There's a whole lot more info than what I quoted in each link, so be sure to read the full interview if you're curious for more.
One other point of clarity I wanted to make was about dynamic time and weather, which wasn't a part of Gran Turismo Sport.
Kazunori Yamauchi: In GT7, the time and weather will be moving in real time.
That's all good news to me. The recent blog post said something about Gran Turismo having a different approach to the weather system and how it works. I wonder if you could talk through a bit more about how dynamic weather works in Gran Turismo 7 - does it impact track surface temperature, if there's a dynamic track, does it rubber in over the course of an event?
Kazunori Yamauchi: We don't have a system for simulating the amount of rubber that's laid on the track, but we do have a simulation of where the rain would create a level of water over the track. When a car passes over it, it will spray aside, and so the racing lines will dry quicker than the other parts of the track. That's something that is simulated and does affect the grip of the course accordingly as time goes on, and the track begins to dry in different places. The air temperature, the humidity, and then the road surface temperature will also be affected by these weather changes as well.
This is a cross platform game as well, which I imagine is quite a big undertaking. Will PlayStation 4 and PlayStation 5 versions have feature parity - will things like the dynamic time and weather be a part of both versions?
Kazunori Yamauchi: Feature wise, they will be the same, but the quality that you'll be seeing will be different.
"More Natural" Driving Physics
Advancements in driving physics and car handling are always top-of-mind when new Gran Turismo games come along, but it's something that we haven't heard much about from official sources yet. Although he did not go into specifics, Yamauchi made it clear that there have been advancements in this area.
"In terms of physics, of course, it is something in the game that we have been evolving for the last 25 years. In GT7, I think you'll find the precision has increased. I also think you'll feel it to be more natural, even more-so than in GT Sport," he explained.
Yamauchi also revealed that some of the best Gran Turismo players in the world have helped Polyphony Digital to help refine the physics engine in GT7. "Now we have new people like Igor Fraga and Mikhail Hizal joining the family. We have feedback from them that has been very useful in tuning that."
"Car Customization
Old-school Gran Turismo players will remember the wildly popular "Racing Modification" tuning option found in GT1 and GT2 — and to a smaller extent in GT5 — and many were hoping to see it return for GT7. Although it will go by a different name in the latest title, Yamauchi acknowledged that car tuning and modification is a clear nod to the series' past.
"We'll have aerodynamic parts available and of course you'll be able to apply wide-body kits to cars, so you'll be able to get that same sort of race modifications that we had in the original GT1. You can add roll cages as well now," Yamauchi revealed.
Car tuning is one aspect that Yamauchi is eager to share with long-time fans of the franchise. "It's really fun to play around with. You could spend a whole day just in the setting screen for a car," he said."
――I'm looking forward to implementing ray tracing, but on the other hand, what game fans are interested in is where ray tracing can be used because it is very heavy processing.
Mr. Yamauchi: For the time being, you can choose ray tracing in the replay even during the game, and then you can see the stage demo and the picture with ray tracing applied in the garage.
The big Gran Turismo 7 interview
Gran Turismo is back. Not that it's ever been away, of course - Gran Turismo Sport released towards the end of 2017, pr…
www.eurogamer.net
One other point of clarity I wanted to make was about dynamic time and weather, which wasn't a part of Gran Turismo Sport.
Kazunori Yamauchi: In GT7, the time and weather will be moving in real time.
That's all good news to me. The recent blog post said something about Gran Turismo having a different approach to the weather system and how it works. I wonder if you could talk through a bit more about how dynamic weather works in Gran Turismo 7 - does it impact track surface temperature, if there's a dynamic track, does it rubber in over the course of an event?
Kazunori Yamauchi: We don't have a system for simulating the amount of rubber that's laid on the track, but we do have a simulation of where the rain would create a level of water over the track. When a car passes over it, it will spray aside, and so the racing lines will dry quicker than the other parts of the track. That's something that is simulated and does affect the grip of the course accordingly as time goes on, and the track begins to dry in different places. The air temperature, the humidity, and then the road surface temperature will also be affected by these weather changes as well.
This is a cross platform game as well, which I imagine is quite a big undertaking. Will PlayStation 4 and PlayStation 5 versions have feature parity - will things like the dynamic time and weather be a part of both versions?
Kazunori Yamauchi: Feature wise, they will be the same, but the quality that you'll be seeing will be different.
New Gran Turismo 7 Details: PS4 vs PS5, Driving Physics, GT Cafe, and More Revealed in Kazunori Yamauchi Interview
A week on from the big Gran Turismo 7 reveal and launch date announcement, GTPlanet got the chance to sit down with Gran Turismo series creator Kazunori Yamauchi for an extensive one-on-one interview on the latest title. Although there was plenty of information to dig through after the grand unve
www.gtplanet.net
"More Natural" Driving Physics
Advancements in driving physics and car handling are always top-of-mind when new Gran Turismo games come along, but it's something that we haven't heard much about from official sources yet. Although he did not go into specifics, Yamauchi made it clear that there have been advancements in this area.
"In terms of physics, of course, it is something in the game that we have been evolving for the last 25 years. In GT7, I think you'll find the precision has increased. I also think you'll feel it to be more natural, even more-so than in GT Sport," he explained.
Yamauchi also revealed that some of the best Gran Turismo players in the world have helped Polyphony Digital to help refine the physics engine in GT7. "Now we have new people like Igor Fraga and Mikhail Hizal joining the family. We have feedback from them that has been very useful in tuning that."
"Car Customization
Old-school Gran Turismo players will remember the wildly popular "Racing Modification" tuning option found in GT1 and GT2 — and to a smaller extent in GT5 — and many were hoping to see it return for GT7. Although it will go by a different name in the latest title, Yamauchi acknowledged that car tuning and modification is a clear nod to the series' past.
"We'll have aerodynamic parts available and of course you'll be able to apply wide-body kits to cars, so you'll be able to get that same sort of race modifications that we had in the original GT1. You can add roll cages as well now," Yamauchi revealed.
Car tuning is one aspect that Yamauchi is eager to share with long-time fans of the franchise. "It's really fun to play around with. You could spend a whole day just in the setting screen for a car," he said."
「グランツーリスモ7」クリエイター山内一典氏インタビュー 「『GT7』は『GT SPORT』を“含んでいる”」。すべてのクルマ好きに贈るシリーズ集大成
レースゲームという枠を超え、ドライビングシミュレーターの代表格として世界に名を轟かせている「グランツーリスモ」シリーズ。近作ではカーライフシミュレーターとしての側面を強く打ち出し、レースだけでない、クルマが持つ多彩で多様な楽しみ方を提案し、カーカルチャーの担い手として孤高の存在感を放っている。
game.watch.impress.co.jp
――I'm looking forward to implementing ray tracing, but on the other hand, what game fans are interested in is where ray tracing can be used because it is very heavy processing.
Mr. Yamauchi: For the time being, you can choose ray tracing in the replay even during the game, and then you can see the stage demo and the picture with ray tracing applied in the garage.
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