GT7 & PSVR2

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Last year I was hoping GT7 would be a huge leap from GT Sport (a game I loved), and while GT7 has been decent fun, it didn’t really “wow” me. I also haven’t played for weeks.

PSVR2 really has the potential to jumpstart my love for Gran Turismo. I actually didn’t expect them to announce it for GT7, but now my hype is through the roof.

I’m praying that PD has been quiet with content updates because they are so focused with fully integrating VR. I’m probably expecting too much now 😅.

Here's hoping it's well implemented and 2023 will be the year we get loads of content, perhaps 2.0 spec launch, and it becomes the game most hoped it would be!
 
Some people driver faster on a wheel...but they aren't excluded....I'd say your more likely to drive better with a wheel than vr....
Totally true!
But how many players are really faster with clutch and h-shifter than the ones using paddles?
Still it's outright disabled once you enter sport mode, even with road cars. The only thing you can do is use it in sequential mode.

It would be a nonsense to ban wheels from a racing game. But I could say the same about clutch/shifter or even VR. To me it's a nonsense to ban it all and I hope they won't be such dicks with VR. If at least we can use it in online lobbies it would be great, but in daily races it would be even better!
 
Totally true!
But how many players are really faster with clutch and h-shifter than the ones using paddles?
Still it's outright disabled once you enter sport mode, even with road cars. The only thing you can do is use it in sequential mode.

It would be a nonsense to ban wheels from a racing game. But I could say the same about clutch/shifter or even VR. To me it's a nonsense to ban it all and I hope they won't be such dicks with VR. If at least we can use it in online lobbies it would be great, but in daily races it would be even better!
I might be wrong but in iRacing, people with VR headset can compete against people with flat screen, and it's a highly competitive sim, so I don't think PD should split the pool of players based on their display option.
 
I might be wrong but in iRacing, people with VR headset can compete against people with flat screen, and it's a highly competitive sim, so I don't think PD should split the pool of players based on their display option.
I think exactly the same and hope they won't make the same error as with the clutch and h-shifter.

It's not just the display more than everything that comes with VR. The fact you can look at 360° or check your mirrors in a blink and have a better awareness of your surroundings, or that you can feel the changes of elevation and distances way better. On the other hand it's hard to explain but you feel the sense of danger when you play in VR and may tend to drive more carefully and slowly than you would on a flat screen, so I don't think most people would get faster by playing VR. It's just way more immersive and fun. The clutch won't make you any faster neither, unless you're a god tier, in which case you'd probably do as well or even better with paddles. They banned it just because of the disparities. They banned the side break too. Allowing both controllers and wheels seems like the only thing they tolerate so far.

That's totally dumb if you ask me. I mean, it's a racing game... Why the hell can't you use your sidebreak or clutch with equipped cars? Like they banned SMG, assault riffles, snipers and rocket launchers from competitive FPS and let players only use pistols and knives cause they don't wan't to create disparities... Come on!

I really hope we can play sport mode in VR, it would be dope!
 
They banned it just because of the disparities.
No. They disabled it because it was possible to operate it in a manner not intended - glitching - which created a situation where some players with some equipment could use a glitch to become artificially faster, and most others could not.

The handbrake was disabled because it looked bloody stupid on the streamed top-tier races they were doing with celebrity drivers.
 
No. They disabled it because it was possible to operate it in a manner not intended - glitching - which created a situation where some players with some equipment could use a glitch to become artificially faster, and most others could not.

The handbrake was disabled because it looked bloody stupid on the streamed top-tier races they were doing with celebrity drivers.
Thanks for the precisions! I was told a different story by a famous youtuber, but yours seems far more legit.

Still, it's a shame they can't fix this glitch. It's been years and still no way to use a h-shifter on equipped cars...
 
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That's literally the only thing that would prevent me from canceling my PS VR2 preorder, I don't necessarily care about driving in VR in single-player modes. I hope we'll get more details about the VR update before the launch.
I hope too!
There are many players interested in sport mode only or mainly, so it would be a dumb move not to allow it.
 
I think exactly the same and hope they won't make the same error as with the clutch and h-shifter.

It's not just the display more than everything that comes with VR. The fact you can look at 360° or check your mirrors in a blink and have a better awareness of your surroundings, or that you can feel the changes of elevation and distances way better. On the other hand it's hard to explain but you feel the sense of danger when you play in VR and may tend to drive more carefully and slowly than you would on a flat screen, so I don't think most people would get faster by playing VR. It's just way more immersive and fun. The clutch won't make you any faster neither, unless you're a god tier, in which case you'd probably do as well or even better with paddles. They banned it just because of the disparities. They banned the side break too. Allowing both controllers and wheels seems like the only thing they tolerate so far.

That's totally dumb if you ask me. I mean, it's a racing game... Why the hell can't you use your sidebreak or clutch with equipped cars? Like they banned SMG, assault riffles, snipers and rocket launchers from competitive FPS and let players only use pistols and knives cause they don't wan't to create disparities... Come on!

I really hope we can play sport mode in VR, it would be dope!

Agree totally with the sense of danger part. While doing TT’s in GTS while in VR, I was on average 1.5 seconds slower per lap on various courses, but much more consistent. I found that while inside the headset, I literally couldn’t force myself to take some of the questionable track limits lines that we would in sport mode. And that’s coming from someone who exclusively races in cockpit view while on a monitor.

Honestly, if sport mode in GT7 is disabled in VR, it won’t matter to me one bit. These days I mainly just f do I custom races or hotlap my favorite cars. I absolutely can’t wait to drive my 95’ 911 CS RS around the ring while rowing gears!!!!!
 
someone that allegedly works or worked on the headset was talking his facts or lies on reddit
pmnbdmbze2ba1.jpeg
 
someone that allegedly works or worked on the headset was talking his facts or lies on reddit
View attachment 1221762

BS detector is going off big time.

Take this all with a grain of salt. Even if he has worked with the headset as he states, his info is worthless unless citing an official source. Like the GT7 full game question: he says yes, but if he even knows the answer he might not even have interpreted the question correctly. He might have read it as "is there GT7 support?" and he says "yeah they announced GT7 so, like, sure, that means the full game".

I will wait for official announcements.
 
The 3D audio is done by the console and works with any stereo headphones/earbuds. You’d think someone who worked with the headset would know that - BS detector is going off big time.
I can't find the original post... It seems it's someone that was there at CES organization or something.
 
"the rush of objects passing close to the character’s head, or the thrust of a vehicle as the character speeds forward"

Source: https://blog.playstation.com/2022/0...ller-the-next-generation-of-vr-gaming-on-ps5/
Hm. It also says it's created by a single built-in motor, so I'm not sure how much fidelity there's actually going to be. I imagine it will be a bit like PS1 rumble - there's a vibration when something happens and it's up to the player to interpret that sensation correctly. A single vibration motor isn't going to be able to meaningfully give the actual sensation of thrust, for example.

There's been a decent amount of research in the last few years with regards to using vibration as a way to combat motion sickness in VR. Which seems like a very good idea, it's a fairly common barrier to regular VR use for some people. Me for one - driving in VR is a great experience but it's 15 minutes absolute tops before I'm starting to get dizzy and feel ill. I assumed that the vibration motor would be primarily for this purpose, and that using haptic feedback was a happy side effect of already having a vibration motor on the device.

It wouldn't surprise me if Sony doesn't particularly want to advertise this though. Saying you have features to mitigate motion sickness implies to buyers that they will get motion sick, and so might put them off. Better to market it as haptic feedback and let the experience of using the device speak for itself.
 
Agree totally with the sense of danger part. While doing TT’s in GTS while in VR, I was on average 1.5 seconds slower per lap on various courses, but much more consistent. I found that while inside the headset, I literally couldn’t force myself to take some of the questionable track limits lines that we would in sport mode. And that’s coming from someone who exclusively races in cockpit view while on a monitor.

Honestly, if sport mode in GT7 is disabled in VR, it won’t matter to me one bit. These days I mainly just f do I custom races or hotlap my favorite cars. I absolutely can’t wait to drive my 95’ 911 CS RS around the ring while rowing gears!!!!!

Same! Always use cockpit view on TV but still I tend to be slower in VR. But I find it extremely difficult to go back to GT7 on TV after a VR session on GT sport. Like it always takes me something like 1 or 2 hours to get used to it. it all feels so flat and unreal...

And speaking of the ring, did you try the new European Clubman Cup 600 event? The payouts are ridiculously low but it's probably the most fun race I had in the game so far. Tried it the other day with my stock F50 in full manual and I had a blast!


If we can play this race in VR, I swear I'll spend tens of hours just trying all of my good old RWD on it! 😁
 
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Same! Always use cockpit view on TV but still I tend to be slower in VR. But I find it extremely difficult to go back to GT7 on TV after a VR session on GT sport. Like it always takes me something like 1 or 2 hours to get used to it. it all feels so flat and unreal...

And speaking of the ring, did you try the new European Clubman Cup 600 event? The payouts are ridiculously low but it's probably the most fun race I had in the game so far. Tried it the other day with my stock F50 in full manual and I had a blast!


If we can play this race in VR, I swear I'll spend tens of hours just trying all of my good old RWD on it! 😁



Not sure if we'll get cockpit 1 or 2 modes only still. 2 is a bit too 'wobbly ' for me already, assume it would feel particularly dodgy to many in vr!
 
someone that allegedly works or worked on the headset was talking his facts or lies on reddit
View attachment 1221762

If he really knows what he's talking about it would be huge. Not only the full VR support for GT7, but the 4K 120fps in almost all games would be awesome! 😳 Let's hope he's right but don't get our hopes too high, it might be bs as well...

B80
Not sure if we'll get cockpit 1 or 2 modes only still. 2 is a bit too 'wobbly ' for me already, assume it would feel particularly dodgy to many in vr!

This I think I can answer. It will most likely be like in GT sport and you'll only have 1 mode. Wobbles would be induced by your head movements or the suspensions but it's subtle and definitively not as uncomfortable as the 2nd cockipt mode in flat screen since your eyes are the camera and will face everywhere you're looking at. I can't play the mode 2 neither, it doesn't feel natural and you can't really tell where you are facing. In VR and with a good setup it just feels like driving a real car. And it's so good just to look in the mirrors or look at the cars you're overtaking by the window.

It will be sick on PSVR2 !! 🤤
 
If he really knows what he's talking about it would be huge. Not only the full VR support for GT7, but the 4K 120fps in almost all games would be awesome! 😳 Let's hope he's right but don't get our hopes too high, it might be bs as well...
It's utter BS - if you look up his posts on Reddit, he already revealed he's not working for them and he already edited the post where he said "GT7 is the full game" to "we don't know" . So we can safely ignore that.
 
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It's utter BS - if you look up his posts on Reddit, he already revealed he's not working for them and he already edited the post where he said "GT7 is the full game" to "we don't know" . So we can safely ignore that.
Ok, thanks!

With PD's secrecy it seemed weird that a random redditor and supposedly insider carelessly threw such informations.

I'd be glad if we had just smooth 60fps in most games, especially in GT7!
 
Lets hope the Vr release is a turning point for gt7 on ps5. Im not really interrested in vr or 120fps but VRR would be interresting because of the very low inputlag.
 
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120fps has we wondering for a couple of reasons…

That can be construed as an advantage in sport mode. Particularly with PS4 vs PS5.

Not to mention, a lot of sim racers on the PC side of things race at a minimum of 120fps. I wonder if PD is setting up GT7 for a couple different departures and lift off points
 
120fps has we wondering for a couple of reasons…

That can be construed as an advantage in sport mode. Particularly with PS4 vs PS5.

Not to mention, a lot of sim racers on the PC side of things race at a minimum of 120fps. I wonder if PD is setting up GT7 for a couple different departures and lift off points
I doubt it will be 120fps
 
True 120Hz in VR is nearly impossible. Even a $3,000 PC would have trouble doing it. 90Hz is pretty standard on PCVR but even then most people (like me) need to use frame interpolation to achieve it. For example, in ACC on my Rift S, I play at 80Hz (the headset's max frequency) but with frame interpolation on so in reality it's at 40Hz but the frame interpolation fills in the gaps to emulate 80Hz. And you can definitely tell that it's not real 80fps, but more like 60fps.

PSVR had a similar tech, and so does PSVR2. Sony does not allow any VR game to run less than 90fps to avoid motion sickness, but devs can hit that 90fps target by programming for 45fps and using the frame interpolation to fudge it into 90fps. But it's not "true" 90fps, more like something between 45 and 90.
 
True 120Hz in VR is nearly impossible. Even a $3,000 PC would have trouble doing it. 90Hz is pretty standard on PCVR but even then most people (like me) need to use frame interpolation to achieve it. For example, in ACC on my Rift S, I play at 80Hz (the headset's max frequency) but with frame interpolation on so in reality it's at 40Hz but the frame interpolation fills in the gaps to emulate 80Hz. And you can definitely tell that it's not real 80fps, but more like 60fps.

PSVR had a similar tech, and so does PSVR2. Sony does not allow any VR game to run less than 90fps to avoid motion sickness, but devs can hit that 90fps target by programming for 45fps and using the frame interpolation to fudge it into 90fps. But it's not "true" 90fps, more like something between 45 and 90.
But it is important to realize tha PSVR2 has eye tracking with foveated rendering, which can be an immense performance gain (doubling performance is not out of the question here). I'm not expecting native 120fps, but it's not as far fetched as you'd think.

Edit: 3.6x reduction in frame rendering time according to the guys behind Unity https://uploadvr.com/psvr-2-eye-tracking-foveated-rendering-gdc/
 
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But it is important to realize tha PSVR2 has eye tracking with foveated rendering, which can be an immense performance gain (doubling performance is not out of the question here). I'm not expecting native 120fps, but it's not as far fetched as you'd think.

Exactly. That is why it is a total unknown how GT7 will be implemented. We have no idea how powerful these tricks to reduce overhead and increase framerate really are.

But the thing that is worrying me the most is, we have no idea how picky and unreasonable Kaz can really be about VR. Most of us would probably settle for a reprojected 90fps and a reduction in graphical quality. Actually, that's what any PC sim racer has to do to keep the game running smoothly. But Kaz' perfectionism sometimes wanders beyond the realm of the possible.

EDIT: I would imagine the best road for GT7 would be 60fps native and then reprojected to higher fps and at the same time target something close to 4k. The tech specs along with the goodies you mentioned lead me to believe that this is more than possible.
 
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Hoping for 1080p at 4k FSR/virtual resolution scaling and a 90fps target but with VRR down to 60
But if they can pull off more that that I will be super happy
 
PSVR uses a system known as reprojection which is not a frame interpolation, but rather a frame transformation to render a slightly different frame.

It is a "trick" to avoid motion sickness. In VR you need constant framerates (using variable framerate VRR comfortably is practically impossible) above 90Hz so the first PSVR used this system to allow games to reach the minimum framerates. Foveated rendering makes it easier for games on PSVR to offer a graphical quality closer to that of flat screens and may make it less necessary to use reprojection. It is quite likely that PS5 will be able to move the version of GT7 with the graphics settings of PS4 at 120fps without the need for any "trick".

PSVR-Reprojection-01.png
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But it is important to realize tha PSVR2 has eye tracking with foveated rendering, which can be an immense performance gain (doubling performance is not out of the question here). I'm not expecting native 120fps, but it's not as far fetched as you'd think.

Edit: 3.6x reduction in frame rendering time according to the guys behind Unity https://uploadvr.com/psvr-2-eye-tracking-foveated-rendering-gdc/
I believe VR2 being 3D and rendering 2000x2040 per eye = 9.6mp
4K is 3840x2160 = 8.3mp

PS5 is not offering 90Hz or 120Hz native gaming on AAA titles at 4K resolution. It will even have checkerboard rendering to maintain 60Hz in titles.

Resident Evil may hold some clues as a visually demanding title some have got early previews of. If it can still look great on VR2 then their is some hope
that indeed with fovated rendering and other options, it possible for PS5 to offer VR versions of games still with high graphic quality.

I do believe VR2 will require ways to reduce the rendering demands to even maintain 60Hz before any interporlation upto 90Hz or 120Hz.
How good or how many people will notice motion nausea with this, who knows I only seen one guy who had early prewiew access with VR2 mention it.
 
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