Gran Turismo 6 Improvements In Video

Gran Turismo 6 takes what GT5 started, and pushes on in many ways. So, following on from yesterday’s review and to better illustrate some of the major changes that have been made, we put together a couple of quick videos.

This first really shows off the improved lighting system and the day-night cycle that is featured on many tracks, both new and old. Driving around Apricot Hill Raceway in a Subaru BRZ GT300, we see the sun rise and the sun set, though I skip the boring daylight bits in the middle.


Time Progression was set to the maximum of 60, which means that each hour in game takes just a minute in the real world. There’s a slight side effect to this, in that the incremental jumps as the sun moves and the shadows shift are quite noticeable in the replay. At a lower rate of time and/or when driving on track these little jumps aren’t anywhere near as noticeable.

Secondly, we have a side-by-side comparison video of the suspension and handling in GT6. Driving a Nissan 370Z ’08 around Nurburgring GP/D, you should be able to see a degree of difference in the suspension travel and body roll through corners and under heavy braking.

It’s really when looking at the external replay in the second half of the video that you can see the greater suspension travel, while playing with the bumper cam has a less pronounced difference. This is just the visual aspect to a complex system and it’s only when going hands on that you get to see all of the changes combine together.

I hope you’ve enjoyed the videos, and we’ll see you next time!



  1. *Audio from lawnmower

    • Seriously, though, you can see how the car in GT6 is leaning more realistically. It would be easy to say “ah, the suspension is softer” but the GT5 footage shows the car being driven no harder/faster and that it simply floats a little bit (unrealistically) around the bends.

      Still, sort the sound out, Kaz! You tool.

  2. Wow. I can’t believe how clinical this looks (in a bad way). I last played GT3 and looked at later versions as being too clean and mechanical but this looks (I know there are no AI cars on the track) way too clean. I’ll admit that I lost interest in the 1st video after about 30 seconds and haven’t even watched the 2nd one.

    Can you imagine how big a market this would capture with just a few blemishes on the track, roughen it up a little, let me decal my car up, let me put fancy rims on and generally make it a little more fun. Something a little more like Forza on that other machine.

    • Trust a man with OCD to head for perfection as oppose to realism. It’s been my complaint for years and why I didn’t return to the franchise after GT4 on the PS2.

      • That’s a shame Bunimomike. If you enjoyed previous GT games, try 6. I think you will be pleasantly surprised.

  3. Guess this game is not for me. I can’t tell a difference between the two at all.

  4. What makes this an improvement over previous games is the lifelike body roll feel that you get as an indication of the limits to how far you can push the car. A bit like taking those high speed Motorway adjoining slip roads that have seemingly slow speed limits but with the sharp turns on some of them the cars body roll indicates if you are approaching it’s limit before snapping. So really it’s an improvement to the games handling with a better driver feel.

    As Tef used the sports car with stiffened suspension for the video it didn’t really highlight too much of the new body roll effect(although you do feel it driving), maybe a nice little hatchback with speed bumpy softened suspension around Autumn ring mini would have emphasised the body roll better and possibly caused a tumble or two. I’ve already rolled a few cars in GT6 from pushing too hard through hairpins. :P

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