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#Gran turismo 7 cross gen pro
Over on PS4 Pro and PS4, they’re both very good still, but you’re much more likely to see them dip and stay in the mid-high 50s for several seconds if there’s a cluster of cars on track. At other times, maybe there’s a one frame dropped here or there, but it’s barely noticeable. In the dry, the only track that I’ve really felt any kind of frame rate drops on PS5 is Deep Forest, which hitches when dashing through the tight and twisty inner area. By and large, performance is fantastic, though the PS4 is always going to be the console that struggles first and the most. In terms of raw resolutions, the base PS4 runs at 1080p, PS4 Pro at 1800p checkerboarded, and PS5 at native 4K, all aiming for 60fps. That’s what you get when stacking an SSD up against an old hard drive. The older consoles both also feel more sluggish when navigating the menus, taking time to load up your garage and switch between cars. Taking a quick diversion to talk about loading times, they feel practically instant on PS5, coming in at just 6 or 7 seconds, while loading up a large track filled with cars can take over half a minute on PS4 Pro and around 40 seconds on PS4. Their fastidious approach to both is admirable, even if they are limited. There’s also significant strides made since GT Sport, where Polyphony has been able to implement dynamic time through the day and, in limited cases, through a 24-hour cycle, and also bring back dynamic wet weather conditions. Of course, that’s not to say it looks bad. Track detail, and specifically the scenery around the circuit is another area where, while it’s good, it certainly feels beholden to the PS4.
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It’s a shame that this couldn’t have been extended further from view, or masked in other ways. The Level of Detail bounds are pretty similar between PS5 and PS4 Pro, and you’ll often be able to see detail pop into existence on cars as you get closer, or even a hard edge to shadows hitting their higher detail versions. There’s certainly a variety of improvements to things like texture filtering, quality of reflections (non ray-traced, that is), motion blurring and more, but you can also see the areas where it’s restricted, or kept in lockstep with the last generation. Moving on from that aspect, and GT7 often feels like it’s been built around the foundations of GT Sport and the PlayStation 4, like there’s much more that could be gained from a fully native PS5 game.
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Turn off ray tracing and those cars just aren’t there.
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Here, where there’s no pressure to keep to a certain frame rate, Polyphony can increase the quality of the ray tracing, giving you a fantastic ability to capture car reflections. The area where ray tracing will come into its own is for still imagery using the photo modes. Outside of photo modes, ray tracing can be quite ugly compared to more traditional reflections.
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