4K image quality, ray tracing, ultra-fast loading - and more.

At long last, Gran Turismo has truly returned.

So, what does that mean for players then?

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That starts with image quality, the addition of ray traced reflections and the elimination of loading times.

One of my favourite additions, however, is the inclusion of per-pixel motion blur during actual gameplay.

So, this is the first improvement then - image quality is a significant step up from GT Sport.

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Effectively, when using ray traced reflections, this feature is engaged in basically every scene featuring carsexceptactual gameplay.

It’s this simulation specifically that allows for such realistic surfaces across the game’s vehicles.

RT reflections aren’t mapped onto reflective surfaces like glass.

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That said, the more traditional cube and sphere-based reflections are improved and still manage to look great.

This old style uses a selection of reflection probes placed around cars which capture the environment each frame.

Beyond image quality and RT, the third major pillar is loading.

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Even the basic menu system on PlayStation 3 was sluggish to the point where it discouraged you from navigation.

Beyond the three pillars, I also feel that cars and environments are very important.

Polyphony’s signature strengths in model detail, materials and lighting fit together in a startlingly realistic fashion.

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The material used on rims and even things like valve stems hold up well.

Environments are also upgraded.

This is an interesting point of discussion.

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It’s not beautiful in the same way that an open world landscape might be.

Looking at Tsukuba, there’s actually a good amount of detail present, showcased by the fly-by shots.

The tarmac, grass and various other surfaces all exhibit a relatively natural appearance.

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Sun shadows adjust in real-time now as well.

This helps create a greater sense of variety and realism as time of day is no longer static.

Wet weather racing is especially beautiful due to the way light reflects off tarmac surface when wet.

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Again, a huge improvement over older GT titles.

During play, the news is predominately positive.

In the vast majority of cases, you’ll enjoy completely stable 60 frames per second gameplay.

Nearly every race runs consistently, even with a grid of 20 cars on the track.

However, there are two specific conditions which can cause drops in performance.

Firstly, there’s Trial Mountain.

For whatever reason, there are minor dips in performance while driving around the track.

Solving it will require some tweaking of the track.

With this, the screen is filled with reflections, particles and cars causing the frame-rate to dip.

This, I’ve found, id the absolute worst-case scenario for GT7.

But this is exceptional: space the cars out a little further into the race and the problem disappears.

Despite being able to play GT7 with no online interactions, you absolutely have to be connected to play.

Either way, this is the one black mark on an otherwise fantastic game.

And beyond the online requirement, Gran Turismo 7 really is a fantastic return to form for the series.

Not only that, but it might also be the best Polyphony game to date.

We’ll be reporting back on this soon!