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Releases: usa-ratt/KytyPS5-GT7
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KytyPS5-2026-10-22-1e1de7b
What's new
Ray tracing mode looks right. (This issue did not seem to affect some systems.) No more blotchy car interiors, white glow on the wheels or rainbow colors. They came from the cars' material shaders, which are very big. Each one takes 20 to 35 seconds to compile, a car needs about 100 of them, and until a material's shader was ready, that part of the car was drawn wrong. Now:
- The emulator's console window shows how far they are every 10 seconds (
Shaders compiling in the background: ...), and saysall doneat the end. - More of them compile at once on CPUs with many cores: up to 16 with 32 threads and 48 GB of memory or more. They run at a lower priority than the game.
- A car's materials compile only once. Before, each garage visit could load the same car somewhere else in memory, and the emulator compiled them all again.
No more crash in races with resource.mip_count in the error (#3, #9). The game asked for a texture whose description arrived half empty. The emulator already puts an empty stand-in in its place. The shader that reads it by mip level now gets that stand-in at every level, instead of the emulator stopping.
All shaders compile again after this update. Expect pop-in the first time in each place, and a few minutes for each car's first visit in ray tracing mode.
⚠️ Ray tracing mode: wait for "all done"
The first time you look at a car in ray tracing mode, wait until the console window says all done. After that, the car looks right straight away, in later sessions too.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start.
Known problems
- Ray tracing mode: the frame rate is low, about 10 to 20 fps in the garage. Reflections can still flicker a little and look a bit jagged, most of all right after switching between the cockpit and outside views.
- In-game videos can play out of sync with their sound (#4). Being looked into.
- A graphics driver crash, seen after many license test retries (#3), is not fixed yet.
- Tokyo: at twilight and night, the picture can turn green at some tunnel exits and under some overpasses, most often in replays.
- In replays, small red lights can show through walls.
- Rarely, most of the track disappears after it has loaded (cars stay). Switching to the cockpit view and back brings it back.
- The FINISH and retry screens are drawn wrong.
Frame rate
Unchanged in performance mode. On an RTX 5090 at Tokyo: about 20 fps in a race against AI cars; in a time trial, high 30s on average and mid 50s in some sections.
Settings and help
Recommended launcher and in-game settings are in docs/GT7.md. In-game, use performance mode to play. Ray tracing mode now looks right, but its frame rate is still low.
Found a bug? Open an issue with the Bug report form and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-21-1722aed...KytyPS5-2026-10-22-1e1de7b
KytyPS5-2026-10-21-d645fdc
What's new
No more freeze when you pick Exit after finishing a license test. At that moment the game points some graphics memory at the start of its own program code. To keep track of that memory, the emulator changed the code's memory protection, and every game thread that ran that code got stuck. The emulator now leaves the game's code and stack memory alone.
Fewer crashes in license tests and at retry prompts. A helper thread that reads the game's graphics commands ahead of time could still read commands from memory the game was freeing or reusing, and crash on them. It now works on its own safe copy, checks every register a command sets, and throws away a copy made after the game could have reused that memory.
Fixes
- When the graphics driver itself crashes (#3), the crash report now names the graphics buffer the GPU tried to read, and whether and when it had been freed. If it happens to you, please post the crash report and your zipped
_kyty.txtlog in #3.
No full shader recompile this time. Your shader cache from the last build keeps working.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start.
Known problems
- No music (sound effects play), and in-game videos can play out of sync (#4). Being looked into.
- A graphics driver crash, seen after many license test retries (#3), is not fixed yet.
- Tokyo: at twilight and night, the picture can turn green at some tunnel exits and under some overpasses, most often in replays.
- In replays, small red lights can show through walls.
- Rarely, most of the track disappears after it has loaded (cars stay). Switching to the cockpit view and back brings it back.
- The used car dealer shows no car photos. The game downloads them from its servers, which this build can't reach. You can still buy the cars.
- The FINISH and retry screens are drawn wrong.
- Ray tracing mode: slight flicker and jagged reflections, most of all right after switching between the cockpit and outside views, and car interiors look blotchy. The wheels can show white patches after such a switch.
Frame rate
Unchanged in this build. On an RTX 5090 and 7950x3d at Tokyo: about 20 fps in a race against AI cars; in a time trial, high 30s on average and mid 50s in some sections.
Settings and help
Recommended launcher and in-game settings are in [docs/GT7.md](https://github.com/usa-ratt/KytyPS5-GT7/blob/gt7-eqaa/docs/GT7.md). In-game, use performance mode; ray tracing mode is not recommended yet.
Found a bug? Open an issue with the [Bug report form](https://github.com/usa-ratt/KytyPS5-GT7/issues/new/choose) and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-21-68a514e...KytyPS5-2026-10-21-d645fdc
KytyPS5-2026-10-21-7dd9f90
What's new
The lines on your car's windows in the race countdown and in replays are gone. Those views are drawn at half resolution, and on NVIDIA cards both triangles that share an edge drew the pixels along it, so the glass darkened them twice. Each pixel now goes to one triangle. The first countdown and replay after updating build their shaders once more, so expect a little pop-in there, once.
About 1 to 2 fps more in races, and steadier. At Tokyo against AI cars on an RTX 5090: about 21 fps instead of 20. Small jobs the game hands the graphics card, and waits for, no longer get stuck behind long stretches of drawing. (KYTY_COMPUTE_YIELD=0 turns this off, if you want to compare.)
Fixes
- A compute shader the graphics driver can't build is now skipped instead of crashing the emulator.
- Bug report logs now include what the game tries to download and the files it looks for but can't find.
No full shader recompile this time. Your shader cache from the last build keeps working.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start.
Known problems
- Some spectators are still drawn dark, mostly the ones in the shade under a roof. Being looked into.
- The used car dealer shows no car photos. The game downloads them from its servers, which this build can't reach. You can still buy the cars.
- The FINISH and retry screens are drawn wrong.
- Ray tracing mode: slight flicker and jagged reflections, most of all right after switching between the cockpit and outside views. The wheels can show white patches after such a switch.
- Tokyo: at some times of day and weather, the picture can turn green at some tunnel exits and under some overpasses.
- A crash after several races in one session (#3) is not fixed yet. If it happens to you, please post this build's crash report in that issue.
- In-game videos and music can play out of sync, or not at all (#4).
Settings and help
Recommended launcher and in-game settings are in docs/GT7.md. In-game, use performance mode; ray tracing mode is not recommended yet.
Found a bug? Open an issue with the Bug report form and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-20-ddd0d76...KytyPS5-2026-10-21-7dd9f90
KytyPS5-2026-10-21-68a514e
What's new
The spectators in the stands all have their colour now, in the shade too. Each spectator looks up its own lighting by a number, and the emulator never filled that number in. The spectators in the shade, lit only by that lookup, were drawn black. Anything else the game draws the same way is fixed too.
No more crash at the end of a replay ("cmd_offset >= Pm4::SH_NUM"). A helper thread that reads the game's graphics commands ahead of time read some that the game was already overwriting, and stopped the emulator. It now checks a copy.
Fixes
- Smoke drawn as a solid blue or black blob (rare): the emulator cleans invalid numbers out of the light probes the smoke is lit from, but the biggest probe sheets were too big for that check. They're checked now. If you still see it, please report it with a screenshot.
- Bug report logs now include what the game's audio decoder does, to help track down the missing music.
⚠️ The first session after updating compiles every shader again
Expect pop-in everywhere the first time. After that the shaders are cached as usual.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start.
Known problems
- No music (sound effects play), and in-game videos can play out of sync (#4). Being looked into.
- Tokyo: at twilight and night, the picture can turn green at some tunnel exits and under some overpasses, most often in replays.
- In replays, small red lights can show through walls.
- The used car dealer shows no car photos. The game downloads them from its servers, which this build can't reach. You can still buy the cars.
- The FINISH and retry screens are drawn wrong.
- Ray tracing mode: slight flicker and jagged reflections, most of all right after switching between the cockpit and outside views. The wheels can show white patches after such a switch.
- A crash after several races in one session (#3) is not fixed yet. If it happens to you, please post this build's crash report in that issue.
Frame rate
Unchanged in this build. On an RTX 5090 at Tokyo: about 21 fps in a race against AI cars; in a time trial, high 30s on average and mid 50s in some sections.
Settings and help
Recommended launcher and in-game settings are in docs/GT7.md. In-game, use performance mode; ray tracing mode is not recommended yet.
Found a bug? Open an issue with the Bug report form and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-21-7dd9f90...KytyPS5-2026-10-21-68a514e
KytyPS5-2026-10-21-1722aed
What's new
Music plays (#6). You'll hear it in the menus and everywhere else. The game plays its music through a kind of audio channel the emulator used to drop. Those channels are now mixed into the sound output, with the game's own volume settings for each. Thanks to upstream KytyPS5's work by nmzik and chenxiao07.
Car photos and pictures everywhere (#7). The used car dealer's photos show up now, as do the other pictures in the menus that were missing. They're JPEG pictures in the game's files, and the emulator had no JPEG decoder for the game to use.
No more crash in time trials (#8). A draw pointed the emulator at vertex data outside the game's memory, and reading it closed the emulator. Such a draw is now skipped.
No full shader recompile this time. Your shader cache from the last build keeps working.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start.
Known problems
- In-game videos can play out of sync with their sound (#4). Being looked into.
- A graphics driver crash, seen after many license test retries (#3), is not fixed yet.
- Tokyo: at twilight and night, the picture can turn green at some tunnel exits and under some overpasses, most often in replays.
- In replays, small red lights can show through walls.
- Rarely, most of the track disappears after it has loaded (cars stay). Switching to the cockpit view and back brings it back.
- The FINISH and retry screens are drawn wrong.
- Ray tracing mode: slight flicker and jagged reflections, most of all right after switching between the cockpit and outside views. On some PCs (an RTX 5090, but not an RTX 3090), car interiors also look blotchy, with dark spots and orange pixels, and the wheels and lower body glow white. Being looked into.
Frame rate
Unchanged in this build. On an RTX 5090 at Tokyo: about 20 fps in a race against AI cars; in a time trial, high 30s on average and mid 50s in some sections.
Settings and help
Recommended launcher and in-game settings are in [docs/GT7.md](https://github.com/usa-ratt/KytyPS5-GT7/blob/gt7-eqaa/docs/GT7.md). In-game, use performance mode; ray tracing mode is not recommended yet.
Found a bug? Open an issue with the [Bug report form](https://github.com/usa-ratt/KytyPS5-GT7/issues/new/choose) and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-21-d645fdc...KytyPS5-2026-10-21-1722aed
KytyPS5-2026-10-20-ddd0d76
What's new
Ray tracing mode works much better, but it is still not recommended. The blocks in the cars' reflections are gone, the reflections are shaded and have their textures, and the mode runs several times faster: in the garage on an RTX 5090, about 15 fps in the cockpit view and 25 or more outside (1 to 3 fps before). Some flicker and slightly jagged reflections remain, so keep using performance mode for races. Ray tracing mode needs Bindless textures on in the launcher.
The first visit in ray tracing mode compiles the reflection materials in the background: a few minutes for a car you haven't seen before. Until they're done, some reflections are missing or flicker. Close the game normally afterwards so they're saved; the next visit has them from the start.
Crash fixes
- No more crash when some races load (Tokyo) or on the Mazda LM55 VGT's showroom page ("Not implemented ... user_clip_planes").
- A loading screen that never finished (about one track load in ten) is fixed: the game now gets up to 16 GB of room past its own memory (8 GB before).
- With bindless textures on, the crashes with "unknown format" or "texture base layer is out of bounds" are fixed.
- Closing the game in ray tracing mode no longer hangs ("not responding").
- If the graphics driver fails to build a shader, the crash report now says which shader and why.
Graphics
- Most spectators in the stands have their colour now, and the red and white barrier on the track is drawn right.
- Compiled shaders are saved again once the cache is big. Before, once the cache file reached its size limit, every session compiled the same shaders again.
- The car views shown before an event no longer go black for a long time while their shaders compile.
Bindless textures is now the recommended setting (launcher, game settings).
⚠️ The first session after updating compiles every shader again
Expect pop-in everywhere the first time. After that the shaders are cached as usual.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start. On a fast PC most of a new track is in within half a lap; slower PCs take longer. After a graphics driver update everything compiles once more.
Known problems
- Ray tracing mode: slight flicker and jagged reflections, most of all right after switching between the cockpit and outside views. The wheels can show white patches after such a switch.
- Some spectators are still drawn dark.
- Tokyo: at some times of day and weather, the picture turns green at some tunnel exits and under some overpasses.
- A crash after several races in one session (#3) is not fixed yet. If it happens to you, please post this build's crash report in that issue.
- In-game videos and music can play out of sync, or not at all (#4). Not looked into yet.
- Once, in chase view on a new track, most of the track disappeared after loading. Switching to cockpit view and back brought it back.
Settings and help
Recommended launcher and in-game settings are in [docs/GT7.md](https://github.com/usa-ratt/KytyPS5-GT7/blob/gt7-eqaa/docs/GT7.md). In-game, use performance mode; ray tracing mode is not recommended yet.
Found a bug? Open an issue with the [Bug report form](https://github.com/usa-ratt/KytyPS5-GT7/issues/new/choose) and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-19-d5bb89e...KytyPS5-2026-10-20-ddd0d76
KytyPS5-2026-10-19-d5bb89e
What's new
No more long freezes on new tracks. Driving onto a part of a track the game hadn't loaded yet used to freeze the picture for seconds, sometimes over a minute, while the audio kept playing, and some loading screens never finished. The emulator handled the game's memory streaming very slowly; that's fixed. In testing on a new track, the picture froze in 248 of 449 two-second checks before this build and in 1 of 144 with it.
Shader compiling no longer stops the game. New shaders, including the ones for the cars' reflections, now compile in the background instead of freezing the game while they compile.
The launcher tells you when a new build is out when it starts. Untick "Check for updates on startup" to turn it off.
New launcher option: "Reflections every other frame (faster)", in the game's settings. It redraws the car reflections every other frame: about +1 fps in races and +4 fps in time trials, with no visible difference in our testing. Off by default.
Fixes
- The thin spike sticking out of the cars' roofs is gone (all cars).
- A crash when freeing some depth images is fixed (seen in My First Gran Turismo with bindless textures on).
- Races that need more memory than the game normally gets have up to 8 GB of extra room (4 GB before), so fewer crashes on big races.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start. On a fast PC most of a new track is in within half a lap; slower PCs take longer. After a graphics driver update everything compiles once more.
Known problems
- Rarely, after several races in one session, a loading screen keeps spinning forever. Restart the game.
- Once, in chase view on a new track, most of the track disappeared after loading. Switching to cockpit view and back brought it back.
Settings and help
Recommended launcher and in-game settings are in docs/GT7.md. In-game, use performance mode, not ray tracing mode.
Found a bug? Open an issue with the Bug report form and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-19-8c17195...KytyPS5-2026-10-19-d5bb89e
KytyPS5-2026-10-19-8c17195
What's new
No more long freezes on new tracks. Driving onto a part of a track the game hadn't loaded yet used to freeze the picture for seconds, sometimes over a minute, while the audio kept playing, and some loading screens never finished. The emulator handled the game's memory streaming very slowly; that's fixed. In testing on a new track, the picture froze in 248 of 449 two-second checks before this build and in 1 of 144 with it.
Shader compiling no longer stops the game. New shaders, including the ones for the cars' reflections, now compile in the background instead of freezing the game while they compile.
The launcher tells you when a new build is out when it starts. Untick "Check for updates on startup" to turn it off.
New launcher option: "Reflections every other frame (faster)", in the game's settings. It redraws the car reflections every other frame: about +1 fps in races and +4 fps in time trials, with no visible difference in our testing. Off by default.
Fixes
- The thin spike sticking out of the cars' roofs is gone (all cars).
- A crash when freeing some depth images is fixed (seen in My First Gran Turismo with bindless textures on).
- Races that need more memory than the game normally gets have up to 8 GB of extra room (4 GB before), so fewer crashes on big races.
⚠️ Pop-in on new tracks is expected
The first time you drive a track, or a part of one, its shaders compile while you drive. Scenery, car details and reflections appear a moment late instead of the game freezing. They're cached afterwards, so the second time on that track everything is there from the start. On a fast PC most of a new track is in within half a lap; slower PCs take longer. After a graphics driver update everything compiles once more.
Known problems
- Rarely, after several races in one session, a loading screen keeps spinning forever. Restart the game.
- Once, in chase view on a new track, most of the track disappeared after loading. Switching to cockpit view and back brought it back.
Settings and help
Recommended launcher and in-game settings are in docs/GT7.md. In-game, use performance mode, not ray tracing mode.
Found a bug? Open an issue with the Bug report form and attach your zipped _kyty.txt log.
Full Changelog: KytyPS5-2026-10-18-8209206...KytyPS5-2026-10-19-8c17195
KytyPS5-2026-10-18-8209206
Full Changelog: KytyPS5-2026-10-18-81bebfa...KytyPS5-2026-10-18-8209206
KytyPS5-2026-10-18-81bebfa
Full Changelog: KytyPS5-2026-10-17-6d2e689...KytyPS5-2026-10-18-81bebfa