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Is anymore telemetry available after the latest updates?A curious question as I do not own a PS5; Is the Simulation Interface still sending a packet per frame in higher refresh rate modes/120fps?
@Bornhall
Is anymore telemetry available after the latest updates?A curious question as I do not own a PS5; Is the Simulation Interface still sending a packet per frame in higher refresh rate modes/120fps?
Well... after RTFM of my monitor, I was pleasantly surprised to find it supported 120Hz . I can confirm that even in 120Hz mode, the UDP updates came in at 60HzA curious question as I do not own a PS5; Is the Simulation Interface still sending a packet per frame in higher refresh rate modes/120fps?
Neither flags nor nearby cars are in telemetry, no. To be honest, telemetry is very limited, and if you browse this thread you can find all info we have.Hi there,
did the telemtry data includes somthing for the flags (white flag e.g.) and the car spottings?
I race GT7 on PS5 using Simhub for some nice external stuff like wind simulators, LCD-Dashbard and also LED-Spotters.
But. The LED-Spotters just show the gear, but NOT Flags or other cars behind me/at my side.
So maybe this telemtry is missing in generaly?
Thank you and Greetings from Germany
This is sad, but thank you, good to know its not my faultNeither flags nor nearby cars are in telemetry, no. To be honest, telemetry is very limited, and if you browse this thread you can find all info we have.
I've been going back and forth with this - my first play with the updated profile I ran without a television and it worked just as well. Second play was with the television and tracking support on; I didn't notice a difference in tracking. Third play, same setup - unplayable as the system kept pausing to reset play area boundaries. I'm thinking it has to do with the light in the room at the time of play - the first two were in the evening with uniform light coming from the overhead fan, whereas the third play and initial play with VR was in daytime with bleed through from the shutters just right of the rig.
The other question to tackle is which is better; sit area or standing/movement area when determining the best settings.
Here is my buddy trying it out
Sweet looking rig!You wrote that there were problems with PSVR2 + Motion in the beginning because there is no motion compensation on PS5 and it kept getting you off the field.
So, as I understand it, you have solution
a) the motion regulated down
b) uses the PSVR 2 “Tracking Support” on a monitor
If the monitor is mounted directly on the rig itself, the "tracking support" image will move with the motion of the rig. Is this the solution, so now this works as a good VR motion compensation? Even if the motion is not set low but high?
The background is: I'm also considering getting a https://www.simrig.se/products/sr2/ and using it with PS5 / GT7 / PSVR2
At the beginning I also had the problem that I lost the tracking, but that was probably more due to the light and since I have displayed the tracking support image on the monitor on the rig, everything is fine. But I'm concerned about spending 4000 euros for Motion and then it doesn't work with PSVR2 because I'm constantly "shown out of my seat" panic ^^
Are you happy with PSVR2/GT7 and Motion now? Or are you still having problems?
When did you order? Sim3D is a one-man show and it takes Calvin Dent about 2-3 months for new orders to ship…This also reminds me, I ordered the 3d-sim pedal shakers, never got em. Will need to inquire
Jan 30 I put the order in. Was ready for a wait, he has a big disclaimer on the website it will take awhile. I reached out earlier this week via email and facebook only asking for an update, I'm in no rush. Are you running them on Gran Turismo 7? I was worried the ABS lockup feature may not function, unsure if that telemetry is being processed out via SRS and it'd be picked up.When did you order? Sim3D is a one-man show and it takes Calvin Dent about 2-3 months for new orders to ship…
But it’s well worth the wait, the rumble motors are great! (Have them on brake & throttle for lock/slip)
I have traction loss telemetry set at 1 and volume on 15 smoothing 20 seems to be pretty goodSo it's been a long week battling against my DOF P3 rig, one motor sized up on me after like 25-30min of testing by my estimate. I bought a replacement thankfully and that's been going well. The seized up motor actually started turning again after I left it alone for a couple days.
I then had this weird issue where the physics were doing the opposite of what they should have been doing. I was leaning into turns and "IF" I lost traction, it would take while and then it'd be in reverse >_< What was happening was I was running the GT-SRS-PROXY app alongside the SRS 2.0 app. The moment I exited from the SRS Proxy, the rig behaved perfectly. I need to do a few tweaks; increase the roll side to side and the traction loss needs to start sooner and a little more pronounced.
Jerome
I'll give that a go, thx buddy! I've got everything where I like it, at least initially. ACC is now in a similar spot too. Maybe sometime this week I'll start the flight school in MSFS 2020. Now that the initial kinks are worked out, everything has been fantastic the past 3 days.I have traction loss telemetry set at 1 and volume on 15 smoothing 20 seems to be pretty good
Unfortunately its the rig moving our heads outside the car boundary's, happens in SF cars and some GT3 cars with helmet bolsters.Is it possible to 'trick' the PS5/PSVR2 into extending the floor space to include my rig? I tried the Watkins Glen race in the new SF23 car and basically every turn I get the GBOD (Green Bars Of Death).
Jerome
Yeah it seems even if I tell the system to use a custom boundary that is many feet beyond where my head could even lean toward, it defaults to the 'sitting only' position option when in GT7 👎 That's lame and lazy, let's hope they increase that area by maybe a foot in every direction.Unfortunately its the rig moving our heads outside the car boundary's, happens in SF cars and some GT3 cars with helmet bolsters.
Hopefully PD will rectify during an update.
Quick thought here, if I recall correctly there is a setting in the PSVR2 settings that allows to set the “box” to Low, Medium or High (this is off the top of my head here), have you tried changing that? If not, worth a shot.Yeah it seems even if I tell the system to use a custom boundary that is many feet beyond where my head could even lean toward, it defaults to the 'sitting only' position option when in GT7 👎 That's lame and lazy, let's hope they increase that area by maybe a foot in every direction.
Jerome
I did change that, I set it to Low, but I can try setting it to High as I never circled back to try it. Thanks man!Quick thought here, if I recall correctly there is a setting in the PSVR2 settings that allows to set the “box” to Low, Medium or High (this is off the top of my head here), have you tried changing that? If not, worth a shot.
I think the problem is car boundarys in gt7 not the vr2 settings.I did change that, I set it to Low, but I can try setting it to High as I never circled back to try it. Thanks man!
Jerome
Oooh, shoot, could be, like my head is passing through the car's frame in game.I think the problem is car boundarys in gt7 not the vr2 settings.
Yeah it only happen on cars with limited head room, can be roof, bolsters, side windows or windscreen depending on the car. Lucky its only a handful of cars that does it.Oooh, shoot, could be, like my head is passing through the car's frame in game.
Jerome
You wrote that there were problems with PSVR2 + Motion in the beginning because there is no motion compensation on PS5 and it kept getting you off the field.
So, as I understand it, you have solution
a) the motion regulated down
b) uses the PSVR 2 “Tracking Support” on a monitor
If the monitor is mounted directly on the rig itself, the "tracking support" image will move with the motion of the rig. Is this the solution, so now this works as a good VR motion compensation? Even if the motion is not set low but high?
The background is: I'm also considering getting a https://www.simrig.se/products/sr2/ and using it with PS5 / GT7 / PSVR2
At the beginning I also had the problem that I lost the tracking, but that was probably more due to the light and since I have displayed the tracking support image on the monitor on the rig, everything is fine. But I'm concerned about spending 4000 euros for Motion and then it doesn't work with PSVR2 because I'm constantly "shown out of my seat" panic ^^
Are you happy with PSVR2/GT7 and Motion now? Or are you still having problems?
I've been going back and forth with this - my first play with the updated profile I ran without a television and it worked just as well. Second play was with the television and tracking support on; I didn't notice a difference in tracking. Third play, same setup - unplayable as the system kept pausing to reset play area boundaries. I'm thinking it has to do with the light in the room at the time of play - the first two were in the evening with uniform light coming from the overhead fan, whereas the third play and initial play with VR was in daytime with bleed through from the shutters just right of the rig.
The other question to tackle is which is better; sit area or standing/movement area when determining the best settings.
Here is my buddy trying it out
It's been the same exact structure ever since GT6, only thing that has ever changed was the listen port in 7.
There's an extra api called the live timing api with all the extra information one would wish to have but it requires live events permissions.
I've been documenting all sorts of things that the game can expose in general, but the Sim Interface is the only public one.
TinyWeb - Gran Turismo Modding Hub
Gran Turismo Modding Hub - The central source of information for GT Modding.nenkai.github.io
oh if only gt7 had steering data in it, that would make my day!!!!Are you sure it is the same structure? If I remember correctly, GT Sport had steering data included in the telemetry.
The data has always been the same since GT6.Are you sure it is the same structure? If I remember correctly, GT Sport had steering data included in the telemetry.
I suspect he is doing the same as me and simply checking if the lap number of the previous packet is less than the current one. I think these lines are responsible:I noticed that Snipem captures data from replays, and I was wondering how it knows when the lap has been completed.
This assumption is correct.I suspect he is doing the same as me and simply checking if the lap number of the previous packet is less than the current one. I think these lines are responsible:
gt7dashboard/gt7dashboard/gt7communication.py at 25e549eca1c8718c3e8b1039dbf3e851801fe50c · snipem/gt7dashboard
Gran Turismo 7 Race Telemetry Dashboard. Contribute to snipem/gt7dashboard development by creating an account on GitHub.github.com