I mean, when I get the cheap car instead of the three other million+ cars, might aswell be a russian roulette. It gets me mad, getting the MiTO once again, when literally everything else on that roulete was far better.
Adding an extra camo, weapon or whatever to a character, won't make much of a difference. Imagine an FPS game, that has to load multiple players, multiple weapons, also has to take into account bullet velocity, hit reg, smoke, explosions, helicopters, planes, tanks, destructive environment, etc. Extra customization won't make a dent in the performance compared to this. BF4 had levolution, which was a map changing "event", now that had an hit on performance.
So no, having a new spoiler, new bodykit, etc makes little to no difference. The game has to model the car anyway, with or without custom parts. If the game handles the Tomahawk X, it handles everything else. IF there were mods in the game, then that would make a difference, as your game may not have that content, so it has to load it mid lobby. Liveries could be more troublesome, but even then, they are just 2D drawings, and are likely seen by the game as just a paint.
As for physics, nothing suggests that GT7 being a PS5-only game, it would get a complete overall on the physics department. Improvements? Yes, they can improve without scrapping the older engine. GT will never be a super hardcore Sim anyway, so maybe it doesn't need an overall, instead just small tweaks and improvements.
Adding camos, skins, charms, etc, does impact online performance. Look at Apex Legends. As more and more players got more and more customized skins and banners, it started to impact game performance, to the point that Respawn had to ask players to turn off animated skins and banner features, until they can find a solution to the problem.
Your example of the Tomahawk isn’t a good one. A Tomahawk is a Tomahawk, it can’t be customized. Yes, it has moving parts, but it’s one baseline model that the game has to render.
Customizing is more than just adding a rear wing. A rear wing is easy, it’s either selected, or not.
Custom wheels, where each player can customize the dimensions of the wheels (not just diameter, but width, offset, etc), the game can’t render a generic wheel model, it has to render each players specific wheel parameters.
The other big one is decals on glass. There’s a reason we can’t do that in GT sport, and it’s not because PD is lazy. It’s far more complicated. You need to be able to see decals on glass from both sides of the glass, you need to be able to see a decal on glass
on the other side of the car (ie by looking through the interior), they effect lighting, shadows, and reflections in cockpit view - there’s a hell of a lot more involved that a decal on bodywork.
Lastly, I’m not saying whether or not GT7 needs a new physics engine, or just tweak GT Sport. I’m saying that for every new GT game in the history of the franchise, they have redone the physics engine. There is no indication that they won’t follow the same pattern this time.
Not really, the game will use values to determine what modifications a car has. Say you have a car and you decide to change the rear wing, that's not creating any tangiable additional strain on anything. The engine has to render 1 wing or another. If you're adding a wing to a car that doesn't already have a wing, then you are rendering something extra, but it's no more work than rendering the rear wing on any other car, within reason at least, some wings may have more or less polygones etc. but the impact they will have on rendering the scene will likely be so minor it's reasonable to suggest on a practical level it's non-existant.
In other words you aren't going to have one wing made of 15000 polygons and a custom wing made of 2.5 million of them, they will all be within a fairly consistent band. Ultimately the game has to render something, a car with these wheels or those wheels, this bumper or that one, this exhause or that one etc. Of course, some customiation options may add something to the car, so it's an extra part to render, but in all reasonablness it's not going to tax the system.
If GT7 was PS5 only, then I'd agree with this, but the fact it's cross gen and cross play strongly suggests the physics in the PS5 version will be identical to those in the PS4 version. Therefore, dramatic improvements to GT Sport are unlikely, at least in terms of claculations per second and total varialbles being calcaulted. They can ofcourse tweak what they hae to create a more realistic experience, but this is one area that the PS5 version is likely to be being held back.
I’m just saying, basically every online game I’ve ever played, enhanced customization taxes the system.
Remember, we’re not adding
just vehicle customization, we’re adding dynamic weather, time, and track conditions as well.
I have serious doubts that a PS4 will be able handle all these new features, with a full grid of 20 people.
Like you say, you can’t have the two generations operating on different physics models, so the PS5 version would need to be limited by the PS4 capabilities. If that ends up being the case, that is a catastrophic let-down.
If lobby sizes don’t increase beyond 20 players, that is a massive letdown. For comparison, BF4 on PS4 had double the player count as BF4 on PS3; and now BF2042 on PS5 has double the player count as BF2042 on PS4. GT7 doesn’t need double, but 26-30 people per lobby would be great. I doubt a PS4 can handle more people, certainly not with dynamic effects and heavily customized cars.
Since lobbies will be P2P, we’re going to have PS5 players joining lobbies hosted on PS4 systems. That’s….not going to go well, I’d bet on it.