Gran Tourism 7 im PS4

Phenomenal lighting, awesome modeled cars and a dynamic weather system made for Tobi at the test to Gran Turismo 7 only a test fancise too: So nice only a few racing simulations look out! And with that, he is also a party, whereby, of course, not everyone will be able to start something with the undercooled presentation of the series.

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Gran Turismo 7 in the test: from love for automobile

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The PS4 version can not quite hold the degree of detail and the high image quality of the PS5 version, it scales down instead in all respects. Nevertheless, the game can be seen on the past PlayStation generation and convinces with a great playability.

Vehicles remain largely untouched

The exterior reveals hardly any differences between the PS4 and PS5 version, it becomes clearer, there will be a view of the cockpit. Textures are not quite as sharp as on the PS5, labels on the fittings become illegible.

No losses in most effects: In Gran Turismo 7, not only the driving physics is excellent, polyphony digital has designed for particles and liquids as well as great simulations. Sparks spray when we scratched along a guardrail, sprinkles from the wind to the side and water drops dance physically correctly over the windshield.

Only light breaks on the bodies are significantly weaker on the PS4:

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PS5 PS4

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Large cuts in the routes

The style of Gran Turismo 7 is, especially compared to the competition, rather sterile. This is all the more true for the PS4 version, in which many details are missing. In particular, the vegetation was screwed back significantly, the many routes in the green are therefore more empty in direct comparison.

Shadows are much lower: As in the cockpit cat, all shadows on the track are frayed and out of focus. Especially in motion we observed in the episode a strong flickering of the shadows.

This also includes a harsh adjustment of the level of detail. **** Only in the immediate vicinity of our vehicle shadows and textures are displayed in their highest detail level. Directly behind it we recognize a clear line that separates us from the much lower detail level. The PS5 barely drops them because it is further in the distance.

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Shadow and Level of Detail: PS4 PS5

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Coarse-grained reflections: From time to time we find a lake or a river history on the grounds of a racetrack. The reflections on it are mainly in motion on the PS4 coarser and tend to be a flickering, which also occurs at the PS5, but not within the scope as on the PS4.

Gran Turismo 7: PS5 vs PS4 Performance Review Lower render distance during rearview mirror: On the PS4 cars and the route environment disappear a lot of recover behind a gray wall. However, the render distance is sufficient to avoid playful disadvantages.

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Rearview mirror: PS5 PS4

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Resolution

Gran Turismo 7 is output on both systems in the highest possible resolution and at the same time the maximum refresh rate:

  • ps4: 1080p, 60 fps during gameplay, up to 60 fps in all other 3D scenes
  • PS5 "Priority for image frequency": 2160p, 60 fps during gameplay, up to 60 fps in all other 3D scenes, 30 fps in photo mode
  • PS5 "Prioritize Ray Tracing": 2160p, 60 fps during gameplay, 30 fps in all other 3D scenes

Disadvantages of edge smoothing

Countless details require a robust solution to prevent podgemen on polygon edges and thus flickers. Polyphony Digital uses a temporal edge smoothing, ie a method that involves image information from previously rendered frames.

This technique works outstanding in high resolutions due to the superior pixel number, but in low resolutions, it draws it a blur image in which distorted artifacts can occur. So also at Gran Turismo 7 on the PS4.

Frame rate

The PS4 fulfills large parts the expectations entered into it and can largely hold the frame rate of 60 frames per second. Only with dense traffic, for example during the race start, or in rain drives, we noticed short slowdowns to about 55 fps.

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PS4 - Cockpit PS4 - Exterior PS5

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Repetitions and showcases call the highest possible degree of detail without regard to the frame rate, which is why it can come more frequently and more clearly to jerks:

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PS4 PS5 - Ray Tracing PS5 - frame rate

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Ray Tracing on the PS5

Actual racing gameplay is free of Ray Tracing in both PS5 modes. Instead, the complex technique is used to calculate light rays in repetitions and all other 3D animated scenes. Among other things, in the garage or in showcases, which should bring us the fascination of automotive.

In repetitions, Ray Tracing is used only for reflections: PS5 (Prioritize Ray Tracing) PS4 Showcases and the garage also use shadows produced with ray tracing as well as indirect lighting through the vehicle itself: ## Loading time In contrast to the fleet user interface of the PS5 version, the PS4 version feels sluggish. Second black pictures When navigating the menus, our patience demanded permanently. Also, the charging processes of routes draw each other in length, although we used an SSD as a data carrier.

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