Poll. How is 1.40 update according to you?

  • Thread starter Barareklam
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What is your opinion of 1.40 update?


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  • Poll closed .
I don’t think anybody “prefers” the short Sophy races. But it’s what the general public got at this point, so we’re trying to make the best of it and hope for more tracks and races coming very soon. 🤷‍♂️
Yaya. I referred to the sophy people, as opposed to the PD folks, different teams. I can understand the limited track roll out. Training sophy takes time and all of that.. its just hard to understand why they keep gimping all of the race lengths.

Part of me thinks that there was such fear that the big bad machine learning experiment was going to pummel too many ego’s, and the short length is to camouflage how they have gimped its performance this round. Ie: some of the top speed reductions people are posting about. If thats the case, cool. Its just a bit of a bummer as 3 laps is soooo short that I end up back in sport mode pretty quickly.
 
I really like what they did with the event directory but it’s sort of clunky. There’s this macro thing about it where it takes you to the event you choose. But to go back to the directory, you nearly need to back out 2 or 3 screens to then re-enter. It also puts in plain sight the actual lack and region bias of some of the events. Namely the drivetrain events. Other than that I think it was a pretty solid update.

I’m also excited to see Sophy progress and expand more in the game. Like longer races. If they’re going after human like behavior, it’ll be nice to see if they can implement fatigue.
 
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On the whole I am a big fan of most of the update. Sophy seems interesting, the 992 is a joy to drive and I quite enjoy the snow. I also randomly like the weekly challenges, getting me to drive cars and tracks I have not been to in a while.

Only one thing I am disappointed about... no decent new endurance races. 5 lappers are boring IMHO. Not enough time to really get to know the car or the track, no strategy required.

I drive Tokyo and Le Mans and Spa, not to grind credits (I am not a collector so don't need them), but because they require 30-60 minutes of concentration, can be tackled in such a variety of cars with different fuel and tyre strategies. I simply wish there were more long style races. The tracks are there, the cars are there, AI is even there... basically all of the really complex and hard stuff is done. Writing a programme for 20 laps of Laguna or an hour at Suzuka just does not seem that hard to me compared to mapping a track or a 10,000,000 pixel car with reflections.
 
I'm happy with new content, new incentive to race career modes besides grinding, new cars including the Tesla, overall is a good update.
 
I haven't delved too deep into the update. To be honest, as much as I lurk and post here, I barely play the game anymore.

I know better than to get my hopes up concerning PD but I think Spec II is a misnomer. Other than a few QoL changes and the Sophy races (which got real old, real fast), what new things did they really introduce? I will grant that higher payouts for custom races is great for those that do them. And four player split screen is fantastic for when friends are over. Also, the weekly challenges are something I can knock out in a half hour or so for credits, so that's good.

But, I barely play single player. I thought Sophy would have changed that but it didn't.

No VR update, 'chase the rabbit' Sophy lobbies against weird cars that don't belong on a track together, and a snow track (although that is going to be really fun on four player split screen, for sure).

I gave it a three because it does show that PD is still putting work into the game. Also, I like most of the new cars. Sophy is showing a lot of promise but I feel like PD needs a quantum computer to be able to train Sophy faster. There is so much still missing until it's viable for custom races.
 
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I gave 1.40 good marks solely because PD made a recognizable effort to bring the fans something new. Is it the arrival of Spec 2.0? Ahh, I don't think so...but looking at it from a pragmatic lens, they made an effort this time...

I hope this is a sign that they are vested in recapturing the title as the distinguished leader in this category. I'm a loyal fan, and will always be, but I have my reservations...
 
After we all tested 1.40 for some time now, what are your impressions?
Fix the bloody split screen issue. Ffs
I’ve raised the issue on here. 2 player. Same car. Same settings. Guess who always wins… player 1. Please test properly before replying. Nov 2023
 
Fix the bloody split screen issue. Ffs
I’ve raised the issue on here. 2 player. Same car. Same settings. Guess who always wins… player 1. Please test properly before replying. Nov 2023
Yeah mate I agree, it is poor QA at PD office for sure. I really love the game and enjoy it but it is embarrassing how poorly some parts of game works and how ignorant PD are to actually get feedback and do something about it... They had "we are aware of assists for P2 and going to correct it in the future" for a year... and still split screen do not work properly... I wonder if it will ever actually be fixed?
 
we are aware of assists for P2 and going to correct it in the future"
I am not aware of how exactly the issue was prior to the current version, but the driving aids for p2 have actually been fixed.
Is the speed difference we now see a new issue, or was this already present in the past version?
 
On a scale of 5, I will give this a 4.

A few gripes I have:

- GT3 RS 992 suddenly losing control (specifically veering to the left) under hard braking.

- Weekly challenge events must pay higher once highlighted. Though I can smell they are testing the implementation of Seasonal Events.

- I am on the fence regarding the new snow track, but it is a decent addition.

- Most of the new engine swaps are leaning to the unrealistic side. My favorite so far is the Windsor twin turbo swap for the Mustang Gr.3 Road Car.


The rest of the update? Definitely delivered very well.
 
Game is going in the right direction but the payout are still too low. Weekely should have been at least 250k - 500k - and a 6 star roulette. Idealy I would have liked a 500k - 1 million - and a car above 1 million.

Make misison reward repeatable. And increase all payouts from races or at least decrease part prices. Tyres are way too pricy.
 
I am not aware of how exactly the issue was prior to the current version, but the driving aids for p2 have actually been fixed.
Is the speed difference we now see a new issue, or was this already present in the past version?
I personally do not know, since I didn't test speed because of aids for P2 issues...
 
Late to the party, but generally a big fan of this update. Voted 4 of 5 though because they still didn’t fix invites, similar complaints to above on payouts and roulettes, and another regular track would have really sealed the deal on this being a spec II update after 9 months of no new tracks.
 
Ray Tracing is glitchy- it gets deactivated after about 30 minutes or 5 races- Disabling HDR seems to help just a little, but you still do have restart the game frequently to have proper visuals. Everybody knows that PS5 is having too small VRAM, but it's not the way how visuals should be optimised in this game

I just bought PS5 yesterday for GT7 exclusively and this bug is pretty annoying for person with beefy PC... Can't tell what 1.4 patch has changed- i had no issues in 20h of gameplay- No issues but vanishing Ray Tracing feature (Gran Turismo is petrolhead Po*n!! It does have to look as good as possible!)
 
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It's all right. But update feels more like quality of life improvements after 18 months rather than a Spec II.

Thats mostly what spec ll means even for older titles. Cant make everyone happy, but its the far biggest update gt7 has got since release, we had the biggest drop also with single player content most updates brings maybe 3-5 events per update spec ll bring 20 new events, and most of them is a lot better than the average event we get in a normal update
 
I haven't delved too deep into the update. To be honest, as much as I lurk and post here, I barely play the game anymore.

I know better than to get my hopes up concerning PD but I think Spec II is a misnomer. Other than a few QoL changes and the Sophy races (which got real old, real fast), what new things did they really introduce? I will grant that higher payouts for custom races is great for those that do them. And four player split screen is fantastic for when friends are over. Also, the weekly challenges are something I can knock out in a half hour or so for credits, so that's good.

But, I barely play single player. I thought Sophy would have changed that but it didn't.

No VR update, 'chase the rabbit' Sophy lobbies against weird cars that don't belong on a track together, and a snow track (although that is going to be really fun on four player split screen, for sure).

I gave it a three because it does show that PD is still putting work into the game. Also, I like most of the new cars. Sophy is showing a lot of promise but I feel like PD needs a quantum computer to be able to train Sophy faster. There is so much still missing until it's viable for custom races.
I have a feeling that Sophy is ready to go on all the tracks - and that Sophy becoming available on more tracks will be part of the monthly updates similar to car and motor swaps. I do think that she’s still being further developed for a better experience…but yeah, I’d be shocked if she wasn’t already good to go on all tracks - with PD purposely holding the content back.


Honestly, it would be cool for PD to in addition of the monthly car silouhettes… if they showed a piece of a track, or a blurred image so we have to guess which tracks she’s coming to next. Marketing 101

I honestly think that the future looks really bright for GT7, and the game will have longer legs than we all think.
 
It was a needed Update BUT still missing a lot of things...
  • Payouts are still way to low
  • B-Spec
  • Longer Races (30 Min/1 Hr)
They could have applied the circuit experience / collector level bonus to all races. That way, Spa 1h would actually pay 4.5 million an hour, just like the Tomahawk glitch but much more satisfying.

Longer races on every track indeed, all using different range of cars to keep the enjoyment.
 
They could have applied the circuit experience / collector level bonus to all races. That way, Spa 1h would actually pay 4.5 million an hour, just like the Tomahawk glitch but much more satisfying.

Longer races on every track indeed, all using different range of cars to keep the enjoyment.
That’s a really great idea! And so obviously easy! It would give everyone a lot of incentive to hone their skills on many different tracks and it would ease (if not solve) the worst of the low payout issues. That, combined with longer race events (I never cease to be baffled that there’s no “24h Le Mans” race, at least) to keep things interesting beyond the usual suspects, would be my top wish for the game. 🙏
 
Update 1.40 doesn't necessarily fix the flaws of GT7 in my opinion, but I don't believe that the biggest flaws of GT7 can be reasonably addressed via updates. Some of the most glaring issues, like the atrocious mockery of a career mode and even worse AI opponents come to mind.

But, as an update to a flawed game, 1.40 was really, really good in my opinion. The 7 cars that were added shows that PD isn't as oblivious to community wishes as they can often appear, and it's a genuinely good variety that should please almost everyone. I think the only way the selection could've been better is if a racecar was included as well, but I have no complaints.

After 8 months of not having any new tracks, seeing Lake Louise, a snow track of all things, be added was a huge surprise and a relief. The scenery is a little barren, much like the vast majority of tracks in the PS4 era of GT games, but there are moments when it looks really pleasant. I would've loved to see snow falling though, and till now I can't quite work out how the dirt and snow physics of GT7 work, or what they want from me. For now, I'm just happy to finally have a new track, and a gorgeous one at that.

The feature that I enjoyed the most is the unlocking of shutter speeds in race replays. I've always wondered about that seemingly arbitrary limitation, but now that I can see how unwieldy it is with so many moving parts on a track, along with some ludicrously long rendering times, I can start to see why it was locked away from players for so long. I've never seen shutter speeds affect the lighting and colour in a photo in GT7 until I dip below 1/60 shutter speed, and to be frank, it's annoying to have to wait minutes on a PS5 for a photo to render, only to find that it's screwed with the colours in the shot. But, some of the community has already showcased some spectacular photos that are possible with these settings, and I always welcome having more options in a sandbox.

The feature I didn't expect to enjoy, but wound up having a tremendous amount of fun with, was the Master Licence tests. At first, I thought, "why would they add more licence tests when the game doesn't even require all of the regular licences?" Plus, at this point, 18 months after the launch of the game, there isn't any prize that can be given to long term players that they don't already have. Still, having a legendary car with a fresh odometer is something I weirdly appreciate, and I think it would've been neat if these 0 mileage legendary cars can be sold for a higher price than their asking price in the Legendary Car Dealer, which would serve as a great reward for players who already have the car prior. That said, it was really weird that 2 of the 5 prize cars are cars that can be readily purchased from Brand Central. It was a real missed opportunity for PD to give away the Nismo 400R for achieving all gold in the National B licence too, mimicking GT1.

When I entered Super National B, I was really surprised to be told by Sasaki–san that these Super Licence tests would be a challenge to clear even for the fastest players in the game. In test SB2, the start stop test in the wet with the Viper, he even says something to the effect of, "players who usually turn off TCS for faster lap times might want to consider turning it back on here." It was such a breath of fresh air to hear something actually useful or relevant coming from these talking heads in GT7 instead of something completely generic and utterly useless. For the first time, I felt like a character in GT7 was talking to me directly. It's just SUCH a shame that these poignant speeches aren't continued by anyone else in the game, even in the rest of Super Licences. If removed from the game, many of these lines can be applied to any number of licence tests, like "make sure you use the full width of the track" and "don't overspeed into the corner." Yeah, I've beaten the regular licences, I think I know all that.

I also feel that the Super Licences is a missed opportunity for these GTWS competitors to drive the demo runs for these tests and offer narration for them; it would've been mind blowing stuff to see Mik Hizal's 1:37.925 lap around Lake Louise for example, almost 4 seconds under the gold time requirement. Seeing Super GT's narrated video guides on these Super Licence tests really highlights how lacking the ones offered in–game are. If I'm not mistaken, previous GT games haven't shied away from including narration in the game, be it narrating the car descriptions, having Jay Leno guide players through Challenge Modes in GT PSP, or having Tom Brooks tell us what Sportsmanship is in GT Sport. It just seems so strange to me that GT7 insists on featuring these GTWS competitors so prominently in the game, and yet have almost none of their personality or involvement show within the game!

But the reason why I love the Super Licence tests so much is because they give players a chance and reason to drive so much of the game's underutilised road cars. I'm a regular player who plays on a T300RS wheel, who peaked at a high A rating in Sport Mode back in 2018, and for someone like me, the difficulty of these licence tests are SPOT. ON. I usually have to try about 3 or 4 times to achieve a gold timing, to really learn a car's tendencies and how to treat it to get the most of it. In other words, I have to try really hard to achieve gold, but it never got to a point where these tests become frustrating. I would really love to ask the staff at PD how they decide on the target times for these licence tests, and who they gear them towards.

These Super Licence tests have shown me my preferred way to play GT7; I like having several bite sized challenges I can attempt at my own pace, and I like receiving a reward for completing a bunch of them. I wish the rest of the game had more of these mini tasks and rewards! I'm putting off golding my last 2 Master S licences because I'm enjoying them so much, and I don't want it to end so quickly!

The Weekly Challenges may seem to fit that bill in theory, but in practice, I find them incredibly frustrating because it forces me to engage with the god–awful AI. It's a horrendous tonal whiplash going from Master Licences, where I'm tasked to drive my best, going to sharing a track with brain dead AI hogging the racing line 20km/h below the speeds I'm doing. It reminds me of why I despise the core racing experience of GT7, and why I refuse to engage with newly added Menu Books and events. As I said previously, there is nothing PD can offer me that I don't already have, and so if the challenge isn't fun, I'm just not going to bother.



With this in mind, I was hoping that Sophy AI would give me a better racing experience. I took my bone stock Spirit R RX-7 to Suzuka to race, and was disappointed to find out that the race was only 3 laps with a widespread rolling start, meaning that, instead of treating each Sophy car as an opponent to battle throughout the race, I would have to dispose of them in rapid succession as quickly as possible. I have no idea why they decided on this awful race format to showcase their darling new AI. The Sophy cars do seem to have some sort of invisible slowdown applied to them, as I effortlessly sailed by cars that I know ought to be close in performance to my FD, having raced real players driving those cars before.

What really aggravated me however, was that, from what I can see, Sophy AI really doesn't appear any more aware than the regular AI, sometimes even doing weird things, like staying in–line behind each other on a straight, braking if necessary. I was pit maneuvered by an M2 coming out of Suzuka's hairpin, and then squeezed out wide into the gravel by a Clio into the braking zone of Casio Triangle. In spite of all this, and the fact that I was on downgraded Comfort Soft tyres, I still finished 2nd behind the lead Evo X that started on pole. Granted, the AI seems more willing to race me, even after I've passed them, and they do try to take advantage of my mistakes, but overall, I came away thoroughly unimpressed. If this is the AI that PD has been working on for years since the GT Sport days, I'd say they've completely wasted their time, because to an average end user like me, there is functionally little to no difference to me when I race the regular AI vs. when I race Sophy AI: both are slow and dangerous to be around, and I can't have a proper duel with any of them.

Lastly, there are very welcome "Chilli Pepper Races", which are a community favourite for good reason. Despite using regular AI, these races are super interesting just because of how different they are. I'm so glad to have one on Mount Panorama, my favourite track in the game. The one at Route X with a stock Veyron was a nail biter I won by 0.004 seconds! The one at Red Bull Ring starts the player on pole, and tasks them to defend for the entirety of the race. It was such a breath of fresh air! To borrow a quote from Roflwaffle, "It almost feels like there's one developer within Polyphony rallying against the decisions being made, and these Chilli Pepper races are their one outlet to express that." These races are so good that it's a wonder why the rest of the game can't be in this format. I would even go as far as to argue that any event that isn't Chilli Pepper is completely irrelevant and a waste of time. Now if only we can get competitive Sophy AI at these Chilli Pepper races, where Sophy can strut their stuff!

Overall, despite the fact that many of its individual additions not amounting to being much of a game changer, Spec II is just a "feel good" update to have, especially with context of how disastrous the FM Reboot launch was. The fact that PD are letting us enjoy the Custom Race exploit for so long doesn't hurt, either :)
 
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Not sure. I only got the4 game recently, so for me the latest update didn't feel better than the last.. which I wasn't present for.. THAT said I still don't understand why the used car dealership hasn't got like twice the cars it does... older games like GT4 literally had 50 cars in the used dealerships...
 
Hello, are the lobbies still in pitiful conditions ? ( clunky netcode and teleporting laggy cars, no host migration, slow loadings, same soundtracks....)
 
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I usually have to try about 3 or 4 times to achieve a gold timing, to really learn a car's tendencies and how to treat it to get the most of it. In other words, I have to try really hard to achieve gold, but it never got to a point where these tests become frustrating.

Oh well, that means for me that I’ll never get anywhere near gold… I had to try about 💯 times to get consistent bronze results, even on the normal licenses, as well as on most online time trials… I guess, I’m doing something completely wrong. Or maybe it’s because I play with the 🎮.

But FWIW, after several weeks break from playing I had some good fun last night going on Lake Louise and I might have just figured out how to not be completely useless on ice and dirt tracks. 😅
 

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