High Speed Ring Makes Stunning Return in Gran Turismo 7

Gran Turismo 7 High Speed Ring 01.jpg
One of Gran Turismo's most famous fictional tracks, the High Speed Ring, makes a return in Gran Turismo 7 and is looking great.

At the very end of the 1990's, many racing game fans were pouring hundreds of hours into Gran Turismo. Among the most well-loved tracks in the game was the High Speed Ring, a circuit that decades later many players of GT1 can still describe each turn from memory. But in the near future you can begin making new memories with the High Speed Ring, as it makes its return in the forthcoming Gran Turismo 7.


Gran Turismo 7's official Twitter account shared some PlayStation 5 renders of the updates High Speed Ring, and it looks gorgeous.

The HSR has appeared in all of the numbered Gran Turismo titles expect the third, and has become known as one of the best "grinding" tracks. Players can run dozens of races at the track to earn sufficient credits to buy their next car, and due to the simple layout with plenty of track width to overtake, it is a safe and easy way to grind.

Gran Turismo 7 is scheduled to be released to PlayStation 4 and 5 on March 4th. Are you going to buy GT7? If so, are you going to get reacquainted with the High Speed Ring? Let us know in the comments.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

I honestly can't remember any fictional tracks on GT other than high speed ring and that one only stood out due to the bridge borrowed from virtua racing and the banked corner that was a bit like old Monza. All of GTs fictional tracks tended to seem a bit wide and bland to me.
 
GT7 will be fully optimised for the new Sony VR headset (PSVR2) which will be released this year.
If the spec rumours are accurate then this is really exciting news. Sony is, clearly, a company that don't have one foot stuck in the past.

Those grand stands with thousands of 3d model people, it would be impossible to get this game running at proper hz/fps with VR without lowering the amount of 3d models for VR or to sacrifice elsewhere massively.

I'm wondering what they will do: either lower the graphics settings or/and resolution or/and lower the fps/hz. Or the same as with Gran Turismo Sport, which had only an "VR demo mode"/one on one" stripped down version or something.

It's impossible to run this game at 2000x2000+ pixels per eye @90hz with those graphics(for me personally minimum for proper VR), the PS5 cannot handle that for sure so they MUST sacrifice a lot somewhere.

I expect the worst for this game in VR because of this, even worse then the disaster with ACC's VR performance. I don't want to ruin your hopes but you must be realistic. If you want proper VR racing, then you choices are limited and don't expect that Sony/GT can do "the impossible".
 
It runs on a PS5, did you try assetto corsa on a playstation?
Any mods for AC on the playstation?

Did you lately try to buy a reasonable videocard that can do 4K at 60fps?
These are more expensive than a complete playstation 5.

Go play your AC on the pc, but keep away from these topics.
Mine is better than yours, bla bla
What's got you so upset? He was just sharing his opinion.
 
Premium
Still no news on RD about Live for Speed 0.7A. I guess RD think the same as us: LFS is officially dead:(
One updated car, now at roughly ~2010 standard, and overly unique mod creation, which could have saved that sim, had it been released like a decade ago..

Worth an orbituary rather than a news post
 
Because unfortunately it was clickbait. The URL made it look like Gran Turismo 7 had a confirmed PC release yet the article itself phrased it as a question, which in internet journalism always means "psyche, made you click!"

Also, I wouldn't trust anything those half-wits over at GTP say either. In summary, don't get your hopes up for a port, at least not when it comes to one of Sony's biggest assets in regards to selling consoles.

It's not about trusting any full or half wits, it's about what's already happening. Big console franchises are coming to PC. If they're doing that, it makes sense financially to start with. Never in the history of commerce has choice made less money than less choice. And as the performance difference between consoles and gaming PC is getting smaller with each generation and multiplatform development is getting cheaper, it's almost dumb not to tap into a whole new gigantic market.
 
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Not a track I'd put on my GT favourites list. I'd rather seen the classic early tracks all back in 4k.
 
I honestly can't remember any fictional tracks on GT other than high speed ring and that one only stood out due to the bridge borrowed from virtua racing and the banked corner that was a bit like old Monza. All of GTs fictional tracks tended to seem a bit wide and bland to me.
Then you clearly don't remember any of them.

High Speed Ring was one of the blandest tracks of the original ones, that's true. But other tracks like Deep Forest, Autumn Ring and Grand Valley are far from bland or wide.

Not to mention amazing semi-fictional real world tracks like Amalfi Coast, El Capitan or Citta di Adria, which are the complete opposite of being bland.
 
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Those grand stands with thousands of 3d model people, it would be impossible to get this game running at proper hz/fps with VR without lowering the amount of 3d models for VR or to sacrifice elsewhere massively.

I'm wondering what they will do: either lower the graphics settings or/and resolution or/and lower the fps/hz. Or the same as with Gran Turismo Sport, which had only an "VR demo mode"/one on one" stripped down version or something.

It's impossible to run this game at 2000x2000+ pixels per eye @90hz with those graphics(for me personally minimum for proper VR), the PS5 cannot handle that for sure so they MUST sacrifice a lot somewhere.

I expect the worst for this game in VR because of this, even worse then the disaster with ACC's VR performance. I don't want to ruin your hopes but you must be realistic. If you want proper VR racing, then you choices are limited and don't expect that Sony/GT can do "the impossible".
PSVR2 has an OLED display - 2000×2040 resolution per eye and 90/120hz.. It will feature 4K HDR, 110-degree FOV with *foveated rendering*.
 
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PSVR2 has an OLED display - 2000×2040 resolution per eye and 90/120hz.. It will feature 4K HDR, 110-degree FOV with *foveated rendering*.
I saw it, it will be impossible to run those kind of graphics including proper high MSAA with 90fps per second. GT7 will either be stripped down as GT sports was, or the game will run in a lower res then native or they will use reprojection to run the game at 45fps/90hz. We will see, but don't expect native res with anti aliasing with full details on like in pancake and 90fps/120fps, I don't see that as possible at all.
 
I saw it, it will be impossible to run those kind of graphics including proper high MSAA with 90fps per second. GT7 will either be stripped down as GT sports was, or the game will run in a lower res then native or they will use reprojection to run the game at 45fps/90hz. We will see, but don't expect native res with anti aliasing with full details on like in pancake and 90fps/120fps, I don't see that as possible at all.
I was thinking the headset will make use of the foveated rendering to ease the demand on the hardware?
It's this tech that makes the headset so interesting.
 

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