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First Gran Turismo 7 PC Gameplay Surfaces Using Custom KytyPS5 PS5 Emulator Build

Дата публикации: 21-10-2026 07:10:39

With Sony shelving plans for an official PC port Gran Turismo 7, one of the few games from the Nvidia driver leak years ago that never did surface on PC, unfortunately, the emulation community has stepped in to fill the gap. Fresh footage shared on YouTube showcases Gran Turismo 7 booting into menus and running …

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First Gran Turismo 7 PC Gameplay Surfaces Using Custom KytyPS5 PS5 Emulator Build

With Sony shelving plans for an official PC port Gran Turismo 7, one of the few games from the Nvidia driver leak years ago that never did surface on PC, unfortunately, the emulation community has stepped in to fill the gap. Fresh footage shared on YouTube showcases Gran Turismo 7 booting into menus and running full in-game races on a desktop PC using the open-source KytyPS5 PlayStation 5 emulator. While performance is still firmly in early-access territory, it runs surprisingly well despite a few glitches. Seeing one of the PS5’s biggest remaining exclusives rendering on track in 4K is a major step forward for current-generation console preservation. I’m a big fan of GT7, and still play it weekly on the PS5, and it’s by far one of the best looking console games out there.

Gran Turismo 7 Performance on KytyPS5

To get the racing simulator running on PC, the showcase uses a specialised fork of KytyPS5. The test system features an AMD Ryzen 7 9800X3D, an ASUS ROG Strix GeForce RTX 4080 OC graphics card, 64GB of G.Skill Trident Z5 Neo DDR5-6000 CL30 memory. So a pretty serious setup, and certainly a lot more expensive than an actual PlayStation 5, even in today’s market.

First Gran Turismo 7 PC Gameplay Surfaces Using Custom KytyPS5 PS5 Emulator Build

In the 14-minute gameplay demonstration on the Tokyo Expressway circuit, the emulator renders the game at resolution using the Vulkan 1.3 API. During a solo time trial in a Nissan GT-R NISMO GT3 frame rates hover between 20 FPS and 31 FPS, with the RTX 4080 sitting at around 80% to 86% utilisation and VRAM allocation climbing just past 10GB. When switching to a full race against AI opponents, however, the additional vehicle physics and rendering overhead pull performance down to roughly 15 FPS to 21 FPS, while VRAM usage rises to nearly 13.7GB and system RAM consumption exceeds 24GB. Still, that’s not a bad outing for what’s basically the first run, and it’s improve dramatically from here on out.

Despite the rapid progress, plenty of visual quirks remain in this early build. In-game ray tracing mode is not supported yet, requiring players to stick to the internal performance (frame rate) mode alongside experimental tessellation support and SysV red zone crash protection in the launcher. Players will also notice a bright green lighting tint inside certain tunnel exit, a thin geometric spike protruding from the roof of the player’s car in chase view, minor line artefacts on windscreens during countdowns and replays, and corrupted textures on the final finish and retry screens.

Still, if you want to track this one, you can check it out on Github here.

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Peter Donnell

As a child in my 40's, I spend my day combining my love of music and movies with a life-long passion for gaming, from arcade classics and retro consoles to the latest high-end PC and console games. So it's no wonder I write about tech and test the latest hardware while I enjoy my hobbies!

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