GT7 & PSVR2

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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.
 
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.

My guy feel is it will be the full game and at the same time a ps5 only version of gt7 will release which has the Vr support and no cross play with ps4. It's the cross platform aspect that holds the game back, they now have a reason to create a ps5 only game, something they always wanted but couldn't do a launch because of the massive PS4 user base and small ps5 base. That isn't such an issue now and they are saying the shortage is over. Let's see what happens.

If they can't do the full game then I would be interested to know why
 
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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 sense 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. As any driver knows you want to focus on the road and not looking all around, 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.
 
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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.

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.
 
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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.
Exactly! 👍
Might be an advantage for some players like the other cams and all the things you mentioned, but I think that most of us will just have a little more crashes by using it xD

When you lack of sleep or depending on you physical condition VR can be exhausting sometimes. I actually can play quite long time on GT sport, sometimes 3 hours or so! But it takes some time to get used to it.

BTW, I made some GT sport music video clips if it interests some of you:



Or this one much longer:



I'm sometimes really impressed at how gorgeous this game can look on a first gen headset and old gen hardware.

That's why I'm so excited about GT7 and PSVR2! 🤤
 
BTW, I made some GT sport music video clips if it interests some of you:



Or this one much longer:


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).
 
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).
Thanks mate! :)

Yeah, I live in Japan too and the price tag is higher than in Europa and America because of the yen/dollar disparity...

But I've been waiting for it so long and will spend hundreds of hours just on GT7 VR, plus there are many games that I can't wait to try like Switchback VR, No Man's Sky, RE8 and 4, Kayak VR, Horizon Forbidden West and many others, so when I received the 当選 mail from Sony Friday I preordered it in the hour 😁 Actually I'm even more excited than when I finally got my PS5.

Really can't wait!!
 
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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 porn
 
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Very silent. Nothing yet after CES. Probably pressure is high to get it ready on point GT style
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.
 
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.
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.

PSVR ended up being the best selling headset of its generation and that was with considerably more drawbacks and concessions (complicated setup with multiple wires/devices, move controllers, needing PS camera making it more expensive than PSVR2 lol). PSVR 2 has addressed all of these (1 wire is an acceptable tradeoff for the performance gain IMO) and actually has best in-class features all around for its price. The irony of this being instantly the best headset for most users if ported to PC is quite something. All this is to say PSVR2 will be fine despite whatever GT7 ends up being IMO, but if done right GT7 will indeed be no holds barred killer app and one of the few VR games that are AAA quality without concessions (For now, I think only HLA has that spot and mayyyyybe COTM depending on how it goes).
 
Really curious to see which decisions PD had to make.

  1. Eyetracking->Foveated Rendering might have given them some nice additional headroom voor High-Res implementations when in VR mode.
  2. 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.
  3. 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.
  4. How will the integrate headset haptics. Crash impact. Heavy acceleration buzz..Very curious
PSVR could even be able to just recognize the Wheels shape and distance and lock the VR position to it.
This would be even a stronger and simpler implementation.

Fingers crossed for a very well executed PSVR2/GT7 implementation!
 
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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.


  • That's 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, 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 have the best experience possible. Really can't wait for February 22nd! 🤤🤤
 
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Really curious to see which decisions PD had to make.

  1. Eyetracking->Foveated Rendering might have given them some nice additional headroom voor High-Res implementations when in VR mode.
  2. 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.
  3. 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.
  4. How will the integrate headset haptics. Crash impact. Heavy acceleration buzz..Very curious
PSVR could even be able to just recognize the Wheels shape and distance and lock the VR position to it.
This would be even a stronger and simpler implementation.

Fingers crossed for a very well executed PSVR2/GT7 implementation!
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 personally
 
If they can do wheel lock in some way I would be more than happy. Fingerdetection on wheel/shifter is very possible technically.
The PSVR Controllers do this. But this tech needs then to be open and supported by an API. Maybe we will see these kind of improvement steps in the coming 3-5 years. This would mean Harware design and production on the Fanatec / Logitech / Trustmaster side.

If we get this I will be more than very happy:

Wheel lock -> VR Position: Automatic Virtual Driver Position Calibration (API)

@LOGI_Rich:
Maybe there are some nice userstories/tickets for your G Pro Wheel productline backlog here:)
 
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Really curious to see which decisions PD had to make.

  1. Eyetracking->Foveated Rendering might have given them some nice additional headroom voor High-Res implementations when in VR mode.
  2. 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.
  3. 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.
  4. How will the integrate headset haptics. Crash impact. Heavy acceleration buzz..Very curious
PSVR could even be able to just recognize the Wheels shape and distance and lock the VR position to it.
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.

Number 3: It really should be a GT7 implementation using the pass-through mode with the user defining what they want the wheel center to be so as that easily scales to all setups rather than needing specific wheels with features like the right LEDs. As once you start driving, you don't really move, an initial setup like the playroom setup for usual VR headset should work just fine.


  • 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! 🤤🤤
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.
 
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.
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.

Different 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. The worst scenario would be that races with pit stops wouldn't be playable in VR, that would be a huge disappointment...
 
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Has anyone ever entered the pits in GT Sport using PSVR1? I was looking for videos but can't find an example if this.
 
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?
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.
 
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