Traces
Traces

Manual

Everything Traces does, in the order you meet it: connect, drive, compare, and what each page is for.

link 1. Connect the PS5

  1. The PS5 and this computer must be on the same local network. Wired or Wi-Fi, mixed is fine.
  2. Find the console's IPv4 address: on the PS5, Settings › Network › Connection Status › View Connection Status.
  3. In Traces, open Settings, type the address (or press Scan for console), then Connect. The badge in the header turns green.
  4. Start driving. Nothing else to press.
Running SimHub too? GT7 streams to one app at a time, so let Traces hold the console: turn on Settings › Share telemetry with other apps, then set SimHub's console address to 127.0.0.1. Leave Also send to empty. If SimHub refuses to start because port 33740 is taken, put 127.0.0.1:33742 in Also send to instead and set the same port in SimHub — 33739, 33740 and 33741 are Traces' own. Details in the FAQ.
Settings › Connect PlayStation. Type the IPv4 address or press Scan for console, then Connect. The badge turns green when packets arrive.

New in 1.5.6: the Home page shows a Your first session card with five steps: connect, drive a lap, open it, compare with a faster lap, read the Coach. Each step ticks itself off and links to where it happens. Hide asks first; the Quick Start button brings the card back.

fiber_manual_record 2. Record

Recording is automatic. As soon as telemetry flows, every lap is captured with its speed, throttle, brake, steering, gear, RPM, tyre temperatures, fuel and position on track.

  • Continuous laps (default): the session is saved when the game returns to the menu, when you press Save on the Recording tab, when you quit the app, and after 30 seconds without telemetry, so a dropped connection loses nothing.
  • Replay mode: watching a replay in the game records that lap as its own session. This is how you record another driver's lap as a reference (see section 5).
  • The Recording tab shows the live map, the last lap, tyres, fuel used per lap and what has been saved.

New in 1.6: the Recording page has three tabs. Telemetry is the page above. Video records the PS5's picture as well - through a capture card, a PS Remote Play window, or from a video file - and cuts each lap out as its own file, tied to the session (section 13). Replays lists every recording with the laps cut from it.

The Recording page's Telemetry tab: the live map, the last lap, the tyres and the fuel, with Driving / Replay on the mode bar above.

library_books 3. Library

Every saved session, newest first, with track, car, laps and best lap. Sessions recorded on another machine with your account appear here too and download the first time you open them.

  • Open loads the session in Telemetry. Compare (the icon next to it) loads it as the reference for the session already open.
  • The pencil renames a session. The cloud icon shows whether it is uploaded and whether it is public; click it to change.
  • Tick sessions to delete them or to build an optimal lap from them (section 6).
  • Badges: Optimal is a stitched lap; the purple row with the person badge is a lap recorded from a replay, someone's reference lap. Rename it with the pencil to say whose it is.
The Library. Tick sessions to delete them or to build an optimal lap; Open loads a session in Telemetry. The yellow row is an optimal lap; the badge with a person is a replay lap still waiting for a driver's name.

New in 1.6: the filters apply the moment you pick. Track, car and the dates are picks, so the list follows at once; the name is typed, so it waits for Enter, Apply, or a pause in the typing. The pickers narrow each other: pick a track and the car list holds only the cars you drove there, pick a car and the tracks shrink to where you drove it.

New in 1.5.6: the Library comes back to the page you were on after Telemetry, and you can type a page number next to the page buttons. A renamed session is one row again (its cloud copy kept the old name as its id). The import button in the community picker is an add-to-library icon.

show_chart 4. Telemetry

Overview

The session at a glance: best lap (with a Load button), average lap, fuel per lap, the lap-time progression and the Timing table. The best lap is pinned at the top of the table; every lap has a Load button.

Performance

The lap on the map with the channels below. Move the mouse over a trace and the car follows on the map. Use the + / − on the map to zoom; it keeps following the car. The segment pills above show the split times.

Telemetry

All channels stacked, with the delta on top once a reference is loaded. The map column can be dragged wider at its edge, and Fit shows the whole track. The transport under the map plays the lap back at 0.5× to 4× (space toggles).

Segments, not sectors. Traces splits each track into segments, usually one corner each. A sector can hold several corners and last over a minute, which hides where the time went. The pills, the coach and the optimal lap all work on segments.

On a phone

Tap once to set point A, tap again for point B, then drag a finger to scrub between them.

The Overview tab: best lap with its Load button, the inputs summary, the Timing table with a star on the fastest sector, and the track map.

New in 1.6: on Performance, a lap that has a video (section 13) opens with the picture beside the map; the three view buttons at the top right choose map and video, the map alone, or two videos side by side once a reference is attached. A segment pill picks one segment at a time - click it again to let go. With Follow the playhead on (the transport), the channels scroll with the lap as it plays.

New in 1.5.6: the reference lap is remembered per track and car, so leaving Telemetry and coming back keeps it; the X on the Reference row or a session of another track or car drops it. When nothing is loaded to compare, the delta panels are buttons that open the picker. The Performance tab fits a laptop screen, and the play button sits by the zoom controls on the Performance and Coach tabs.

The Performance view: the lap on the map with the channels under it, and the segment pills between them. A lap that has a video shows it here beside the map.

compare_arrows 5. Reference laps

A reference is any lap you compare against. Load one lap, then pick the reference; every trace shows both, the delta shows where you gain and lose, and the segment pills badge the three biggest losses.

  • Your own laps: open a session, then press Compare on another session in the Library, or pick a lap from the picker at the top right of Telemetry.
  • Another driver's lap: in the game, open the leaderboard, watch that driver's replay with Traces in replay mode. The lap lands in your Library on a purple row with the person badge; rename it with the pencil to the driver's name and it is your named reference.
  • Leaderboard laps on the website can be opened and loaded as the reference the same way.
  • Your optimal lap (section 6) is a reference too.
The Telemetry tab with a reference attached. The delta trace on top shows where you gain and lose. The segment pills are green where you were faster and red where you lost time, with #1 to #3 marking the biggest losses.

auto_awesome 6. Optimal lap

The optimal lap is your best run through each segment of the track, taken from different laps and stitched into one lap. It is saved as an ordinary session, so it can be loaded, compared against, and used for the live delta.

  1. In the Library, tick the sessions to build it from. They must be one car on one track.
  2. Press Optimal lap from N. Traces takes every complete lap in those sessions, times each segment, keeps the fastest of each, joins them, and saves optimal__track__car.
  3. Hover the Optimal pill to see which sessions it came from and how far under your real best it is.
Live delta against it: Settings › "Live delta against my optimal lap when one exists". While you drive, overlays with a delta compare you with the optimal lap for that car and track.

school 7. Coach

With a reference loaded, the Coach tab opens with a summary: how much you lose over the lap, the three segments that carry most of it with their causes, and the one thing to fix first. Below it, every finding per segment: brake point, apex speed, throttle pickup, gear at the apex, steering corrections, re-applied brakes. Click a finding to zoom the map and traces to that segment.

The Coach tab. The summary card says how much you lose, in which segments and why, and what to fix first. Click a finding to zoom the map and the traces to that segment.

New in 1.6: each finding is a drop-down. Its head says the turn, the severity and what it is about - Brake, Throttle, Gear, Speed, Steering; open it and the explanation comes first, then the measurements behind it as rows, the finding's own measure first. Opening a finding shows its channel on the chart. Steering corrections come last: the line, the braking and the throttle are where the time is.

New in 1.5.6: each segment finding names the cause and carries a card per measure (speed, line, brake, throttle, gear, RPM, steering). Click a measure to isolate its channel and zoom the chart and the map to that spot. The summary box folds to one line with the chevron in its corner. The map's + and - zoom in bigger steps, and the gear axis is numbered when the gear trace is on.

tune 8. Overlays

Overlays are live pages fed by the app. Two uses:

  • OBS browser sources for streaming: copy the URL from the Overlays page into a browser source. They are transparent.
  • A second screen: open one in its own window and drag it to a second monitor. Race Dash and Trace Dash fill the screen in portrait or landscape.

Nothing is drawn on the PS5 itself. Overlays follow your units (mph, °F) from Settings, or the picker above the cards sets the speed unit for one overlay on its own — it goes into the link, so a single OBS source can differ from the rest. Both shows km/h and mph at once, the second one small underneath, for viewers whose own game runs in the other unit.

Presets: Race Dash, Trace Dash, both with a live track map, Fuel per lap, tyres and telemetry, the real wheel, the delta, Driver Rating, Time on Track and more.

The Overlays page. Each card is a live page: copy its link into an OBS browser source, or open it in its own window.
Race Dash on a phone-sized screen: gear, speed, lap, position, fuel and tyres, with the live delta when a reference is set.

On a phone or a second computer

Settings › Overlays on other devices › tick Allow devices on this network to open overlays. Then, on the Overlays page, tick Link for another device and copy a card's link: it opens on any phone, tablet or computer on the same network. Only the overlays are reachable that way, only with such a link, and nothing can be changed from them; switching the setting off and on makes every old link stop working.

Windows asks whether to allow Traces on the network the first time; if that prompt was cancelled or never showed, the Settings card says so and Allow through Windows Firewall adds the rule (one administrator prompt). If a phone still cannot open a link, it is the network between the devices: both must be on the same one - a guest network, or "AP isolation" on the router, keeps devices apart.

New in 1.5.6: every ready-made card shows a picture of the overlay while driving; rest the pointer on a card to see it full size. Race Dash shows the session time, a live estimate of fuel laps left and the gap to your optimal lap, and fits an iPad upright. The Driver Rating overlay follows your own account unless Settings says otherwise.

dashboard_customize 9. Custom overlay

  1. Open the Custom overlay and press Unlock.
  2. Pick a size: OBS, phone, tablet or custom. The dashed frame is the screen you are designing for.
  3. Add blocks from the palette on the right (or the dropdown on a phone): the dash tiles, the track map, gauges and graphs. Drag them into place; the corner grip resizes; snap keeps them on a 10 px grid.
  4. On a block, sets its accent colour and hides or shows its label.
  5. Press Lock. Up to five presets can be saved; each has its own link (?preset=) for an OBS scene or a phone.

Your dashboards are listed at the top of the Overlays page, each with its own link to open or copy.

The dashboard editor: the blocks on the left, the dashboard on the stage, and the selected block's size, colour and label on the right.

sports_score 10. Practice

Park the car on track so the game is sending telemetry, then pick a drill. Each drill draws a target line for one input (brake, throttle or steering); keep yours on it within the tolerance you choose. Drills are scored and saved in Traces only.

Practice drills, grouped by input. Each drill draws a target line; pick a difficulty inside, then follow the line within tolerance.

cloud_upload 11. Cloud & leaderboards

With Auto-upload on (Settings), every saved session goes to your online library. New uploads are public, so your laps count on the leaderboards; Settings changes the rule, and the lock in the Library hides any single session. Public laps appear on the leaderboards, where other drivers can load them as a reference.

If the icon says sign in again, your cloud session expired: sign out and back in and the queue resumes on its own.

upload_file 12. Importing laps

Import lap in the Library takes a .edge file from another Traces user or from your other machine. It lands in the Library like any session and can be loaded or used as a reference.

videocam 13. Video replays

The Recording page's Video tab records the PS5's picture alongside the telemetry, so a lap can be watched next to its data on the Performance tab, and two laps side by side.

Recording

  1. Pick the source: a capture card (the PS5's HDMI into the computer), a PS Remote Play window, or a video file recorded elsewhere.
  2. Leave Telemetry too ticked: every lap's data is recorded with the picture, and Stop saves the session to the Library and ties the recording to it. One lap records the next clean lap and stops by itself - the replay's own mode; Until Stop records every lap until you press Stop.
  3. Press Open signal, then Record. Every lap the telemetry finishes is stamped on the picture, and the laps are cut out as their own files when the recording stops - one .mp4 a lap, named after the lap and its time.

Cutting by hand

A file, or a recording whose laps were not stamped: the picture opens on the Video tab with the tools on the left. Step the picture to the frame where the game's timer flips to 0:00 (← → move one frame, Shift for a second) and press Lap starts here; with the lap picked in Lap in that session, the end is set from the lap's time and the picture jumps to that frame, so you can check the timer flips there too. Start and End show their frames; Cut this lap writes the file.

How exact a cut can be. A cut lands on a frame: 17 ms at 60 fps, 33 ms at 30. The lap's time is the telemetry's, not the picture's; the game's clock runs at 59.94 to the picture's 60 and a mark set from the lap's time allows for it. The lap comes out at 30 fps, 1280 px wide.

Replays

The Replays tab lists every recording with the laps cut from it. A lap's chip plays its file; the pencil beside it says which telemetry lap it is, the flag makes it the session's reference lap, the bin deletes the file. A recording is cut again from its stamps (the scissors) or by hand (the marquee). The videos live on this computer only, in the library folder under replays/ - nothing of them goes to the cloud. A raw recording is large, a couple of hundred MB a lap: once its laps are cut, the eject button drops the raw and keeps the lap files, and the switch in the head does that by itself after every cut.

Watching

On the Telemetry page, a lap that has a video opens on Performance with the picture beside the map, in step with the playhead. Attach a reference lap that has a video too and the two-videos view shows both cars at the same point of the track.

The Video tab with a file as the source: the tools on the left, the picture beside them, and the transport under it — one frame at a time with ← →.
The Replays tab: every recording with the laps cut from it. The eject button drops the raw recording once its laps are cut and keeps the lap files.

palette 14. The look

Settings › Look picks the theme: Blue (the app's own), Dark and Light. Every page, every chart and the map follow it.

New in 1.6: the look the app was moving to is the only one now. Try the new look is gone from Settings - the tighter layout, the bar across the top and the icon rail are simply the app. The theme still picks the colours it comes in.

help_outline 15. Questions

swap_horiz Using SimHub & Traces Together

Can I run Traces and SimHub (or another telemetry app) at the same time? expand_more

Yes — as long as Traces holds the console and passes the stream on. GT7 sends its telemetry to one app at a time, so the two must never both ask the console for it.

  1. In Traces, open Settings › Share telemetry with other apps and tick Pass telemetry through to other apps. Leave Also send to empty.
  2. In SimHub, open the Gran Turismo 7 game settings and set the console IP to 127.0.0.1 — this computer — instead of your console's address. Leave SimHub's own UDP forwarding off.
  3. Connect Traces to the console as usual. SimHub picks the stream up on its own.

SimHub warns that another application is using UDP port 33740. Usually that is expected — Traces holds it because Traces is the app talking to the console — and SimHub receives the stream anyway. The green line under Save in Traces names every app receiving right now and counts the packets sent to it: that is the thing to check.

If SimHub will not start at all because of that port, give it one of its own instead. In Traces, put 127.0.0.1:33742 in Also send to; in SimHub, set the Gran Turismo 7 UDP port to 33742. Note that 33739, 33740 and 33741 are Traces' own ports — a local target on any of those is dropped, so it does nothing, and Traces now refuses to save one rather than letting you find out the hard way.

Worth doing either way: give the PlayStation a static IP on your router. The console address you type into Traces stops changing, and a reconnect after a power cut stops meaning a hunt for the new one.

Do it this way round rather than letting SimHub forward to Traces. What SimHub forwards is a shorter packet with no steering angle in it, so Traces would have to estimate your steering instead of recording it. Pedal and haptic effects work the same either way.

verified Library Badges

What do the little icons next to a session mean? expand_more

They flag laps inside that session that are not ordinary flying laps. Hover any badge to see which laps it refers to. The same badges appear in the Library list and in the Telemetry compare picker.

content_cutCut lap — the recording ends while the car is still at speed, so the lap is missing its final stretch. This is the one to watch out for: the charts scale each lap to its own distance, so a short lap gets stretched across the same axis and the delta and traces drift apart. Do not use a cut lap as a comparison reference.

pause_circle_outlineStopped — the car stopped mid-lap: a race interruption, a spin, or a paused session. The data is accurate, it simply is not a flying lap, so its time and traces are not comparable. A stop also splits the session into stints in the Telemetry view.

local_gas_stationPit stop — the car visited the pits during that lap. GT7 relocates the car when it rejoins the track, so the lap covers less distance than its time suggests, and its map and distance-based charts are not meaningful. A pit stop also marks the end of a stint.

flagGrid start — the first lap of a race. It begins on the grid, past the start/finish line, so it covers less than a full circuit. Nothing is missing and nothing went wrong — it just is not a like-for-like comparison lap. Informational, not a warning.

warning_amberIncomplete — the lap does not close (its start and end positions do not meet) and the data does not say why. Rare; treat it like a cut lap when picking references.

palette Channel colour legend

Every colour used across the Telemetry, Coach, and Recording maps and charts. These are stable — the same channel uses the same hue everywhere.

Throttle applied accelerator — the trace lifts off baseline as you press
Brake applied brake — rising from baseline as pedal pressure climbs
Coast neither throttle nor brake — used on track-map segments where both pedals are off
Lap position the lap you drove, drawn on the map
Compare lap reference lap drawn dashed on the map for visual comparison
Speed / RPM yellow — speed and engine RPM channels share the same hue
Gear blue — current gear / shift channel
Delta purple — time difference vs reference lap; positive = slower, negative = faster

my_location Track-map markers

The shapes dotted along the racing line on the track maps flag the key moments of every corner — where you start braking, where the car is slowest, and where you pick the throttle back up. They're the same three points the Coach analyses, so you can read a corner at a glance.

Brake point red triangle — where you first squeeze the brakes for the corner
Minimum speed white square — the slowest point through the corner (your speed-trace apex)
Throttle point green circle — where you get back on the power out of the corner
Your position blue arrow — where you are on the lap, pointing in your direction of travel
Reference position yellow arrow — the compare lap's position at the same moment, so you can see who's ahead
Start / finish white line across the track — marks the lap start/finish and the map's orientation

Read together they tell the story of a corner: brake (red) → coast down to the slowest point (white) → feed the throttle back in (green). A later brake triangle or an earlier throttle circle than your reference lap is usually where the time comes from.

tune Track-map controls

The small icon buttons above the track map toggle what's drawn on it. The first group controls your loaded lap; once a reference lap is loaded for comparison, a second, identical group appears after a divider and controls the reference lap the same way. Lit buttons are on, dimmed are off.

gradient Gradient colours the lap line by pedal input — red where you're braking, green where you're on throttle, stronger colour = more pedal
route Lap line the driven racing line itself, including the up/downshift tick markers; the reference lap's line draws dashed in yellow
navigation Car arrow the position arrow that follows the chart cursor (blue = loaded lap, yellow = reference lap)
gps_fixed Follow car keeps the map centred on the car arrow as you scrub; switch it off to pan the map freely by dragging
add Zoom + / − zooms in and out anchored on the car arrow, so the car stays put while the map scales around it (mouse wheel zooms at the cursor instead)
restart_alt Reset view returns to the full-track view — zoom back to 100%, panning cleared, follow-car re-enabled

Tip: the reference group only appears while a comparison lap is loaded — if you only see one set of buttons, load a lap to compare against from the Compare picker first.

fiber_manual_record Recording modes

The modes on the Recording page and what each one does.

fiber_manual_record Driving always recording while in race
play_circle Replay · Single save one lap from a replay
repeat Replay · Multi save every lap from a replay
stop Stop stop replay recording

timer Sector Times

Why are my sector times off by 1–2 ms compared to the game? expand_more

GT7's UDP telemetry stream is delivered at ~60 Hz — one packet roughly every 16.7 ms. When a car crosses a sector boundary between two packets, the app interpolates linearly between the two position samples to estimate the exact crossing time.

Because the car doesn't follow a perfectly straight path between samples, this linear estimate carries an inherent error of ±1–2 ms. The game computes crossing times internally at a much higher rate using its physics engine, so its displayed sector times are more precise.

There is no way to improve beyond ±1–2 ms accuracy without access to higher-frequency position data from the game. This affects all telemetry apps that read GT7 UDP data.

Why does the sum of my sector times match the lap time, but individual sectors are still slightly off? expand_more

Sector times are computed in whole milliseconds, and the last sector is adjusted to make the total equal the authoritative lap finish time. So the sum is always exact, but individual sector boundaries may still be 1–2 ms away from what the game reports — due to the interpolation limit described above.

How does the app calculate sector crossing times? expand_more

Each sector boundary is defined as a line segment running from the inner edge to the outer edge of the track. At each telemetry tick, the app computes the car's signed perpendicular distance to that line. When the sign flips (car crosses the line), it linearly interpolates between the two ticks to find the fractional crossing time.

This is the same method used for live sector detection during driving. Sector boundaries are saved in the Admin → Tracks tab.

wifi Connection

The app says "No console found" even though I'm connected. expand_more

The auto-scan tries to bind to UDP port 33740 to listen for broadcast replies. If the app is already connected, that port is held by the active telemetry listener — the scan is skipped and the known IP is returned immediately.

If you see this message while not connected, make sure GT7 is open and running on the same network, and that the PS5 has the "Send Telemetry" option enabled in GT7's settings.

How does auto-connect work? expand_more

When auto-connect is enabled in Settings, the app checks on launch whether it is already connected. If not, it uses the last saved PS5 IP to reconnect. If no IP is saved, it broadcasts a scan packet to find the console automatically.

show_chart Telemetry Data

What is the telemetry update rate? expand_more

GT7 sends telemetry at approximately 60 Hz (one UDP packet per frame). All recorded data — speed, throttle, brake, position, etc. — is at this resolution. Time-sensitive calculations such as sector crossings are limited by this sample rate.

Does telemetry recording work in replays? expand_more

Yes. GT7 streams the same UDP telemetry format during replays. Lap recording and analysis work the same way, though replay scrubbing may cause brief gaps or duplicate data in the stream.

menu_book 16. Driving guide

Short reference on the core skills the Coach tab's lap-feedback detector flags. Read this when you don't have a session loaded — these are the things to aim for.

Braking expand_more

Brake in a straight line where possible. Hit peak pressure early, then release smoothly into the corner (trail-brake) so weight stays on the front while you turn in.

Lifting off the brake too fast unloads the nose and washes you wide; staying on too long past the apex chokes the exit.

Throttle expand_more

Pick up the throttle progressively from the apex. Snapping to 100% before the car is pointed straight overworks the rear tyres and forces a lift — losing more time than the few extra metres of full throttle ever gain.

Aim for a long, smooth ramp from apex to exit.

Steering expand_more

One smooth input per corner. Mid-corner corrections (sawing the wheel) almost always cost time — they signal that the entry speed or brake release was off.

Unwind the wheel as the throttle goes on; tightening lock under power is a slide waiting to happen.

Racing line expand_more

Wide on entry, late apex, track-out wide on exit. The geometric line maximises corner radius; a late apex sacrifices entry speed for a faster, straighter exit — almost always the right trade on corners followed by a straight.

The exception: corners followed by another corner the same direction (carry minimum speed, not exit speed).

Gear & weight transfer expand_more

Downshift while braking, not while turning — shift-shock mid-corner upsets the car. One gear too high lugs the engine out of the powerband; one too low spikes RPM and risks lockup on downshift.

Practise releasing the brake as you let the clutch out so weight transfers are smooth.

Where the time actually is expand_more

Most laps lose time in the slow-corner exits, not on the straight. Compare your delta segment-by-segment: if you're losing 0.2 s in a single corner, the fix is there — usually in throttle application timing rather than top speed.

The Telemetry tab's segment deltas are the fastest way to find your worst corner.