating.
 
I’m not convinced we’re getting a beta for 7. Wasn’t the beta for Sport to test the servers? I’m sure PD got enough info from that plus the info accrued from Sports life so far means it’s not really necessary. I am happy to be proved wrong though!
 
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