GT7 & PSVR2

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I believe VR2 being 3D and rendering 2000x2040 per eye = 9.6mp
4K is 3840x2160 = 8.3mp

PS5 is not offering 90Hz or 120Hz 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 issues with this, who knows I only seen one guy how had early prewiew access with VR2 mention it.
The whole point of foveated rendering is that you're not rendering anywhere close to that 9.6mp though. Most of the screen will be rendered at a significantly lower resolution. So in reality you will probably be rendering less than half the pixels that you would normally render on a 4k tv. Of course VR introduces some other complexities which will also impact performance, but in theory it should be faster to render in PSVR2 with foveated rendering than it would be to render to a regular 4k screen.

For those not familiar with foveated rendering, how it works is that it uses eye tracking to see what part of the screen you are looking at, and only renders that part at full resolution, the parts in your peripheral vision are rendered at significantly lower resolution. But as you are not looking at those parts, you don't notice the lower resolution.
 
Sony has a PSVR2 sale so long as there is full functionality for GT7. This is all I want from PSVR2, although Beat Saber support would be a nice extra.

You’re getting the 2nd one - at some point, it’s somewhere in development but no timescale given.
 
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.
ACC is probably the less optimised game for VR, iracing or Automobilista 2 are much better performance wise. That said, I doubt GT7 will display 120hz natively, maybe when the PS5 Pro will be available :)
 

No real new news here, "We know that GT7 will receive an update that will allow it to work with the new hardware"
 
Can someone clarify the 3D audio (or whatever it's called)? I was under the impression that you needed something like the Pulse headset to take advantage of it, but that dude in the video says it will work with the included earbuds.

Thanks.
 
Can someone clarify the 3D audio (or whatever it's called)? I was under the impression that you needed something like the Pulse headset to take advantage of it, but that dude in the video says it will work with the included earbuds.

Thanks.
3D audio on PS5 works with any stereo headphones since day one, and even TV speakers since an system update last year.
 
The whole point of foveated rendering is that you're not rendering anywhere close to that 9.6mp though. Most of the screen will be rendered at a significantly lower resolution. So in reality you will probably be rendering less than half the pixels that you would normally render on a 4k tv. Of course VR introduces some other complexities which will also impact performance, but in theory it should be faster to render in PSVR2 with foveated rendering than it would be to render to a regular 4k screen.

For those not familiar with foveated rendering, how it works is that it uses eye tracking to see what part of the screen you are looking at, and only renders that part at full resolution, the parts in your peripheral vision are rendered at significantly lower resolution. But as you are not looking at those parts, you don't notice the lower resolution.im aware of thaf Yes but VR2 is more pixels than 4K resolution, the point illustrated was that even 4K AAA titles in 4K still may use checkerboarding to even maintain 60Hz
GT7 in VR needs to come in with similar performance demands to the system of the typical 4K experience to be able to offer the full game. Perhaps they have been able to achieve this…

So far Resident Evil is the most visually demanding example we have representative of this that some had early access in trying. So for full game titles it appears to highlight some optomisim that we will get full GT7 experience with VR2 but we haven’t long to find out.
 
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Can someone clarify the 3D audio (or whatever it's called)? I was under the impression that you needed something like the Pulse headset to take advantage of it, but that dude in the video says it will work with the included earbuds.

Thanks.
PS5 3D audio is an implementation to virtualize a stereo output to a surround sound output. Fundamentally works with all headphones, but having good frequency ranges helps a bit. Be careful with the size of other headphones though as you need some space for the headbands of the headset.
GT7 in VR needs to come in with similar performance demands to the system of the typical 4K experience to be able to offer the full game. Perhaps they have been able to achieve this…

So far Resident Evil is the most visually demanding example we have representative of this that some had early access in trying. So for full game titles it appears to highlight some optomisim that we will get full GT7 experience with VR2 but we haven’t long to find out.
Horizon: COTM is able to hit 60 fps but I will leave it up to you to decide what is impressive visually. GT7 does not have dynamic resolution, so it will be interesting to see what they change to get probably the 60 with VR. Hopefully reviewers get the headset early February. We should have full reviews of the headset mid-Feb.
 
GT7 does not have dynamic resolution, so it will be interesting to see what they change to get probably the 60 with VR. Hopefully reviewers get the headset early February. We should have full reviews of the headset mid-Feb.
Doesnt matter as we already seen from first vr screen/footage foveated rendering is in heavy usage
 
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snc
Doesnt matter as we already seen from first vr screen/footage foveated rendering is in heavy usage
It is, but we cannot know if just FR is enough to offset the increased resource cost of the increase in rendering points. There should be a good bit of headroom on the PS5 though, no reason to worry IMO
 
It is, but we cannot know if just FR is enough to offset the increased resource cost of the increase in rendering points. There should be a good bit of headroom on the PS5 though, no reason to worry IMO
Lets hope there is btw gt7 running in native 4k 60fps make it very good candidate for vr conversion
 
I think the fact that this game runs on PS4 aiming at 60FPS is good point for VR candidate on PS5. In worst case scenario they will just dial down some details and maybe resolution.
Or the amount of foveated rendering increases in scenarios dynamically to maintain frame rate/performance.

Gameplay aside, I wish they would offer some form of VR garage you could view/walk around each car but with max texture quality, highest resolution/ray tracing and showcasing the headsets hdr.
 
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Gameplay aside, I wish they would offer some form of VR garage you could view/walk around each car but with max texture quality, highest resolution/ray tracing and showcasing the headsets hdr.
You will get it probably ;)

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Just thinking if we can use it in Sport Mode how easier the last turn at sardegna in the TT would of been :)
 
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Hi guys!

I finally got an invitation to preorder my PSVR2 yesterday and I didn't hesitate even half a second!
I just can't wait, the perspective of playing GT7 in VR someday is what made me buy a PS5 in the first place and I can't realize that I will finally be able to play it in only 5 week!
It might be enough time to finish installing liveries on each one my 530 cars! 😁

I can't wait to see what the VR showroom will look like with this new headset and the level of details of GT7. But what I'm craving for is to bring all of those beauties to my favorite races like the Spa WTC 800, The Nordschleife European Clubman Cup 600, the 24 minutes of Le Mans, the Road Atlanta Gr.1 Prototype Series, the K-Cup races and the World GT Series Championship, or just practicing some rally and drifting, do some custom races and hopefully online lobbies. If we can't play the campaign in VR it will be quite of a disappointment thought, but I have good hope since the race they showed at CES was most likely the Road Atlanta Gr.1 Prototype Series.

If it's really what I imagine, then I will struggle to play any other game in 2023, same as for 2022... xD

What are you waiting the most from GT7 VR?
 
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Question for those of you that have the original VR and played Sport - while racing in VR, what is displayed on the TV screen? Is it what the driver is seeing, or replay style? I ask, because occasionally I have friends over where we swap turns racing. Not too much fun if the others can't watch on screen. Watching a first person view might get a bit jerky looking right?
 
Question for those of you that have the original VR and played Sport - while racing in VR, what is displayed on the TV screen? Is it what the driver is seeing, or replay style? I ask, because occasionally I have friends over where we swap turns racing. Not too much fun if the others can't watch on screen. Watching a first person view might get a bit jerky looking right?

It's the rendered image of what you are seeing.
 
PSVR2 players are going to have a significant advantage when playing against users with standard 2D setups. It's made worse by the inability to change FOV and the limited camera/seat positions in cockpit mode so I think the gap is somewhat wider than in the PC sims where you have players who are able to set their ideal FOV and seat position, and have other options like triple screens and ultra-wides.
 
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PSVR2 players are going to have a significant advantage when playing against users with standard 2D setups. It's made worse by the inability to change FOV and the limited camera/seat positions in cockpit mode so I think the gap is somewhat wider than in the PC sims where you have players who are able to set their ideal FOV and seat position, and have other options like triple screens and ultra-wides.
But that’s why people use the the bumper cam (although it’s not really on the bumper) or a bonnet cam for better visibility.
 
A man can dream but wish this free VR2 update would also include adding the missing cockpits for some of the cars :( so that you can experience the VR for every single car. Like a complete experience.
 
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PSVR2 players are going to have a significant advantage when playing against users with standard 2D setups. It's made worse by the inability to change FOV and the limited camera/seat positions in cockpit mode so I think the gap is somewhat wider than in the PC sims where you have players who are able to set their ideal FOV and seat position, and have other options like triple screens and ultra-wides.
yeah but nobody use cockpit view in high split lobbies ;d generaly debatable, for sure vr is more tiring for long driving than playing on flat screen
 
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