Structured Report: Critical Gas Pedal Input Issue in Gran Turismo 7 and Sport

  • Thread starter Gio318is
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Affected Platforms:

PlayStation 4 (Gran Turismo Sport)

PlayStation 5 (Gran Turismo 7, with and without PSVR2)


Hardware Involved:

Steering wheels and pedals from Logitech, Thrustmaster, and Fanatec.



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Overview of the Issue

In Gran Turismo 7 (and previously in Gran Turismo Sport), a critical issue with gas pedal response affects all supported steering wheel and pedal setups. The game exhibits an extreme delay between the physical gas pedal input and its in-game response, which disrupts precision driving and negatively impacts gameplay.

This issue is present across multiple hardware setups, regardless of manufacturer (Logitech, Thrustmaster, or Fanatec), and originates from the game’s input handling.

Key Symptoms:

1. Delayed Virtual Gas Pedal Release:

Rapid release of the physical gas pedal does not result in an equally rapid virtual pedal release. The in-game animation and throttle response lag significantly, causing the engine RPM to drop slower than in real-world driving.



2. Inability to Feather the Throttle:

Due to this delay, it is impossible to smoothly and precisely modulate the throttle (e.g., to keep slight pressure on the gas pedal while driving). This is especially problematic for advanced driving techniques like maintaining balance in high-speed corners or managing traction during acceleration.



3. Universal Occurrence:

The issue is not specific to any single hardware manufacturer. It affects all players using supported steering wheels and pedal setups, including Logitech G29, Thrustmaster T-GT II, and Fanatec GT DD Pro.



4. Impact on Immersion and Control:

The problem is particularly evident in cockpit view and VR gameplay, where the delayed response of the virtual driver’s foot and gas pedal is clearly visible, undermining the immersive experience.





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Analysis

1. Game Engine Filtering or Input Smoothing:

The issue appears to stem from built-in input filtering or smoothing within the Gran Turismo engine. While this may be intended to simulate a gradual throttle response, it introduces unrealistic delays that do not reflect real-world vehicle behavior.



2. Functional and Visual Disconnect:

The delayed animation of the virtual driver’s foot and gas pedal might initially seem cosmetic, but testing shows that it directly affects gameplay. The throttle response is also delayed, making precise input impossible.



3. Severe Simulation Inaccuracy:

Real-world driving requires the ability to feather the throttle with finesse, keeping slight pressure on the pedal when necessary. In Gran Turismo, this finesse is impossible due to the exaggerated lag, significantly deviating from real-world driving physics.



4. Driving Aid Independence:

The issue persists even when all driving aids (e.g., traction control, stability control) are turned off, confirming that the problem lies within the game’s core input processing and not in optional settings.





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Reproduction Steps

The issue can be consistently reproduced as follows:

1. Connect any supported steering wheel and pedal setup.


2. Start a race and enter cockpit view to observe the virtual gas pedal and driver’s foot animation.


3. Attempt to:

Release the gas pedal rapidly.

Feather the throttle by lightly modulating pedal pressure.



4. Observe the lag between the physical input and the in-game response. Note the inability to maintain consistent, light throttle pressure.




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Community Evidence and Feedback

Numerous players on platforms such as GTPlanet and Reddit have reported this issue.

Videos of gameplay clearly demonstrate the delayed response, affecting players across all supported hardware.

Advanced and professional sim racers have highlighted how the inability to feather the throttle significantly hinders the precision required for competitive play.



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Proposed Solutions

1. Immediate Patch for Input Response:

Introduce an option in the settings menu to disable or customize throttle input filtering.

Provide a slider for gas pedal sensitivity and response time, allowing players to fine-tune the input behavior.



2. Real-Time Input Processing:

Ensure that gas pedal inputs are processed in real-time, with no artificial delay, to match the precision and responsiveness of real-world driving.



3. Animation and Gameplay Synchronization:

Synchronize the virtual driver’s foot and pedal animation with the actual gas pedal input to maintain immersion and visual consistency, especially in VR.

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Conclusion

This issue represents a severe deviation from the realistic driving experience that Gran Turismo aims to simulate. The inability to feather the throttle with finesse and the noticeable delay in gas pedal response significantly impact gameplay quality, especially for competitive players and VR users.

Polyphony Digital must address this issue urgently through a software patch to restore the precision and immersion expected in a high-fidelity racing simulator.
Greetings and thanks in advance Giovanni
 
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The animations have nothing to do with the throttle response and shouldn't be cited as evidence of anything other than PDs cosmetic/asthetic preferences. The throttle input bar shown on the main dash HUD doesn't have anything like the input delay you're describing.

If anything PD should be criticised for using that (infuriating) non-linear throttle map. I have to press my gas pedal 2/3 the way down to register 1/3 throttle, with the bulk of the throttle being very late in the pedal throw. (and no, I don't have a dead zone. Throttle input begins registering with even the slightest touch)

That's why feathering is so difficult because you need a lot more than a 'feather' of the right foot.

Couple that with the 100 tonne flywheel physics and it makes it very difficult to balance cars on the throttle. On the plus side if you can do a burnout in top gear it'll just continue for ages under flywheel power, even after getting off the gas.
 
Polyphony Digital should acknowledge this as a critical issue and provide a roadmap for addressing it in future updates.
Spider Man Lol GIF
 
You can hear, feel and see the delay so i don't know how much more proof you need to understand what i'm saying this problem gives all sort of issues when driving compare any car in real life how fast the RPM's drop, iff you can show me one example where the RPM's drop as slow as in the game version of the car, then ill shut up but i know verry well that's not possible i did do that with my car some years ago and still People dismiss this verry big problem. look at this video of my MX5 ND i owned (my proof i'm telling the trooth) compare thé RPM's dropping of my car and then try this in game with samen car and stop laughing iff you don't know how a car should drive.


MGR
The animations have nothing to do with the throttle response and shouldn't be cited as evidence of anything other than PDs cosmetic/asthetic preferences. The throttle input bar shown on the main dash HUD doesn't have anything like the input delay you're describing.

If anything PD should be criticised for using that (infuriating) non-linear throttle map. I have to press my gas pedal 2/3 the way down to register 1/3 throttle, with the bulk of the throttle being very late in the pedal throw. (and no, I don't have a dead zone. Throttle input begins registering with even the slightest touch)

That's why feathering is so difficult because you need a lot more than a 'feather' of the right foot.

Couple that with the 100 tonne flywheel physics and it makes it very difficult to balance cars on the throttle. On the plus side if you can do a burnout in top gear it'll just continue for ages under flywheel power, even after getting off the gas.
I know what you Mean that is what i said in my previous topic bud on that effort People also just laught with me. It's just like you say it's just like a flywheel from 100kg, they need to fix this in gt6 this was not the case there the throthlle response was spot on, so i don't understand why they put this physicle delay in Gt7 and Gtsport grtz
 
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It's way more than that 😉
It’s not. You’ve misunderstood how the game works and thought that the animated foot on the throttle pedal is in sync with the physical throttle position and taken the animation as proof that there is a significant delay between your throttle input and the physical throttle position.

But it’s not in sync, there is a delay between the animation and the physics, just like with the animations for shifting and steering.

The physical throttle position is indicated on the HUD. If you’re looking for a delay, that’s where you should look.
 
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It’s not. You’ve misunderstood how the game works and thought that the animated foot on the throttle pedal is in sync with the physical throttle position and taken the animation as proof that there is a significant delay between your throttle input and the physical throttle position.

But it’s not in sync, there is a delay between the animation and the physics, just like with the animations for shifting and steering.

The physical throttle position is indicated on the HUD. If you’re looking for a delay, that’s where you should look.
That's what i'm saying you can see it on the HUD also thé RPM's drop to slow. And i know how a car should react on the throthlle and this is not the way so stop with that excuses iff you don't know how a car drives 😉
 
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That's what i'm saying you can see it on the HUD
You say that to reproduce it you need to observe the animation. No mention of the throttle indicator on the HUD. Go and check the HUD, do you still see the same delay there?
And i know how a car should react on the throthlle and this is not the way so stop with that excuses iff you don't know how a car drives 😉
I’m not excusing anything. I’m pointing out flaws in your analysis of what’s going on.
 
You say that to reproduce it you need to observe the animation. No mention of the throttle indicator on the HUD. Go and check the HUD, do you still see the same delay there?

I’m not excusing anything. I’m pointing out flaws in your analysis of what’s going on.
Just look good 😉Rev engine to max rpm and then release throthlle fully And watch in game how the rpm's drop and compare that slow RPM drop with the way the animated person in the car releases théle throthllewith his foot it's at same speed like the RPM drop in the HUD main Point for me is that they do something so the RPM's drop like they should in real life and just look good for yourself before you play judge
 
@Gio318is you may be right, you may be wrong.

Remember this is a game, searching through thousands of posts of here you'll see there are many, many things other car enthusiasts like yourself who've observed things which are 'unrealistic'. It's all intentional and isn't something the makers of the game are going to 'fix'.

Don't lose any sleep over it.
 
@Gio318is you may be right, you may be wrong.

Remember this is a game, searching through thousands of posts of here you'll see there are many, many things other car enthusiasts like yourself who've observed things which are 'unrealistic'. It's all intentional and isn't something the makers of the game are going to 'fix'.

Don't lose any sleep over

I will not give up because this is a verry big issue it influences allot of driving physics do they should fix it. And iff enough People would adress this then it could become a good driving simulator again it such An important issue that unables me to drive i do normaly now i cant do that.
 
Rapid release of the physical gas pedal does not result in an equally rapid virtual pedal release. The in-game animation and throttle response lag significantly, causing the engine RPM to drop slower than in real-world driving.
I'm going to break down a few key issues that would need to be addressed before this is confirmed as an issue.

Difference between physical pedal and virtual pedal animation.
This assumes that the virtual driver pedal animation actually varies and isn't simply a canned animation. Given that, even for PD, this would be overkill to vary the animation speed, rather than simply used a one-size fits all animation speed for something few people will bother even looking at this closely. As such this can't be assumed to be an indicator of a problem until that question has been answered.

Causing the engine RPM to drop slower than in real-world driving
Given that engine RPM and throttle position will, in reality always have a degree of lag, how much lag and the relationships between throttle position and engine RPM are affected by the drivetrain, engine compression, turbo, etc. Just as a crude example, with zero pedal travel, the engine RPM of a car on a flat road and a car on a 10degree downhill slope will be very, very different. Assuming that the drop is slower than in real-world driving is not a factual claim that can be made without a back to back comparison between reality and the title.

Now, I'm not saying you're wrong, I'm saying you've not presented enough objective evidence to know one way or another, and until you have, the known issue of a lack of linear throttle may well be the cause of this perception.
 
compare thé RPM's dropping of my car and then try this in game with samen car and stop laughing iff you don't know how a car should drive.
You are comparing RPM drop off from your car with the clutch pressed vs the game RPM drop off?
Propably needs an input device that allows you to press clutch to make it a valid test, if that is already the case then just remember:
it is a game that first and foremost needs to work when the cars are used for racing, not looking at (though some may argue the car museum is their highest priority).
 
Just look good 😉Rev engine to max rpm and then release throthlle fully And watch in game how the rpm's drop and compare that slow RPM drop with the way the animated person in the car releases théle throthllewith his foot it's at same speed like the RPM drop in the HUD main Point for me is that they do something so the RPM's drop like they should in real life and just look good for yourself before you play judge
An internal combustion engine doesn’t work like that. The engine speed is the integral over time of the net torque divided by the moment of inertia of the drivetrain. The rate of change of engine speed is proportional to net torque / moment of inertia.

Pressing the throttle increases the input torque and if the net torque is >0 then engine speed will increase, and vice versa.

That means that when you release the throttle, the net torque decreases and the engine starts slowing down, if net torque is <0.

If there is a delay in throttle input, then the engine would produce positive torque for a while after you let go of the throttle, meaning that you should notice the RPM continuing to climb for some period of time after throttle release. You should be able to test this by applying full throttle and releasing before you hit the rev limiter. If the engine speed keeps climbing then you have proven that there is a delay between throttle input and throttle response in the physics simulation.

If you don’t see that happening, then the likely explanation for why the RPM drops slower in game than in a real car is probably that engine braking is too weak in the game or that the moment of inertia of the drivetrain is too big.

Or, perhaps, that your real car needs an oil change 😅
 
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