GT7 & PSVR2

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Paid pretty close attention before and after update- can’t see an objective difference. Things in the dash that are hard to read are still hard to read, boards are not magically clearer. But I’m okay with that- I think it’s pretty great from day 1 TBH.

My view is Sony would advertise any visual upgrades. I don’t think anybody would react negatively to them saying they’ve enhanced reprojection etc.
It's great that it always looked that good for you, but trust me for quite a few of us it did not. I was very harsh on the visuals of the PSVR2 and had no faith that GT7's VR visuals could be improved so thoroughly, but it was. It's clear that there was some firmware difference at play for some of us prior to the update.

I'll give you a concrete example of the change for me. Prior to the update if I glanced at the side mirrors in a car while keeping my head straight, what I saw was a low-resolution, blurry image. After the update glancing at side mirrors looked just as clear as looking straight ahead.
 
Sigh, psvr2 took a small L. Seems to still work fine but if i really look hard to my left lens i notice something albeit subtle. Again nothing during gaming so i can live with it. Just a note to all, doesn't take even small drops well. This was prob from about 2ft onto hardwood floor.
Damn! Glad it still works.

But I think you can push that in, it looks like the cover got a bit loose. Perhaps worths checking one of those videos where people disassemble the PSVR2 to get an idea on how push that in to fix it.

It's great that it always looked that good for you, but trust me for quite a few of us it did not. I was very harsh on the visuals of the PSVR2 and had no faith that GT7's VR visuals could be improved so thoroughly, but it was. It's clear that there was some firmware difference at play for some of us prior to the update.

I'll give you a concrete example of the change for me. Prior to the update if I glanced at the side mirrors in a car while keeping my head straight, what I saw was a low-resolution, blurry image. After the update glancing at side mirrors looked just as clear as looking straight ahead.
Humm… perhaps they’ve changed something for the eye tracking in some units then. What you’re describing looks like what the foveated rendering failing to properly eye track would look.
 
Humm… perhaps they’ve changed something for the eye tracking in some units then. What you’re describing looks like what the foveated rendering failing to properly eye track would look.
This, definitely. I posted here the day the update dropped and suspected a foveated rendering or SDE filter tweak.

For those who had the "bad" version, the improvement is remarkable. It's not really an improvement per se, but a fix for some people. Who knows what issue there actually was. All I know is my experience is better than ever after the update.

Thanks to all for not degenerating this thread into a "not in patch notes, so didn't happen" argument. What's going on at Reddit over this is pathetic. There's a "placebo army" ridiculing and arguing with those who saw their blurry mess fixed because "bro, not in the patch notes". It has totally divided the PSVR subreddit and it's pathetic to see how divisive this update has been over there. Well, what do you expect from Reddit...
 
Random idea but it could be pretty interesting for online races to have a pit crew of actual players that do tire changes and refueling with the Sense controllers in VR. Hell PD could turn that into a whole mechanic simulator mode where you have to diagnose and repair component failures during races. The pit experience of racing isn't something that PD has really delved into other than the quick pit cutscene.
 
Random idea but it could be pretty interesting for online races to have a pit crew of actual players that do tire changes and refueling with the Sense controllers in VR. Hell PD could turn that into a whole mechanic simulator mode where you have to diagnose and repair component failures during races. The pit experience of racing isn't something that PD has really delved into other than the quick pit cutscene.
You bet they haven’t and they really should.

Not fond at all of watching the pit from the sky, in VR we should just stay in the car and not have this break. Also we should have the option to have full manual pit stops for some races. The auto-drive really cuts the drama out of pit stops.
 
I finally decided to brave Nord in VR

This has always been an extremely difficult track for me and I've never been able to get around it without the racing line marker on.

The turns come up too quickly and I have to know way in advance what's going on. I just didn't have enough experience to run it without guides.

VR completely solves that problem and makes it a most delightful thrill ride to use this track now. I don't need the racing line and I don't need the yellow markers. You can see so well ahead of you that it makes those things obsolete.

What a joy today!

I should also mention that I've tried what some have suggested in turning off all on screen displays. Of course, when I say all, there's not really that much to turn off in VR. Lol

In trying different cars, some allow you to see what gear you're in with a numerical value on the instrument panel and others don't.

Using the Ferrari GTO on Nord is a blast but it doesn't give you a numeric value as to what gear you are on.

I'm new to that vehicle and I discovered that you can literally see the shifter slots to determine how many gears you have and what gear you are in based on the position.

It is incredible to experience.
 
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Damn! Glad it still works.

But I think you can push that in, it looks like the cover got a bit loose. Perhaps worths checking one of those videos where people disassemble the PSVR2 to get an idea on how push that in to fix it.


Humm… perhaps they’ve changed something for the eye tracking in some units then. What you’re describing looks like what the foveated rendering failing to properly eye track would look.

Ive tried and one of the lil clips seems to be bent and preventing it from snapping into place. Don't want to fight it too hard since its working fine.
 
In retrospect did the PSVR1 often receive visual boosts not mentioned in patch notes? Does Sony have a track record of not boasting about improvements? Maybe they do (that’s why I’m asking) but I struggle to see what the positive ages for them- pretending it was always that good maybe?
 
I was a PSVR 1 early adopter. Even though GT Sport VR was limited to time trials and one other car at most, I still thoroughly enjoyed the VR experience, especially with my T-GT.

Then in 2020, the pandemic hit. Stuck at home, I built a PC with 5900X, RTX 3080 and HP Reverb G2. I got into Assetto Corsa modding, enjoying the latest cars and almost any track I wanted, including touge tracks and long winding canyon roads. I also thoroughly enjoyed the much more detailed sound, FFB and physics of ACC. Things got even more interesting when I could get my sim racing gang together for a race, but it took a lot of effort after the pandemic.

I held off on the PS5, but when GT7 came out a year ago, I caved to a scalper. I’d played every single GT since the beginning, there was no way I was gonna miss GT7. I’ve sunk a couple of hundred hours into it, probably. But I’d also stopped for a couple of months, and went on with life and other games.

I too struggled with jumping on the PSVR2 wagon. But I decided to pull the trigger, and I don’t regret it.

PCVR is great, but it takes effort. PSVR2 is easy to just get into and play, but it isn’t as sharp clear as the G2. But it isn’t that far off.

PCVR and AC give you nearly infinite car and track mods. But they take effort to find, and quality of models and physics are hit and miss. GT7 only has about 450 cars, and many expensive ones take luck and grinding to collect in-game. But the modeling quality is pretty much second to none. And I also really enjoy the Scapes photo mode. I can also easily sink hours into making custom liveries.

I’m a car lover, I love track days, I collect car models of all kinds. My fun manual car even sports a Gran Turismo windshield banner. I pretty much love Gran Turismo. It isn’t perfect by a long shot. And the physics are kinda dumbed down compared to PC sims. But if you love cars, there’s a high chance you’ll love GT7 + VR. Experiencing the interiors makes each car feel special, even the slow ones.

I thoroughly enjoy all kinds of sim racing VR games. I’m fortunate enough that I can experience the best of PCVR and PSVR2. And GT7 is right up there.
Hey great post.

For a long while I have been looking to buy a PC mainly because I wanted to play ACC in VR. I will of course use it for many other games also. Just I am not sure if I should spend a lot of money on a top performance system with I9 and 4090 card. I was under the impression that even with GTX4090 it struggles. But you are saying with 3080 and Reverb you get a better image than PSVR2 ?

If that is the case, then I think I will settle with a 4080 Card which is much cheaper than the 4090, as the 4080 should out perform the 3080 already.
 
Glasses wearers: any early reports on lens inserts and the PVSR2?

I’m new to VR and shortsighted (~-3 in both eyes). I typically only wear contacts surfing, but much prefer them to wearing my glasses in the headset (bigger sweet spot, less aberration, bigger FOV). When I wear contacts I push the headset all the way in till it’s touching my nose then back off a tiny bit.

Am I likely to find the experience using inserts closer to my glasses or my contacts (acknowledging we all have different face shapes, prescriptions, glasses, etc)?

Currently most attracted to VR Optician, most because the surround appears to be designed to minimise width around the nose.)
 
I ordered mine at VR optician last Thursday. Here's the current status.

EDIT: I guess this will be a slow process.
 

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Glasses wearers: any early reports on lens inserts and the PVSR2?

I’m new to VR and shortsighted (~-3 in both eyes). I typically only wear contacts surfing, but much prefer them to wearing my glasses in the headset (bigger sweet spot, less aberration, bigger FOV). When I wear contacts I push the headset all the way in till it’s touching my nose then back off a tiny bit.

Am I likely to find the experience using inserts closer to my glasses or my contacts (acknowledging we all have different face shapes, prescriptions, glasses, etc)?

Currently most attracted to VR Optician, most because the surround appears to be designed to minimise width around the nose.)

I ordered mine at VR optician last Thursday. Here's the current status.

EDIT: I guess this will be a slow process.
Ordered vr-rock 5 days ago…still no news…
 
Glasses wearers: any early reports on lens inserts and the PVSR2?

I’m new to VR and shortsighted (~-3 in both eyes). I typically only wear contacts surfing, but much prefer them to wearing my glasses in the headset (bigger sweet spot, less aberration, bigger FOV). When I wear contacts I push the headset all the way in till it’s touching my nose then back off a tiny bit.

Am I likely to find the experience using inserts closer to my glasses or my contacts (acknowledging we all have different face shapes, prescriptions, glasses, etc)?

Currently most attracted to VR Optician, most because the surround appears to be designed to minimise width around the nose.)
I used honsvr.com! On the 8th and it’s still processing.
 
I think I found a fun little "feature" in VR Showroom. When in the Home Garage Location, press square three times to cycle through the time of day then press triangle to enter the car. The time will now be on fast forward and you can see the light move across the room. You can also see the clock inside the car move. I noticed it with the 911 GT1Strassenversion 1997 because the clock dial is huge and it was spinning around. It works with other cars too. If someone already found this sorry, I haven't read the whole post.
 
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Not fond at all of watching the pit from the sky, in VR we should just stay in the car and not have this break. Also we should have the option to have full manual pit stops for some races. The auto-drive really cuts the drama out of pit stops.
I'd just be happy if my seating position was saved when pitting. It gets really annoying when qualifying and you have to lean every time you restart. I hope they can come up with a fix where once you start a session of racing, your seating position is saved until you exit out.
 
I'd just be happy if my seating position was saved when pitting. It gets really annoying when qualifying and you have to lean every time you restart. I hope they can come up with a fix where once you start a session of racing, your seating position is saved until you exit out.
That is pretty annoying. Sometimes I have that misalignment happening right when you enter the car after the start of a race. That for online races is really problematic.
 
I'd just be happy if my seating position was saved when pitting. It gets really annoying when qualifying and you have to lean every time you restart. I hope they can come up with a fix where once you start a session of racing, your seating position is saved until you exit out.
Seating position is something else. What we are suffering from is recentering when entering VR mode. It's normal on PCVR, too. DR2.0 was another game I was constantly re-centering because, like GT7, it has 2D menus and 3D VR racing.

This is not PD's fault. Having to re-center your view every time you enter VR is normal. The problem we are having is that Sony decided to map the centering to what also doubles as the pause button. Sony really needs to let us map the re-center to another button. The way it is now it's unusable online because it pauses the race.

And about seating position, it would be nice if we had that, too, but no Gran Turismo ever had that.
 
Seating position is something else. What we are suffering from is recentering when entering VR mode. It's normal on PCVR, too. DR2.0 was another game I was constantly re-centering because, like GT7, it has 2D menus and 3D VR racing.

This is not PD's fault. Having to re-center your view every time you enter VR is normal. The problem we are having is that Sony decided to map the centering to what also doubles as the pause button. Sony really needs to let us map the re-center to another button. The way it is now it's unusable online because it pauses the race.

And about seating position, it would be nice if we had that, too, but no Gran Turismo ever had that.
True! Being able to reassign the re-center button is a must.

I now have a huge collection of random screenshots due to hitting the wrong nearby button 🤣
 
I'd just be happy if my seating position was saved when pitting. It gets really annoying when qualifying and you have to lean every time you restart. I hope they can come up with a fix where once you start a session of racing, your seating position is saved until you exit out.
You nailed it. This is my biggest pet peeve.

I don't think we talk about it enough so I'm not sure if PD sees it as something that needs attention.
 
I guess the updates makes sense of why what I see in VR didn't correlate to others
Mirrors and everything inside the car have always been crystal clear

There are quite a few things that would be nice to have in future updates, but I feel at this point, playing in 2D, is essentially GT7 lite compared to VR, simply cannot go back

That Spa 24 Manufacture round in VR is the best experience I have ever had racing online, or in any sim ever, and I've been doing this a long time
 
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I am starting to be concerned about the durability of the materials…playing every day or showing the headset to friends…I don’t know how this thing can last. It’s
Cheap plastic
 
Gentlemen, a proposal: I am good with Photoshop. Next week I'll take an existing in-game screenshot (pre-VR) and rework it with Photoshop to make it look like what I see when playing GT7 with PSVR 2.

The VR experiences documented in this thread are spread too far for my liking. With said screenshot I'd like to establish a "visual baseline" everyone can relate to in some way. I have the feeling that either the expectations are wildly different or that things such as wearing glasses, contact lenses or not needing visual aid at all leads to significantly different visuals.

Note: said screenshot will not be about foveated rendering. It will therefore not contain lower resolution areas introduced by foveated rendering. My goal is to visually reproduce the sweetspot- and out-of-sweetspot sharpness, resolution and chromatic aberration that I experience.
Alright, as promised, here is my shot at an approximation of what GT7 looks like to me in PSVR 2. The green dot indicates where I am looking.

For reference: I am short sighted at -3.5 diopters, wearing glasses inside the VR headset. The glasses are only a few months old. With the glasses, my optician said I have 20/20 vision. I push the headset as close to my face as the glasses physically allow.

FYI, the sweet spot with full sharpness approximately has the diameter of the speedometer in this car. Outside of the sweet spot, things immediately get notably soft/blurry.

Version 3, with more screen door effect in the distance:
GT7_through_PSVR2_approximation_3.jpg

Imgur link for full resolution.

Please comment in this thread whether you agree with this depiction. The idea is to find out whether people are talking about the same thing when discussing PSVR 2 image quality in GT7.
 
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