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- Airwolf303
Very silent. Nothing yet after CES. Probably pressure is high to get it ready on point GT style
Indeed, the silence is deafening. However, SONY PR is very lackluster and the radio silence doesn't surprise me.Very silent. Nothing yet after CES. Probably pressure is high to get it ready on point GT style
Indeed, the silence is deafening. However, SONY PR is very lackluster and the radio silence doesn't surprise me.
Given that PCVR is going through a slump right now, with only a handful of big-ish games being released the last couple years, and with lots of casual gamers going with the Quest, SONY is basically betting the bank on re-invigorating (or even re-inventing) the declining market of the dedicated VR gaming industry with PS VR 2. If for some reason GT7 is lacking in VR features and/or functionality, it will mean egg on the face for SONY in my opinion.
On PC you have ACC, AC, PC2, AMS2, rF2, iRacing, DR2.0 with VR implementation. Heck, even modders added VR to RBR. SONY cannot hope to market PS VR2 as a dedicated gaming VR headset if they cannot properly implement it in GT7. In my view, anything less than full GT7 functionality will cast serious doubts about the mid-term potential of PS VR2. From a marketing standpoint it just doesn't make sense to hold back GT7 in any way. With the PS5 & PS VR2 specs + foveated rendering the hardware is more than up to the task.
The wildcard is PD, Kaz and the utterly baffling decisions they make at times. However, in this case, I hope SONY has drawn a line and told Kaz 'it's either all VR or no VR in GT7; we can't have a partial implementation this time as it will make our headset/console look underpowered'.
I am a serious sim racer and racing in VR in RBR, ACC, AMS2 etc... is an incredible experience. I have NEVER had anywhere near a similar experience on PS VR1 (DiRT Rally VR was the best on PS4 but that came way too late in the game). I got sick of the constant glitches and setup issues of PCVR while racing and have abandoned my Rift S (we now basically only use it for modded Beat Saber) and basically limit myself to pancake GT7 and WRCG right now. Full GT7 VR will literally cause me to abandon any thought of continuing trying VR on my PC, offering me a great sim-lite (not ACC level but perfectly acceptable to me since the driving is convincing enough for me; and especially the Sport Mode championships which are unlike anything else out there in the racing sim world) on a stable platform for only a combined cost of USD$1050+tax. I can imagine a proper GT7 implementation would pull some PC players in a similar situation as me over to the PS5+PS VR2... people looking for a superb, 100% stable VR experience in a racing game. PCVR is incredibly unstable and finicky and even with a RTX 2060 I have trouble getting decent visuals and stable framerates.
The launch of PS VR2 is very important both for SONY as well as the future of serious VR gaming in general. SONY will look like idiots if they nerf Gran Turismo again in the VR department.
Having playing tens and tens of hours in VR I still can't beat my "flat screen" times.
Was talking about it the other day but you kinda feel the sens of danger while driving in VR and won't be as reckless as when playing on TV.
Also, like mentionned above it's way more tiring than playing on TV. The only advantage is being able to look in the mirrors and looking at 360°, thus giving a better vision in hairpins or in long curbs, but it can be really distractive too and bring a lot of crashes too. As any driver knows you want to focus on the road and not looking atll over, especially at those speeds. And the VR is so cool that it makes you want to look everywhere 😝
It's way more fun and immersive, but if yoy just want to be fast you probably better stick with the TV.
Exactly! 👍I agree. VR is basically an extra camera angle. Some people will be faster with it, others slower, just as in cockpit vs bumper vs hood vs chase cams. VR didn't make me any faster, but it does make me a better racer because of the spatial awareness. However, as you state, the ability to glance in your mirrors does mean you are taking your eyes off the road for brief moments and the losing sight of the track is more pronounced than glancing at your rear view mirror in pancake mode.
VR is no more of an advantage/disadvantage than any camera already is, not to mention wheel/pad and assists/no assists. Maybe in very tight hairpins and rally games I feel VR helps me to hit the apex better.
I never suffered fatigue in my one-hour ACC league races but I can see how long periods could wear out some people. VR does not sit well with everyone, especially for long periods of time.
BTW, I made some GT sport music video clips if it interests some of you:
Or this one much longer:
Thanks mate!Alright, these videos make VR look even more fun than I had imagined. Shame the PSVR2 headset will be so expensive... It's kind of difficult to justify the 75000円 price tag considering I'd only ever play GT7 and Half-Life: Alyx (and that's if they ever decide to publish it on PS5).
Don’t forget about pornAlright, these videos make VR look even more fun than I had imagined. Shame the PSVR2 headset will be so expensive... It's kind of difficult to justify the 75000円 price tag considering I'd only ever play GT7 and Half-Life: Alyx (and that's if they ever decide to publish it on PS5).
There likely will be a stream with more details within the next couple of weeks. Devs of multiple games have said more info is coming soon, it's not just GT7. At the moment Sony are only really showing off & demoing the Horizon game. Their big marketing push hasn't started yet, focused on Last of Us show first of all.Very silent. Nothing yet after CES. Probably pressure is high to get it ready on point GT style
Sony hasn't yet announced their full launch line-up or demoed anything but Horizon. I suspect a State of Play will coincide with a press event. It's not like they can send out PS VR2 units to every outlet like a typical game.Very silent. Nothing yet after CES. Probably pressure is high to get it ready on point GT style
Agree with you on the hopes for GT7. There is a good chance that this will be the full thing, but you never know lol.Indeed, the silence is deafening. However, SONY PR is very lackluster and the radio silence doesn't surprise me.
Given that PCVR is going through a slump right now, with only a handful of big-ish games being released the last couple years, and with lots of casual gamers going with the Quest, SONY is basically betting the bank on re-invigorating (or even re-inventing) the declining market of the dedicated VR gaming industry with PS VR 2. If for some reason GT7 is lacking in VR features and/or functionality, it will mean egg on the face for SONY in my opinion.
On PC you have ACC, AC, PC2, AMS2, rF2, iRacing, DR2.0 with VR implementation. Heck, even modders added VR to RBR. SONY cannot hope to market PS VR2 as a dedicated gaming VR headset if they cannot properly implement it in GT7. In my view, anything less than full GT7 functionality will cast serious doubts about the mid-term potential of PS VR2. From a marketing standpoint it just doesn't make sense to hold back GT7 in any way. With the PS5 & PS VR2 specs + foveated rendering the hardware is more than up to the task.
The wildcard is PD, Kaz and the utterly baffling decisions they make at times. However, in this case, I hope SONY has drawn a line and told Kaz 'it's either all VR or no VR in GT7; we can't have a partial implementation this time as it will make our headset/console look underpowered'.
I am a serious sim racer and racing in VR in RBR, ACC, AMS2 etc... is an incredible experience. I have NEVER had anywhere near a similar experience on PS VR1 (DiRT Rally VR was the best on PS4 but that came way too late in the game). I got sick of the constant glitches and setup issues of PCVR while racing and have abandoned my Rift S (we now basically only use it for modded Beat Saber) and basically limit myself to pancake GT7 and WRCG right now. Full GT7 VR will literally cause me to abandon any thought of continuing trying VR on my PC, offering me a great sim-lite (not ACC level but perfectly acceptable to me since the driving is convincing enough for me; and especially the Sport Mode championships which are unlike anything else out there in the racing sim world) on a stable platform for only a combined cost of USD$1050+tax. I can imagine a proper GT7 implementation would pull some PC players in a similar situation as me over to the PS5+PS VR2... people looking for a superb, 100% stable VR experience in a racing game. PCVR is incredibly unstable and finicky and even with a RTX 2060 I have trouble getting decent visuals and stable framerates.
The launch of PS VR2 is very important both for SONY as well as the future of serious VR gaming in general. SONY will look like idiots if they nerf Gran Turismo again in the VR department.
Really curious to see which decisions PD had to make.
- How will they integrate the camera's for locking to a Wheel for auto-adjusting seating position / ratio. When the DDPRO came out I suggested to KAZ and Hermen Hulst to use the OLED screen on the Fanatec as a marker. When in VR mode the headsets camera's could lock the Oled marker and therefore auto adjust VR driver position to perfectly line-up. So Fanatec or Logitech Pro for that matter would have to integrate a scenario: When VR API calls -> Switch OLED to QR Marker pattern mode so VR headset camera's can lock QR marker and give back seating approx distance / height.
Yes I agree with the steering wheel orientation lock here. That will be really important - especially if they could somehow incorporate the ability to simulator manual gear changes when your hand moves off the wheel. Of course - making sure the shifter matches the correct side of the car. Can’t see them doing anything about that personallyReally curious to see which decisions PD had to make.
PSVR could even be able to just recognize the Wheels shape and distance and lock the VR position to it.
- Eyetracking->Foveated Rendering might have given them some nice additional headroom voor High-Res implementations when in VR mode.
- Then there is 90FPS or 120FPS. Obviously 120FPS would be more taxing having a possible lower visual fidelity as an outcome. But than again stable 120FPS could greatly enhance comfort, motion illness and overall sense of speed / reality.
- How will they integrate the camera's for locking to a Wheel for auto-adjusting seating position / ratio. When the DDPRO came out I suggested to KAZ and Hermen Hulst to use the OLED screen on the Fanatec as a marker. When in VR mode the headsets camera's could lock the Oled marker and therefore auto adjust VR driver position to perfectly line-up. So Fanatec or Logitech Pro for that matter would have to integrate a scenario: When VR API calls -> Switch OLED to QR Marker pattern mode so VR headset camera's can lock QR marker and give back seating approx distance / height.
- How will the integrate headset haptics. Crash impact. Heavy acceleration buzz..Very curious
This would be even a stronger and simpler implementation.
Fingers crossed for a very well executed PSVR2/GT7 implementation!
For number 2, it is most likely going to still run at 60 fps and then re-projected to either 90 or 120. Its motion interpolation basically. There is a chance they can get it to run higher than 60 but honestly I would keep my expectations at 60.Really curious to see which decisions PD had to make.
PSVR could even be able to just recognize the Wheels shape and distance and lock the VR position to it.
- Eyetracking->Foveated Rendering might have given them some nice additional headroom voor High-Res implementations when in VR mode.
- Then there is 90FPS or 120FPS. Obviously 120FPS would be more taxing having a possible lower visual fidelity as an outcome. But than again stable 120FPS could greatly enhance comfort, motion illness and overall sense of speed / reality.
- How will they integrate the camera's for locking to a Wheel for auto-adjusting seating position / ratio. When the DDPRO came out I suggested to KAZ / Hermen Hulst of Sony Studios and the CEO of Fanatec to use the OLED screen on the Fanatec as a marker. When in VR mode the headsets camera's could lock the Oled marker and therefore auto adjust VR driver position to perfectly line-up. So Fanatec or Logitech Pro for that matter would have to integrate a scenario: When VR API calls -> Switch OLED to QR Marker pattern mode so VR headset camera's can lock QR marker and give back seating approx distance / height.
- How will the integrate headset haptics. Crash impact. Heavy acceleration buzz..Very curious
This would be even a stronger and simpler implementation.
Fingers crossed for a very well executed PSVR2/GT7 implementation!
There are external cameras, they are used for the pass-through mode but they are obviously limited in their capabilities. They will still suffice to mark out the region that is your wheel very similar to how the allowed play area is marked by the headset during initialization.
That's been a question I've been asking myself for months since there's no external camera nor use of the sense controllers, I'm wondering at how the tracking will be done. Owning a DD pro myself, this LED screen implementation sounds great, and I really hope that they could do something like that or some kind of tracking working with any other wheels, that would be great! Anyway, let's hope that the VR implementation is not half baked and that we ca have the best experience possible. Really can't wait for February 22nd! 🤤🤤
Oh I know, I misspoke! I mean there are no camera external to the headset that tracks the psvr2 itself and its position like on PSVR1, but I guess it's probably better to have the cameras on the headset itself and the tracking will most likely be something similar to what you're describing.There are external cameras, they are used for the pass-through mode but they are obviously limited in their capabilities. They will still suffice to mark out the region that is your wheel very similar to how the allowed play area is marked by the headset during initialization.
Basically, you just point with your PSVR2 controllers and mark an area in the 3d space in front of you to tell the headset where your wheel is.
Most likelyDifferent topic, but I wonder how the pit stops will be handled since the stands are not fully modelized. Probably a "2D" cinematics like when playing on TV, which would be a little disappointing.
I dont know if you could, the race types were super limitedHas anyone ever entered the pits in GT Sport using PSVR1? I was looking for videos but can't find an example if this.
I dont know if you could, the race types were super limited
If GT7 is going to have full support then it will be interesting to see how Pit-Stops will be like.
That is the lazy way but it is better than nothingI don't see why it just wouldn't revert to 2d like the menus do in GTS.
If I remember correctly (and I may well be wrong on this, it's been a few years) it would put your car on autopilot, do a drivethrough, and the camera would stay in the cockpit, allowing you to look around.In time trial the pits are not blocked off. I wonder what would happen if you enter the pits. Anyone here still have their PSVR laying around to try?
You cannot enter the stands, there's an invisible wall before the entrance, that's why I'm curious about it.In time trial the pits are not blocked off. I wonder what would happen if you enter the pits. Anyone here still have their PSVR laying around to try?
While 2-player splitscreen races are not supported in VR, all other races, including online races, will be available. From the Nürburgring to Tsukuba, tracks can be experienced exactly as they are in real life.
Yeah. I gotta get this. Insanely good. Damn what an upgrade.Good news! GT7 is the full game in VR