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Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Sunday, March 6, 2022

Halo Infinite Co-Op Campaign Mode Officially Delayed

Halo Infinite Co-Op Campaign Mode Officially Delayed

Halo Infinite

After delaying the Halo Infinite roadmap back in January, 343 Industries has now unveiled that Season 2 of the game's multiplayer will begin on May 3rd. Titled Lone Wolves, it will feature Spartan Sigrid Eklund and Spartan Hieu Dinh at the center of Season 2's story.

At the same time, the developer confirmed that the co-op Campaign mode won't be added to Halo Infinite at the beginning of Season 2 as initially planned. 343 Industries is now planning to introduce co-op to the Campaign later in Season 2.

We’re making great progress on Campaign network co-op. And to be clear, this work has been occurring in parallel to Season 2 work, as has our work on Forge.

But the reality is that it’s going to take more time to land a high-quality, full-featured 4-player network co-op experience in the massive, wide-open world of Halo Infinite. We’re also committed to a great 2-player split-screen co-op experience on all Xbox consoles, from the original Xbox One through Xbox Series X—and the non-linear, wide-open sections of the Campaign present some big challenges for split-screen that have taken us more time to solve.

All this means that we will not be able to ship Campaign network co-op on May 3rd, at the start of Season 2. But we are still aiming to deliver Campaign network co-op later in Season 2, and we will share a release date for that and for split-screen co-op as soon as we can.

The good news is that Forge doesn't seem to have been affected by the aforementioned delay. 343 Industries said it is already flighting Forge with a small group of community creators to ensure a smooth experience creating, sharing, browsing, and playing Forge content. There will be public flights later this year before Forge is officially added to Halo Infinite at some point in Season 3. There's no word yet on when ray tracing will be added to Halo Infinite. Ahead of the launch, Microsoft revealed to have partnered with AMD to bring that feature later on.

In other Halo news, the TV series premieres March 24th on Paramount+, and it seems like Steven Spielberg's contribution was rather significant.

The post Halo Infinite Co-Op Campaign Mode Officially Delayed by Alessio Palumbo appeared first on Wccftech.

Saturday, March 5, 2022

Should Apple Discontinue the 2020 iPhone SE, or Discount It to $199 After Launch of New Low-Cost Model? [Poll]

Should Apple Discontinue the 2020 iPhone SE, or Discount It to $199 After Launch of New Low-Cost Model? [Poll]

Should Apple Discontinue the 2020 iPhone SE, or Discount It to $199 After Launch of New Low-Cost Model? [Poll]

Apple’s new low-cost model, presumably named the iPhone SE 5G, is reported to be a part of the announcements for the March 8 ‘Peek Performance’ event. While the company would have already decided beforehand what to do with the 2020 model, it is a discussion we want to have with our readers; should the 2020 iPhone SE be discontinued or discounted?

Discounting the 2020 iPhone to $199 Would Mean No Other Android Smartphone Can Compete With It in Terms of Value

Whether or not you believe that customers have to pay that notorious ‘Apple Tax’ to obtain a gateway to its products, no one can deny the value the 2020 iPhone SE brings to the table. Sure, there are more than a few compromises, ranging from its outdated design compact size to abysmal battery life, lack of multiple cameras to provide a versatile experience, and others.

However, it does deliver performance like no other device in this price range, and on top of that, it will continue to receive annual software updates for a few more years. How many years does it take for a company like Samsung or Xiaomi to abandon a $399 smartphone? Two years at best, and during that time, the updates are purely based on luck, so receiving that particular notification is like winning the lottery. You never have to experience that with the 2020 iPhone SE.

Unfortunately, for some, even that $399 figure is a high price to pay, to which Bloomberg’s Mark Gurman earlier suggested that shortly after the iPhone SE 5G launches, Apple should slash the current model to $199. In developing markets, where even owning a $399 device is an avenue not many are willing to take, a $199 iPhone will be entertained by thousands since the majority of those customers are living on a tight budget.

If that happens, there will literally be no competitor of the 2020 iPhone SE, at least from a price-to-performance ratio.

Biggest Reason to Upgrade to the iPhone SE 5G Is in the Name - Want Faster Connectivity? Faster Processor? Pay the Premium

Assuming Apple launches the iPhone SE 5G at $399 for the 64GB model, it would be the most affordable 5G-ready iPhone Apple has sold to date. At this time, the iPhone 13 mini fills that position, but it costs an expensive $699, so again, not many will want to entertain a purchase for that kind of money. $399 for a 5G-ready iPhone that also promises performance improvements and software updates for five years? That is a deal millions will get behind.

If customers want to experience 5G connectivity or want to see that A15 Bionic in action, but in a more affordable package, upgrade to the iPhone SE 5G. If you do not care for 5G at all and do not mind a regular but reliable device as a daily driver that takes calls, makes calls, sends texts instantly, or any other task, spending $199 will not make you lose sleep that is for sure. We think this would be the best decision for Apple, but if they decide not to pursue this route, they would have an excellent reason not to.

Not defending Apple, but it did not become a trillion-dollar company by making a wrong decision after wrong decision, so discontinuing the 2020 iPhone SE would have some math behind it. What do our readers think? Would a $199 iPhone SE help Apple tap into other markets, or is that $399 price for the iPhone SE 5G a reasonable starting price for the rest of the world? Participate in our poll, and we will find out soon what the general public wants.

Discontinue the 2020 iPhone SE, or discount it to $199?

The post Should Apple Discontinue the 2020 iPhone SE, or Discount It to $199 After Launch of New Low-Cost Model? [Poll] by Omar Sohail appeared first on Wccftech.

Friday, March 4, 2022

AMD RDNA 2 ‘Radeon 680M’ Integrated GPU Shines In Latest Gaming Tests, Delivers A Respectable 40-60 FPS In Modern AAA Games at 1080p

AMD RDNA 2 Powered 'Radeon 680M' iGPU Shines Once Again, Delivers A Respectable 40-60 FPS In Modern AAA Games at 1080p 2

The AMD RDNA 2 'Radeon 680M' integrated GPU featured on the Ryzen 6000 APUs is a mini-power house, featuring the fastest performance of any iGPU out there. We have already seen initial tests, showcasing impressive gaming capabilities but our friends at TechEpiphany, have shared detailed performance numbers of the chip in various modern games.

AMD RDNA 2 Powered 'Radeon 680M' iGPU Shines Once Again, Delivers A Respectable 40-60 FPS In Modern AAA Games at 1080p

TechEpiphany has started a new YouTube channel recently under the name, AMD APU Gaming. All of their gaming tests are done on the ASUS TUF Gaming F17 (2022) notebook which features the AMD Ryzen 7 6800H APU with Radeon 680M iGPU and comes with a discrete GeForce RTX 3050 GPU too. Considering that this is a TUF variant, we can expect even higher performance in more premium models with the higher-TDP optimized variants. With that said, the Radeon 680M iGPU comes with a lot of horsepowers considering that it is just a small integrated GPU.

AMD Radeon 600M 'RDNA 2' Integrated GPU Specs Recap

The AMD Radeon 600M series integrated GPUs are what's adopted by the Ryzen 6000 APUs, offering up to 12 Compute Units for 768 cores and up to 2.4 GHz GPU frequencies. The Radeon 600M GPUs pack a 50% large compute engine than the early Vega iGPUs, 50% higher bandwidth, twice the L2 cache, and twice the render backends (RB+).

The Radeon 600M is split into two SKUs, the Radeon 680M which is featured on Ryzen 9 & Ryzen 7 chips, packing the full 12 CU & 2.4 GHz configuration (4 RB+) while the Radeon 660M powers the Ryzen 5 APUs with up to 6 CUs, 1.9 GHz clocks and 2 Render backends. When it comes to numbers, AMD has acknowledged that the Radeon 600M series can play pretty much every game at 1080p with a smooth frame rate beyond 40 FPS and even exceeding 60 FPS in select titles.

Its performance is said to be much faster than NVIDIA's GeForce MX450 (25W) GPU which comes as a discrete solution and can even outperform the GeForce GTX 1650M Max-Q solution when FSR is enabled. FSR obviously gives a huge advantage to AMD's RDNA 2 core architecture as DLSS is only supported by RTX solutions. The 680M configuration of the Radeon iGPU rocks up to 3.4 TFLOPs of single-precision performance. For comparison, that's just 15% behind the 4 TFLOPs performance of the Xbox Series S console.

AMD Radeon 600M 'RDNA 2' Integrated GPU Gaming Benchmarks

So coming to the benchmarks, the AMD APU Gaming channel has posted at least five gaming tests so far of the Radeon 680M 'RDNA 2' iGPU. First, we have God of War which runs around 40 FPS on average between the various 1080p FSR modes it was tested on.

We also have a new run of Cyberpunk 2077 and we have already talked about how the iGPU offers almost GTX 1060 performance in the title. While no performance comparisons are made, we can see that using a mix of low and medium settings at 1080p (FidelityFX UQ), a frame rate between 35-45 FPS was achieved. Just running the title alone at the said frame rate is an impressive feat & the chip can also handle a few Raytracing capabilities in the title.

Ever thought it would be possible to run the latest Microsoft Flight Simulator on an AMD APU? Well with the Ryzen 6000 equipped with Radeon 680M iGPUs, that's entirely possible thanks to the RDNA 2 architecture. Once again, 1080p resolution was used with the DX11 API and a mix of low to medium settings. Through the flight, the little iGPU was able to maintain over 30 FPS.

Forza Horizon 5 was next on the list and is one of the most optimized gaming titles within the list of AAA titles tested. I won't talk about it much since the iGPU was able to deliver a rock-solid 60 FPS at 1080p and even managed 25-30 FPS at 4K resolution!

Lastly, for users who want to run older games that still hold up in terms of graphics such as The Witcher 3, you can expect an average of 50 FPS at 1080p with decent settings.

All of this shows that in a few years, we will definitely have iGPUs offering performance on par with entry-level and even mainstream discrete GPUs. While dGPUs continue to offer more performance, they will require more power as we are seeing right now in the high-end and even some mainstream options. So budget gamers who don't want to invest in expensive and power-hungry chips can call it a day by using integrated solutions for their laptop and desktop needs.

The post AMD RDNA 2 ‘Radeon 680M’ Integrated GPU Shines In Latest Gaming Tests, Delivers A Respectable 40-60 FPS In Modern AAA Games at 1080p by Hassan Mujtaba appeared first on Wccftech.

ASUS launches 32-inch ROG Swift PG329Q-W monitor, perfect for gamers utilizing the newest in display technology

ASUS launches 32-inch ROG Swift PG329Q-W monitor, perfect for gamers utilizing the newest in display technology

ASUS has revealed its brand new ROG Swift PG329Q-W 32-inch display which utilizes WQHD (2560 x 1440) technology, a superfast IPS, 175Hz refresh rate, 1ms (GTG), Extreme Low Motion Blur Sync, G-SYNC Compatible and DisplayHDR 600.

ASUS's ROG Swift PG329Q-W Gaming Display Features Premium White Aesthetics In WQHD G-Sync Design

The Asus ROG Swift monitor features a WQHD (2560 x 1440) panel that delivers 77% more onscreen desktop space than traditional Full HD (1920 x 1080) displays. Also, it produces an incredible 1,000:1 contrast ratio.

  • 32-inch WQHD (2560 x 1440) Fast IPS gaming monitor with ultrafast 175*Hz (above 144Hz) refresh rate designed for professional gamers and immersive gameplay
  • Fast IPS technology enables a 1ms gray-to-gray response time (GTG) for intense gaming visuals with exceptionally high frame rates
  • ASUS Extreme Low Motion Blur Sync (ELMB SYNC) technology combines ASUS ELMB tech with NVIDIA's G-SYNC compatibility, eradicating ghosting and tearing for crisp gaming visuals and excellent frame rates.
  • G-SYNC enables VRR (variable refresh rate) by default.
  • High Dynamic Range (HDR) technology with a professional color gamut provides contrast and color performance that meets the DisplayHDR 600 certification.

ASUS's in-house Fast IPS Display permits the display's liquid crystal elements to change four times faster than established IPS panels for enhanced response. Smearing and motion blur is nearly destroyed with a one millisecond's gray-to-gray response time. This display also supplies superior images with vivid colors thanks to DCI-P3 98% color gamut and an incredible 1,000:1 contrast ratio. Wide 178-degree viewing angles guarantee minimal distortion and color shift even with your positioning.

Users will encounter fluid gaming visuals, promoting a higher level of gaming advantages in first-person shooters, racing, real-time strategy, and sports titles. The ASUS ROG Swift offers a seamless, tear-free gaming experience by enabling VRR by default on NVIDIA GeForce GTX 10-Series and NVIDIA GeForce RTX 20-Series graphics cards.

The ROG Swift PG329Q-W furnishes a more comprehensive range of colors with a cinema-standard DCI-P3 98% color gamut and sRGB 160%. All ASUS monitors are factory pre-calibrated with a factory calibration report to ensure color accuracy.

The ROG Strix series provides ambient lighting synchronized with other Aura-enabled components and peripherals with exclusive ASUS Aura Sync lighting technology and the use of the supported Armoury Crate application.

HDR technology sustains a degree of luminance to supply a more extensive color range and higher contrast than conventional monitors. The brightest whites and the darkest blacks bring out details like never before. Also, the monitor can access peak brightness of 600 nits to meet the requirement for DisplayHDR 600 certification.

For connectivity, the ASUS ROG Swift includes a single DisplayPort1.2, two HDMI 2.0 ports, and can support a vast array of multimedia devices. The ergonomically-designed stand delivers tilt, swivel, and height adjustments for customizing the perfect viewing position. Finally, the display is VESA-compatible, ideal for wall mounting.

The post ASUS launches 32-inch ROG Swift PG329Q-W monitor, perfect for gamers utilizing the newest in display technology by Jason R. Wilson appeared first on Wccftech.

ONEXPLAYER Mini handheld gaming console now available, starting at $840 US with AMD Ryzen 7 5800U ‘Zen 3’ CPU

ONEXPLAYER Mini handheld gaming console now available, starting at $840 US with AMD Ryzen 7 5800U ‘Zen 3’ CPU

The Onexplayer Mini handheld gaming console was recently launched in Chinese markets, with an AMD Ryzen 7 5800U processor onboard. This new information follows AyaNeo Next's launch of the company's gaming system and the prior release of Onexplayer Mini's Intel Core i7-1195G7 Tiger Lake CPU system.

ONEXPLAYER Mini AMD Edition launches in China and carries the AMD Ryzen 7 5800U processor

The Onexplayer Mini by One Notebook is not fashioned with the latest CPU technology but offers adequate performance for lower-processing games. Competitor Valve officially launched its anticipated Steam Deck portable console offering RDNA2 graphics processing. AyaNeo Next and Onexplayer Mini benefit from being smaller in size but unfortunately carry hefty price tags for both handhelds.

The new One Notebook Onexplayer Mini (AMD variant) features a Ryzen 7 5800U processor with 8-cores and 16-threads and a boost clock reaching up to 4.4 GHz. The internal APU utilizes AMD Radeon Vega 8 graphics clocked as high as 2 GHz. The new handheld console system is fitted with 16GB of LPDDR4X-4266 memory that is only available for this specific model.

The new Onexplayer Mini AMD Edition by One Notebook arrives with a new display alternative, measuring at 1280×800 screen resolution. However, the cost is relatively high for each model. The company's choice to use a screen with a lower resolution will impact the price and allow the product to be more accessible to a larger audience. There are currently six variations of the new Onexplayer Mini listed, including display and memory storage size.

Below is the current listing of available Onexplayer Mini handheld consoles:

  • 16GB/512GB/HD display for 5,299 CNY ($840)
  • 16GB/1TB/HD display for 5,599 CNY ($885)
  • 16GB/2TB/HD display for 6,599 CNY ($1,045)
  • 16GB/512GB/FHD display for 5,599 CNY ($885)
  • 16GB/1TB/FHD display for 5,899 CNY ($935)
  • 16GB/2TB/FHD display for 6,899 CNY ($1090)

Onexplayer will offer initial runs of the new handheld console to members of the Onexplayer QQ group. There is no official word when the new variant will be available for purchase from more retailers.

For more information about the One Notebook Onexplayer line of handheld and microcomputers, check out their products page for their current handheld console models, as well as to be able to purchase the new system directly through Onexplayer's website once it becomes available worldwide.

2022 Handheld Gaming Consoles
Wccftech Aya Neo NEXT Steam Deck ONEXPLAYER Mini ONEXPLAYER Mini AMD Nintendo Switch OLED
Picture
Architecture AMD Zen3 AMD Zen2 & RDNA2 Intel Tiger Lake AMD Zen3 ARM Cortex
SoC Ryzen 7 5800U
Ryzen 7 5825U
AMD Van Gogh Core i7-1195G7 Ryzen 7 5800U NVIDIA Tegra X1
SoC CPU 8C/16T @ 4.4 GHz 4C/8T @ 3.5 GHz 4C/8T up to 5.0 GHz 8C/16T @ 4.4 GHz 4x A57 + 4x A53
SoC GPU AMD Radeon Vega 8 @ 2.0 GHz AMD RDNA2 8 CUs @ 1.6 GHz Xe-LP (Iris) 96 EUs @ 1.4 GHz AMD Radeon Vega 8 @ 2.0 GHz NVIDIA Maxwell 256 CUDA
Memory 16GB LPDDR4X-4266
32GB LPDDR4X-4266
16GB LPDDR5-5500 16GB LPDDR4X-4266 16GB LPDDR4X-4266 4GB LPDDR4-3200
Storage 2TB NVMe 64GB eMMC (PCIe Gen2x1)
256GB/512GB NVMe (PCIe Gen3x4)
512GB, 1TB, 2TB NVMe 0.5TB, 1TB, 2TB NVMe 64GB
Display 7″ 1280×800 IPS 7″ 1280×800 IPS 7″ 1920×1200 IPS 7″ 1280×800 IPS
7″ 1920×1200 IPS
7″ 1280×720 OLED
Connectivity WiFi 6E, Bluetooth 5.2 Wi-Fi 5, Bluetooth 5 Wi-Fi 6, Bluetooth 5, USB 4.0 x2 Wi-Fi 6, Bluetooth 5, USB 4.0 x2 WiFi 5,
Battery 47 Whr 40 Whr 10455 mAh 10455 mAh 4310 mAh
Weight TBC 669 g 589 g 589 g 420g
Dimensions TBC 29.8 x 11.7 x 4.9 cm 26.0 x 10.6 x 2.3 cm 26.0 x 10.6 x 2.3 cm 24.2 x 10.2 x 1.39 cm
OS Windows  11 Steam OS 3.0 (Arch) Windows  11 Windows  11 Custom
Release Price  $1,465 ADVANCED
$1,315 PRO (16G+1TB)
$1,565 PRO (32G+1TB)
$399 (16G+64GB)
$529 (16G+256GB)
$649 (16G+512GB)
$1,259 (16G+512GB)
$1,399 (16G+1TB)
$1,599 (16G+2TB)
¥5,299 (16G+512GB+HD)
¥5,599 (16G+1TB+HD)
¥6,599 (16G+2TB+HD)
¥5,599 (16G+512GB+FHD)

¥5,899 (16G+1TB+HD)
¥6,899 (16G+2TB+HD)
$349
Release Date February 2022 February 2022 January 2022 March 2022 October 2021

The post ONEXPLAYER Mini handheld gaming console now available, starting at $840 US with AMD Ryzen 7 5800U ‘Zen 3’ CPU by Jason R. Wilson appeared first on Wccftech.

Wednesday, March 2, 2022

Gran Turismo 7 Review – I’m in Love with My Car

Gran Turismo 7 Review – I’m in Love with My Car

Suppose somebody came up to me tomorrow and told me that I'm an incredibly sexy, intelligent and witty person. In that case, I'd think they were slightly exaggerating my qualities, were wanting something from me, and then I'd pay the relevant escort agency for the service of that fine person. Suppose somebody else came up to me and stated that the Gran Turismo 7 development team featured Roger Taylor heading up a group of people with mechaphilia; I'd believe that in a heartbeat while also telling them to get the hell off of my Hyundai.

Why is the latter believable? That's because Gran Turismo 7 has a near fetishistic obsession with cars, racing cars, the placing of your genitalia in the exhaust of a vehicle (which explains why the Tesla is rubbish), and the history of anything remotely linked to cars. This obsession isn't a bad thing, as you'll soon find out. It's something I'll be applauding. Some issues come with it, and I'll be getting into those too.

Let's talk time. Time is my first and foremost complaint regarding Gran Turismo 7. The series, outside of Sport, has never been one that goes quick. You've always started from the bottom and made your way up to the top, and you do that here, but never has it felt this railroaded. There is a cafe on the map that acts as the hub. In this cafe is an annoying person called Luca. Luca gives you a menu book with a task to complete; these tasks are nearly always to collect three cars gained from winning - or finishing in a particular position - of a race that has just been made available. Then you go back to Luca, and he talks at length about the type of cars you've just won.

It's okay; I get it, Polyphony Digital, you love cars. I imagine a few people playing Gran Turismo love cars as much as you. Still, the majority of people will be wondering why they need a bloody speech on french hatchbacks or Japanese FR drive cars before they're allowed to do the broom-brooms in another vehicle. Gran Turismo 7 claims you can do the game at your own pace, but this isn't entirely true because of the unlocking of races through your collectors level, the gaining of credits to buy cars you need, or upgrade them, being intrinsically tied to the cafe menus.

Simply put, progression in Gran Turismo 7 will either be glacially slow if you're going through the cafe or about as perceptible as continental drift if you're not. Yes, it speeds up the later you get in the game because more races are open, most of which aren't linked to Luca's ludicrous land-yacht look-see. It's just that you unlock more by raising your collectors level, and the easiest way to do this is by getting gifted cars from the cafe. The vicious cycle continues.

One thing I won't complain about, however, is the licenses. The same five licenses you've had in Gran Turismo games before are here again, and these licenses will be the bane of my life as I plug away for hours, just trying to get gold on every single one of them. The feeling I get as I manage to chip away one-hundredth of a second to get a gold is obscene, but it's like a drug, and I love it. Any sense of hard-earned accomplishment I love, and I can't deny that Gran Turismo 7 is full of this; it's just that getting to these parts can be too slow.

Let's stick with the negatives. Always online. Hopefully, people won't suffer from what's happened to me six bastarding times when the game is open to the public tomorrow. If the game drops its connection, for whatever reason, then you may as well not bother carrying on. That's if you know it's not connected. More than a few times, I've had to repeat races after being given my reward because the game has reverted to where it thought I was. I did four races at one time when the server had gone for a bit of sleep; I had to do all four again. Other times, which again I assume was down to the server; I'd lost progression from a race or two, here and there. In all, I would say I've lost at least two hours due to "always online".

It's nonsense. Polyphony Digital want to use lines about it being there to stop people cheating, but there needs to be a better way. I don't even think it's for that. Sure, people could cheat progression in single-player and get access to the best cars, but when they're racing against people who have earned their way to those cars, the people who've put in the work are going to be better. It's just a way to track what you've done, where you're spending time, and the fact you have so many online links within the game is proof enough of this. Have this, be honest about it, and make your servers work.

Is there anything else? It's a bit rubbish that sharing things is more burdensome. Yeah, that'll do. Wait, no, music. Here's another thing Polyphony Digital, stop having crap soundtracks. Well, partly crap soundtracks. Gran Turismo one to four, a good variety and a lot of familiar music. Five, six and now seven are stuck in a rut. Some variety, but they don't feel like the music belongs with cars. Stop taking ideas from Fast & Furious and get back to being the game that brought us this masterpiece of an opening.

It's possibly more annoying because there's a whole mode based around racing to the music. It's a time trial but based around the beats of a song. I can only imagine how good those events would be with excellent driving music: a personal gripe, subjective, but one I have nonetheless. Granted, the classical music playing outside of the races is undoubtedly in tune with the image it wants to give of cars. It's decent in the racing and better than most rubbish there.

That image is that cars are fun. It also wants to build the culture around cars, and it does this by extensively documenting the history of cars and companies that work with and around them. From looking at the museum of automotive history, something that the opening video of Gran Turismo 7 doesn't come far from showing. I'm not being facetious when I say this, but the intro of Gran Turismo 7 is somehow emotional. Classical music plays over pictures, videos and events of the history of cars, and it's almost poignant that I couldn't live through those moments and breakthroughs.

Speaking of images, let's talk graphics. While racing, you won't be getting raytracing. That's fine, I genuinely don't care, and frankly, I don't need it. The game looks fantastic both in and out of a race. I'll rarely say that a game looks like real life, but I'll be honest and say that there are some shots where I could believe a photographer just took it from the trackside. This argument is even more true when looking at the scenes mode, where you can use ray tracing and every other effect to take some undeniably perfect shots.

It's no surprise that Gran Turismo 7 features a bit over four-hundred cars. That's because these cars have had even the smallest of details perfected. Tracks haven't got the same level of detail as the cars, which should be expected, but they aren't far behind. There's no doubt that when you get the tracks at different times of the day, particularly in various weather conditions, you get to see the real impact of the game's visuals. I'd put this down to the not-overly-extensive tracklist, around 90 courses drawn from a little under half the tracks.

So yes, Gran Turismo looks fantastic. It's not the most colourful game, it doesn't have the vibrancy of titles like Forza Horizon 5, but it's beautiful in that exquisite sort of way. Where somebody has taken the time to stop groping the car in front of them so they can see the precise location of a screw and get that put into the game, it's admirable, even if a little ostentatious.

We've talked about the bad and moved into the good, so what about the rest? That's good too. It's excellent, even if there are small things to be improved. I've mentioned the licenses and music rally; there are also challenges. Many of these have you to do anything from passing a certain number of cars to having to pass a certain number of cars. It's just the conditions and cars that are different. That may be a slight exaggeration, the challenges feel different, but it is a racing game.

When it comes to racing, Gran Turismo can truly shine. The DualSense controller is fantastic when it comes to this. Controllers have used rumbling, haptic feedback, and more to give you a sense of what's happening in the game before, but there's no doubt that this is a step forward. I'm not going to say it feels like you're driving the car and everything is feeding back through the controller, but it's certainly closer than any regular controller has come before. Only a wheel has offered a tighter feel in the past.

Having a tighter feel is just what you can say about almost every aspect of Gran Turismo 7. Gran Turismo may brand itself as "the real driving simulator", but nobody has ever believed that. It is a simcade racer, but every iteration comes closer to perfecting that line between simulation and arcade. I don't doubt for a second that Gran Turismo Sport, and its more narrow focus, has helped to drive the improvements of racing here. The physics are top-notch, each car feels unique in the way it handles the bends and straights, and this applies doubly so when you pop into the garage and make some adjustments.

From repeated aquaplaning on a rainy day, as you watch the water settle into dips and corners, to feeling the rumble as you edge just a little too close to the inside, there's something genuinely special about the racing here. I want to say I've tried it with a wheel, but I haven't - I expect to have a wheel with me in a matter of a few days, so more on that shortly. Still, from the racing I've done, it's just fantastic. I can't honestly say I've had a better on-track experience from a traditional racing game.

One other thing I want to return to is the whole culture around cars, the history. I'm not sure I like links in the game taking you to external manufacturers, etc. I've got no issue with highlighting the history of cars and companies. It makes sense to show when breakthroughs happened, showing other significant events in history so people can understand just how long automotive progress has been going. Hell, they've got the future of cars by including an electric vehicle, though I'd like to have seen more than the Tesla (unless I've missed them?).

Still, whatever I say bad about Gran Turismo 7, as I did at the start, there's so much in the good. I do wish it would learn to value people's time, but maybe I'm misremembering older games, and now that I have actual employment and less free time, It just feels as though the game is metaphorically pulling teeth at times. Outside of the teeth-pulling, it's a great experience. Take from that what you will.

PlayStation 5 version reviewed. Copy provided by the publisher.

The post Gran Turismo 7 Review – I’m in Love with My Car by Chris Wray appeared first on Wccftech.

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