What *do* you like about GTS? From the beta

What do you think about the beta (keeping in mind that changes will be made in the final game)?

  • It's great; GT is back

    Votes: 85 45.2%
  • It's OK; pretty good overall but needs some work

    Votes: 69 36.7%
  • I'm still indifferent and haven't decided either way

    Votes: 14 7.4%
  • It's not good; needs a lot of work

    Votes: 13 6.9%
  • It's terrible

    Votes: 7 3.7%

  • Total voters
    188
From what I've seen the game is looking great, in all aspects.
It's just the single player area I fear for now.

But I'm posting to say, how brilliant does this game look?
Imagine being someone who doesn't frequent forums, and you went and purchased this game, because it's "Gran Turismo".
Then you went home and saw it for the first time.
You would be telling everyone and anyone who would listen about how great this game looks.

Like it or not, agree with it or not, Graphics sell.
I think PD will do well on the sales charts.

It does look great, but that's never been an area of concern with PD.

I can't think of any games that sell solely because of their great graphics. Battlefront? It, much like GT, has massive brand recognition (even bigger, really). Naughty Dog games? Praised not just for graphics, but storyline and structure. Rocket League? Minecraft?

Sure, GT Sport will probably sell pretty well. It has the name on the box, and PS4 is dying for a good exclusive racer outside of Driveclub. Outside of graphics and the name, what does the game offer over the other 2017 racing titles though?

From here, it seems fun is what sells. I hope PD has injected some into the release version, the sort of fun the franchise had in the PS1 and PS2 days.
 
Uncharted 4 is a walking simulator for me with no real gameplay. And I say it as a big fan of UC2, but that's another topic I guess. I like GT for two things : the handling and the atmosphere/vibe. Something I find only in GT. Not about sim, car list or features. Simply because it's GT and I like how much time they can spend on useless things. However, I miss the fun of the old GTs games (from 1 to 3)
 
It does look great, but that's never been an area of concern with PD.

I can't think of any games that sell solely because of their great graphics. Battlefront? It, much like GT, has massive brand recognition (even bigger, really). Naughty Dog games? Praised not just for graphics, but storyline and structure. Rocket League? Minecraft?

Sure, GT Sport will probably sell pretty well. It has the name on the box, and PS4 is dying for a good exclusive racer outside of Driveclub. Outside of graphics and the name, what does the game offer over the other 2017 racing titles though?

From here, it seems fun is what sells. I hope PD has injected some into the release version, the sort of fun the franchise had in the PS1 and PS2 days.
Yep, I agree.
It was a poor post on my behalf to be honest.

I guess what I was saying that the graphics will generate a lot of word of mouth interest in the game.
But I also think most casuals will still find fun.
I'm sure many will have drop-jaw syndrome when they see it.
Most will think it sounds great.
From what I read and see it seems to drive well.
And in this age of endless online connectivity for younger people, I think Sports Mode with (my vision) it's mix of Quickmatch, Seasonals, and official events, and also public/private lobbies, should be a hit.
Plus Arcade with it's split screen.
And Scapes for something different.

Some probably won't like the lack of customisation we used to have, but perhaps the livery editor will go some way to scratch that itch.
And I think the biggest disappointment for most will be the loss of Career mode, but even more so, the dramatic drop in car count.

But personally, I can see the bulk of customers having fun with this game.


*Edit*
Actually, Seasonals?
I just grouped that into Sports Mode, but thinking about it that doesn't sound right, other than time trials.
But I think I've gone off-topic too long here, apologies.
So I'll move that thought somewhere else.
 
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HDR × 1000
Engine noises are absolutely not vacuums
Car rattling sound effects when you run over a curb
Ai who give a damn

Everything I worried about with GTS was wrong. This is a great game and it is still just the beta. Don't trust youtube videos to give you an idea.

I cranked the force feedback all the way up and increased the in race SFX.
 
Hankolerd, do you have access to the beta? Based of some of the youtube videos I've watched the car physics seem really static. One thing that really bugs me is that it looks like the game camera is stabilized to the cars license plate. Meaning that you never really get a glimpse of the side profile of the car while turning, making it seem very rigid. I'd be using in the cockpit view all the time anyway though.

I noticed that too, the lack of body roll was very weird, actually noticed last year In november, I also had a little discussion about it. Turns out GTSport likely using Simplified physics models for AI driven cars, which is what you saw in the video. This isn't as far fetched because lots of games actually do this to keep framerate up, and otherwise you would'nt even notice it. I do suppose it could be temporary fix until they add more detail to AI physics models, as they further optimise the game (2d trees at nord amongst other things suggests they havent fully optimised it yet)which will actually let the cars pitch and roll. The player car would be the exception, and running on the full physics model.
 
The important part is that the cars were fun and enjoyable to drive while still having handling difficulties to keep you on edge. That alone makes up so much for the lack of content. I spent almost an hour and 30 minutes doing arcade races and time trials on the only track available in arcade mode.

This is the best GT since GT4. I seriously can't wait for the full release.
 
In the early dawn / evening times (at least at Brands Hatch), I notice a distinct lack of illumination from car headlights and taillights...even in replays. I hope that will be remedied because the lighting otherwise is pretty damn awesome.
 
The speedway is pretty cool and well modeled track. Who's down for some 50 lap or 100 lap races when this game officially releases. I would however hope they make a version of this track or similar that is 1.5 times as long. I am not a big oval fan, but they have done a nice job on this track.
 
Graphics are great, 60fps seems pretty accurate, didn't notice any crazy drops in frame rate with a full field. Didn't get online tho, keep getting network error.
 
I was not impressed at first when I had it playing on my computer monitor at 1080p. I instead hooked it up to my 4K TV with my PS4 Pro and was absolutely blown away by the graphics. The new speedway and Brands Hatch look particularly amazing, as do the cars. No aliasing. Even at 4K, it seems like the game is running at 60 FPS, no FPS slowdown whatsoever. I like the car progression, I do my "daily workout" and I get a new car. Very cool. I also like the online races, they seem cleaner, no doubt due to the safety rating. The race length is also perfect, a nice contrast from iRacing, which has much longer races. The interface is very user friendly and uncluttered. The number of modes is impressive. Campaign, Sport, Online, VR, Arcade, there is something for everyone.

I am so impressed that I went ahead and ordered a Thrustmaster T300 base, 599 Alcantara rim, T3PA Pro pedals and a wheelstandpro. I hope everything arrives by the end of the week so I can play more of the beta next weekend and try out the wheel and see how I like the FFB.
 
-BoP settings seem great so far. In my first two online races I did today (Group 3 at the oval and N300 at Willow) all of the cars seemed perfectly balanced with each other. Think the top 4 or 5 in both were all different cars.
-In the aforementioned races didn't see any lag or any network problems whatsoever, which I can't say about a single Quick Race event I ever did in GT6
-Like the changes to braking and the handling model, you can't overcharge the corners anymore and actually have to practice "slow in fast out" or else you go off the track
-Nice to FINALLY play a "sim" this gen accessible to controller users.
-Replay camera angles are great
-LOVE the new adjustable-on-the-fly settings for brake balance, torque distribution and fuel mapping.
-Menus are slick, and the driver profile looks like it'll be great once more customization is implemented.

Posted more negative points in the thread with that title.

GTS is still just a prologue GT esports game, with a ridiculous gestation period. It won't be worth the wait whatsoever, but it'll still be fun and I'm already pleasantly surprised and am looking forward to whenever PD get around to making a real GT game again.
 
Been posting in the "don't like" thread, but I'm really enjoying a lot of this game. G29, big screen, headphones. Here's my highlight: (some of this is from my "don't like" post, so apologies for repeating myself.) After last night's races, I ran qually laps at Nords in the Focus ST, and holy screaming redlines! I stiffened it up to 7, bumped up the roll bars and spring rates a little, did the transmission, and geared it a little high. Wow! I spent a chunk of last Thursday crossing eastern NC on back roads in my own car, (Mazda 3s 2.5/6SPD) and the feel, response, and feedback in the Focus in GTS was really good in comparison. I felt like I was driving- inputs from wheel, throttle, and brake made the car in the game do car-like things. What was even better was the "draw" distances- you can see clearly much further out, and this really helps in setting up lines. Once I got the setup tight, I was able to start pushing, and ran an 8:39. What really got me tonight was the combination of everything- feel and feedback, visuals, and sound all came together to really immerse me in the game. That alone gets major points.
 
I love how accurate they made the ds4 controller vs what it was on a ds3. It actually gives half throttle when i press the trigger down way instead of some random input.
 
I love the tires physics. Close to the perfection. No good overall physics can make the wheel speak without it. GTsport physics are what they are, a bit arcady, simple and responsive, but the tires model is the reason for 60% of the fun we have playing the game.
Just my opinion.
 
  • Presentation in general
  • Menu's
  • Garage
  • Preloading screens
  • Loadingtime to start up game
  • Responsiveness interface
Everything but the racing aspect :P It may sound weird but I'm more interested by all the extra things like the menus, Scapes, replays, livery editor, brand central with the museum than the racing itself. When I see that Dragon Trail is still a WIP... After Forza 6 and Driveclub, the tracks in GTSport look so clinical for me.
 
Everything but the racing aspect :P It may sound weird but I'm more interested by all the extra things like the menus, Scapes, replays, livery editor, brand central with the museum than the racing itself. When I see that Dragon Trail is still a WIP... After Forza 6 and Driveclub, the tracks in GTSport look so clinical for me.

It will be a photomode only game for me with the extra few bits you mentioned. The rest has signed its divorce since the beta ;)
 
Did more than 1000km in two days. Yesterday EU was a disaster and still cars are jumping all over the place sometimes.
And although my best today was fourth I must say that I love GTS already:tup: DS4 controls are solid and enjoyable not like in other racing gemes this gen.
 
Handling and overall physics. This is the first GT where driving a TT Quattro was quite enjoyable and lively. Really enjoy the 4C GR4, such a blast to drive. I also really enjoy improvements with using DS as I don't have a wheel yet for PS4.
 
Menus look great as usual, I also really like the adjustments on the fly (Traction Control, Brake Balance) etc, Those are pretty much the only things I like about the beta unfortunately.
 
It's a detail but I like the Dpad menu a lot. Partly because there's so much more they could do with it: on the fly camera angle and FOV adjustments, cockpit exposure, FFB adjustment, HUD complexity switch, hiding/showing the wheel, etc.
 
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