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This is the discussion thread for an article on GTPlanet:
insert Oprah Winfrey meme You get a tunnel, you get a tunnel, you get a tunnel!The tunnel tidbit is a really cool piece of information - I think they went into how they also use tunnels in fictional circuits because it gave them an excuse to show off different lighting and reflections that real world circuits didn't contain.
When you think about it, it's totally obvious. Trial Mountain, Grand Valley, High Speed Ring, Deep Forest, SSR5 - and more, all staples of the GT franchise in its early days, and they all have tunnels in. You can definitely tell they were wanting to showcase their capabilities.
A picture of Stedman throwing a hotdog down a hallway.insert Oprah Winfrey meme You get a tunnel, you get a tunnel, you get a tunnel!
Interesting to note just how large the data grabbed from Spa was.
One thing I notice about Original Circuits however is too much reliance on guardrails. The original circuits could use a bit more landscaping to bring them more in line with Real World Circuits, i.e. more grassy run-offs, gravel pits etc. Other than that they're good examples of a fictional circuit.
Trial Mountain is about high speeds and the beauty of nature, not safety! Why do you think the apex of the back straight hairpin is so excitingly close to a massive boulder? The thrill of near-death driving!Trial Mountain could have been better guardrailed like Bathurst. At least Bathurst have concrete walls rather than a little curb edge before hitting a tree.
This is a recent trend, Older games DID have ample runoff and sand traps. **** trail mountain had a whole mini infield before the last turn and Deep forest had a deep sand trap t turn one that's just gone now .The updated section on Deep Forest Raceway is widened with grassy areas and run offs, but I understand your point. Much of these courses are "guardrailed" whether by actual guardrails or other environmental stuff.
Missed opportunity to make pit lane open, like past real world classic tracks.Trial Mountain is about high speeds and the beauty of nature, not safety! Why do you think the apex of the back straight hairpin is so excitingly close to a massive boulder? The thrill of near-death driving!
Their presentation slides are up on PD publication site, and its kinda cool how much thought they put into the little details. Seems like they iterate a lotI wonder how the team feels when the tracks get changed a little bit over the years,i wonder if it bothers them the little changes made on SPA
"In order to break up the landscape, the team decided to put in some more buildings but, in order to retain realism, opted to do so according to local planning regulations. That resulted in the “museum of contemporary arts and crafts” that you’ll find at Kyoto Miyabi and the combined track — which wasn’t present in GT Sport.
This building was chosen and designed to fit into the local regulations, with its own back-story in which it contributes to culture — by providing a place to display artworks not available nearby — and attracts tourism."
That's really funny and something i never thought about,great lore tidbit.
Tunnels were in every PS1 game with fictional tracks, it was less about showing off capabilities and more trying to make good looking tracks even if it looked very arcade.The tunnel tidbit is a really cool piece of information - I think they went into how they also use tunnels in fictional circuits because it gave them an excuse to show off different lighting and reflections that real world circuits didn't contain.
When you think about it, it's totally obvious. Trial Mountain, Grand Valley, High Speed Ring, Deep Forest, SSR5 - and more, all staples of the GT franchise in its early days, and they all have tunnels in. You can definitely tell they were wanting to showcase their capabilities.
I'm literally going off of the presentation, where they saidTunnels were in every PS1 game with fictional tracks, it was less about showing off capabilities and more trying to make good looking tracks even if it looked very arcade.
Unfortunately tunnels look terrible in GT7 in 2022, they wanted the contrast but unfortunately the lighting is non existent.
Propably one creator put the pillar there and a different one - without looking - draw a long straigh line for "track texture on the ground" ;D
Some say that (and something about tunnels), for me my personal pet peeve is the lack of SAFER barriers at HSR.
Not really.Is trying to look good and showing off what you can do not ultimately the same thing?
Actually GTS tracks looked better on my PS4,must be a bad port ...😆Huh? And there I was thinking GT7 courses were simply ported over from GTS with some added pop in and vegetation clipping through geometry.
The more you know.
At this point I gave up chasing it and I'm waiting on the slim/pro whenever they decide to show up.Sony doesn't give a 💩 about its customers in Canada and left us at the mercy of scalpers.Amazon recently started taking names on lists but you gotta be more then lucky to be picked up since you don't even have to be a member to sign up so it's guaranteed to be filled to the brim with scalpers and theyr bots...It's sad to read about these guys working so hard to develop a game for a 10 yr old console(PS4).
& now...2 yrs later & you still can't walk into a store & buy a PS5.
I did.It's sad to read about these guys working so hard to develop a game for a 10 yr old console(PS4).
& now...2 yrs later & you still can't walk into a store & buy a PS5.
I agree with what you've said there regarding the tracks, some of the decisions seem unusual.I was surprised by PD dedication to producing fictional sets. I was surprised because I identify some inconsistencies that should not exist for both aesthetic and practical reasons.
1. I am uncomfortable with the aesthetic and practical decision of Trial Mountain. The middle section of the route makes my aesthetic sense uncomfortable. I get annoyed when I see curves without run-off, with that little walls and those dangerous rocks. At medium speed, those tiny walls would cause the cars to rollover immediately. A Bathurst-like look would be the ideal solution, adding a little run-off, but leaving the rocks and trees further away, keeping the scenery looking beautiful.
2. I am also annoyed by Sardegna's decision - Road Track - A. The public road part is horrible and impractical in real life, mixing walls and guardrails in a high speed circuit. In my opinion, it should be similar to Bathurst, or rather La Sarthe. In an attempt to create a fictional track similar to La Sarthe, they created a track without the slightest aesthetic sense and immersion in reality. The same reasoning goes for St. Croix and Alsace, two generic tracks, of bad idealization.
3. I didn't like the junction of Kyoto's grand layout. The two curves next to each other, with no escape area, would cause fatal accidents. The second junction could be anticipated.
4. I also found the modification of the High Speed Ring second turn to be completely narrow and impractical in the real world. A lot of people would die there. They should have left the curve as it was the original.
Just a personal opinion.