GT7 & PSVR2

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VR does give you the sense of being IN the car, yes. The wheel however, gives you the sense of controlling the car, which is ultimately why I play racing sims. I want the most authentic feel when controlling the car.
This is a spot-on description. It depends on personal preference which level of immersion is more desirable for a particular individual. I am one of those who prefer being in the game at the expense of feeling in control. I have had several steering wheels, and they themselves gave me that sense of control, but I still had the awareness that I was sitting in a room, controlling a car from an image on the screen with a toy steering wheel. VR allows you to feel like you're inside. There's no need to demonize driving in VR with a controller because the experiences are good. I had a limited budget and chose VR instead of another steering wheel, and for me, it was a better decision.

It is known that the ideal solution would be VR and a good steering wheel. The next purchase for me will be the Logitech DD, that's for sure, but I have to save up for it because it's a significant expense.
What's the general opinion here? Seems quite positive from what I've gathered. But is it in the "nice to have" category or in the "this changes everything"/"I can't imagine playing any other way now" category?

Looking at the other games currently available for PSVR2, I could only imagine myself trying Pavlov, and probably getting bored with it after a couple of weeks, so the 75000 Yen would be entirely dedicated to playing GT7 in my case.

I was very skeptical about buying VR. My first experiences with PSVR2 were also unpleasant (motion sickness). I played for a few minutes at a time, being impatient because I had spent money and wanted to have fun right now. This caused me additional bitterness. I was close to returning the goggles. Fortunately, I didn't. Sometime after a week, all physical symptoms went away, and I could already devote myself to pure gaming pleasure.

I'm writing this post during a break between hourly races at Spa (24 hours). I'll tell you that I don't get bored with them at all. I take a different Gr. 3 car each time and go. This race is amazing, different times of day, different weather conditions. So a lot happens within an hour, there's a lot of diversity. And as a reward, I get 1,500,000 Cr every hour. You know, I wear these goggles on my head every day, and every time I have the same "wow" effect. And it's been two weeks already. No other gadget has hooked me up so much. As someone wrote, it's comparable to a childlike "wow" effect. For the first few nights, I couldn't fall asleep because it impressed me so much.

I think you can buy blindly; the only thing that could make you want to return the equipment, in my opinion, is the negative effects of motion sickness. Just keep in mind that it will go away, and the body will adapt.

Interestingly, we only consider PSVR2 from the perspective of Gran Turismo. There's also Resident Evil Village, which, as a fan of the brand, I also plan to check out (but for now, only GT7 is on my mind). In the future, other games will also come out. There are rumors that GTA 6 will be in VR, etc. I think everyone will find something for themselves.

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I would also like to comment on the topic of image quality. I think that these goggles are capable of displaying better quality images, but they are limited by the PS5 itself. Perhaps the PS5 Pro will be able to display images at 120 Hz and provide greater sharpness of the surroundings.

For me, the graphics quality is close to that of the PS3, but with more detailed world and vehicle details on the level of the PS5.

I have noticed that with each passing day, the image seems sharper and I no longer pay attention to the imperfections of the graphics.

I would like to add that in VR, I am getting faster and faster. Once I tried comparing lap times in VR and without it, and I was about 1 second faster on average, which is a lot.

The only thing I wish for is a dedicated button on the controller responsible for turning off the HUD and turning it back on. Most of the time, I drive without the HUD, then I go into the menu specifically to turn it on for a moment and check the fuel level, tire wear, and position. Then I go back to the menu and turn it off again.
 
The only thing I wish for is a dedicated button on the controller responsible for turning off the HUD and turning it back on. Most of the time, I drive without the HUD, then I go into the menu specifically to turn it on for a moment and check the fuel level, tire wear, and position. Then I go back to the menu and turn it off again.
It should be a feature already, I hope they'll add it. What's the point of going for max immersion when you have to pause a race, fiddle with the cumbersome menus and come back...
 
I tried literally a few corners of 2d driving yesterday. I felt useless, like trying a driving game for the first time. i felt i didnt know how to drive a turn, on a track i know by heart.
Its amazing how the brain tunes in to a certain mode of working.
I have been deprogrammed from being competent at 2d driving. I didnt realise until I tried.
I would say there is a WOW factor in both directions regarding VR and non VR. I was stunned and could not imagine how I could assume where I was exactly on the track. What a weird experience.
 
Thanks BWX. I've just unboxed my new PS5, PSVR2 and GT7 (couldn't wait any longer; too excited), not having raced since my PS3 and GT6 days - I was both amazed and disappointed by the PSVR2 (read on).

I'm hanging back on ordering the DD wheelbase, GT3 wheel and 80/20 rig until I decide if I'm going to need a screen holder with the cockpit. Thus for my initial impressions I'm using a controller (for the first time ever), which takes some getting used to when changing gear manually during a trail-braking turn! ...I'm too old for this **** - give me a wheel and pedals any day.

I was blown away by the immersive realism the first time I started a race, but with regards to the quality of the display, I think my expectations were overly hyped, having watched so many YouTubers singing praises and showing 4K videos. The 3D in-car views were generally far from high-res with fuzzy detailing around other cars and trackside banners, although the floating text overlays were sharp, provided I moved my head to look right at them. The World Map screen was sharp wherever I moved my head to look at it, but with my head central and looking outwards, I could not even read the menu titles, they were that blurry with bad chromatic aberration!

On the plus side, I had no issues with my essential tremor, and only felt momentarily queasy if I lurched to overtake a car from the opposite side from where I started, if you get my drift. In fact, the first time I used the headset, I did so for two hours non-stop, after which I suddenly started to get a headache and a churning stomach ...that's longer than I expected to be able to use it for on my first outing.

So I researched the blurry image issue and came across a colossal Reddit thread on the subject, which showed that I was not alone in my disappointment. Following the advice therein, I checked the lenses with a bright torch (flashlight) and cleaned them meticulously with a microfibre cloth. I went though the set-up and position adjustment process with each of my pairs of glasses (distance glasses for TV, desk glasses for computer programming, and my general varifocals (progressive) which I wear for real driving), before settling on the varifocals as the best pair to wear. I moved the various parts of the headset around for ages to find the illusive 'sweet spot', but although the end-result was better than my first impressions, it was still disappointing after my heightened expectations.

So then I started my two-hour acclimatisation, starter-car winning and licence passing session, and realised what all the fuss was about when it comes to track inclines and car interiors ...whodathunkit that raceway banking was THAT steep, and why are my legs and arms so tiny? And isn't it friggin awesome to be able to look all around you inside the cars! It is a surreal experience and bit-by-bit, despite the blurry details and aberrated text, I was sold on my first outing into the world of VR.

And then, just to see what I was missing, I did one of the same races in front of my massive 4K OLED TV. And it was flat in every sense of the word! How can I possibly now go back to racing in 2D after being able to properly judge inclines and distances in 3D? ...I can't. The TV might be 100 times more detailed and bright, but in terms of immersion, the two are in different universes!

I've given the blurriness issue much thought, and have concluded that apart from the understandable problems of (1) enlarging teeny-tiny pixels to the equivalent size of 'friggin big', and (2) the no-way-round-it issues of fresnel lens distortion, my particular problem - I think - stems from the fact that the bottom of my varifocal lenses do not reflect reality with regards the distance from my eyes to the cockpit instrumentation (not sure why, but it's a fact), and the top of my varifocal lenses are set for distance, not a load of race data floating just above my car bonnet. I would be interested to hear the opinions of others who wear varifocal glasses. I tried my distance glasses but then couldn't see the inside of the car properly (which is what will happen if I fit fixed-focal-length lens inserts).

It's only Day One for me, but I have just abandoned all thoughts of buying ACC as it is now so flat and 'last year'. I will probably buy a cheap (non gaming) monitor for my new rig so that I can flip through non-in-car screens and manage my account etc. without having to move my head about to read every line of text, but the general concept of sim-racing with GT7 and a PSVR2 gets a thumbs-up from me despite the lower resolution than I was expecting.

Oh, and with regards to being stuck in 'helmet-cam' view: this was a major concern for me as I hate it with a vengeance in GT6 ...HTF am I expected to see where I'm going? But as others on this thread have said: it all makes perfect sense once you're sitting in the car looking out the window, just like you would be in a real car.

Thanks everyone for your posts that helped me make the decision to buy a PSVR2 :)
My understanding is that everything in a VR headset requires your eyes to focus at approximately 2 metres regardless of where your brain assumes it should be focusing. Your eyes need to focus at ~2m regardless of whether you’re looking at the steering wheel, the horizon or anywhere in between (or at a floating UI graphic).

My suggestion to you would be to retry your computer and distance glasses and give your eyes and brain some time to unlearn a lifetime’s worth of assumptions about how to look at things.

(I’m fifty and shortsighted. In the last year I’ve started peering under my glasses to look at my phone, etc, but haven’t admitted to myself that I should get multi- or bifocal glasses.

I’m now playing with lens inserts, because using my glasses caused horrible aberration. Prior to that I was playing in contacts, which was the most immersive because I could get the screens closest to my eye and thus increase my field of view, but was a bit of a faff (I usually only wear them in the ocean), and my eyes would often dry out. )
 
Day Two with my new kit and I've completed a couple of licences to open up the VR showroom. Wow; just WOW! The lighting in some of the scenes is so sublime!

Has anyone else noticed that absolutely everything in the VR world is scaled down in size by about 15% or more, or is it just me? My eye adjustment is smack in the centre of the range, so I don't think it's this that is a factor.
 
I tried literally a few corners of 2d driving yesterday. I felt useless, like trying a driving game for the first time. i felt i didnt know how to drive a turn, on a track i know by heart.
Its amazing how the brain tunes in to a certain mode of working.
I have been deprogrammed from being competent at 2d driving. I didnt realise until I tried.
I would say there is a WOW factor in both directions regarding VR and non VR. I was stunned and could not imagine how I could assume where I was exactly on the track. What a weird experience.
That’s no joke. I can’t go back to tv racing, it’s not even close to being the same experienc.

Day Two with my new kit and I've completed a couple of licences to open up the VR showroom. Wow; just WOW! The lighting in some of the scenes is so sublime!

Has anyone else noticed that absolutely everything in the VR world is scaled down in size by about 15% or more, or is it just me? My eye adjustment is smack in the centre of the range, so I don't think it's this that is a factor.
I’ve not noticed a down scale no.
 
Has anyone else noticed that absolutely everything in the VR world is scaled down in size by about 15% or more, or is it just me? My eye adjustment is smack in the centre of the range, so I don't think it's this that is a factor.
For me, it's okay when it comes to the scale of the vehicle. The last time I drove my Accord in real life, I noticed how much I could see while driving and looking straight ahead, and it's roughly the same as what I see in the game. However, the proportions of the driver's body are definitely too small. In real life, I am 187 cm tall and weigh 95 kg, but in the vehicle, the character looks like they are 160 cm tall and weigh 50 kg.
I don't pay attention to it anymore.
 
Day Two with my new kit and I've completed a couple of licences to open up the VR showroom. Wow; just WOW! The lighting in some of the scenes is so sublime!

Has anyone else noticed that absolutely everything in the VR world is scaled down in size by about 15% or more, or is it just me? My eye adjustment is smack in the centre of the range, so I don't think it's this that is a factor.
It does seem scaled down, I got used to it after a bit though and never really notice it anymore unless I'm looking for it.
 
I wonder if the issue is down to linear perspective, an issue in most digital images in games replicating the real world.
New Scientist had an article about it recently about how it is wrong for the human way of seeing things.

A software development company related to the research has a solution.
https://www.fovotec.com/-003, this link demonstrates it regarding car interiors.
I made this post earlier about the issue of scale. My theory it's to do with linear perspective. All these renders are 135degree fov apparently.
render009-wide-angle-linear-135-1920w.png

render009-perceptually-modelled-135-2-1920w.png


render009-fisheye-135-1920w.png
 
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My understanding is that everything in a VR headset requires your eyes to focus at approximately 2 metres regardless of where your brain assumes it should be focusing. Your eyes need to focus at ~2m regardless of whether you’re looking at the steering wheel, the horizon or anywhere in between (or at a floating UI graphic).

My suggestion to you would be to retry your computer and distance glasses and give your eyes and brain some time to unlearn a lifetime’s worth of assumptions about how to look at things.

(I’m fifty and shortsighted. In the last year I’ve started peering under my glasses to look at my phone, etc, but haven’t admitted to myself that I should get multi- or bifocal glasses.

I’m now playing with lens inserts, because using my glasses caused horrible aberration. Prior to that I was playing in contacts, which was the most immersive because I could get the screens closest to my eye and thus increase my field of view, but was a bit of a faff (I usually only wear them in the ocean), and my eyes would often dry out. )
Regarding the single focal point while using VR, I thought that was the way it is, but I just experienced something that makes me question that. Driving in the rain, if I focus on the rain drops on the windshield (without actually having to move my eyes) then the distant view of track and trees become unfocused (just like real life). Then, if I refocus farther out, the rain drops on the windshield become unfocused (just like real life). I did over and over, wondering if it was just my brain making it seem that way because that's what it expects, or was it really my eyes changing focus, and I think it's my eyes really changing focus. I could feel them changing focus. Really weird, and not what I expected.
 
Thanks for all the feedback.

I bought it, and it's amazing, and I drive like a drunk donkey at the moment.
Also, I got a few problems focusing on the interior of the car, making it hard to read some vital info (it looks a bit blurry, like when you're wearing glasses that aren't quite right for you) but I hope that can be fixed with proper positioning.
 
Thanks for all the feedback.

I bought it, and it's amazing, and I drive like a drunk donkey at the moment.
Also, I got a few problems focusing on the interior of the car, making it hard to read some vital info (it looks a bit blurry, like when you're wearing glasses that aren't quite right for you) but I hope that can be fixed with proper positioning.
For me the trick is to pull the headstrap down below the bump on the back of your head. First day it took me a bit to figure that out, as well as the IPD knob setting that works best. After getting used to it, I can adjust it to the proper position very quickly, pretty much it's just a feel you get used to the positioning on your head. Some small text on the dash etc can be hard to get focused perfectly but usually I'm able to get it close enough.
 
I wonder if the issue is down to linear perspective, an issue in most digital images in games replicating the real world.
New Scientist had an article about it recently about how it is wrong for the human way of seeing things. A software development company related to the research has a solution. https://www.fovotec.com/-003, this link demonstrates it regarding car interiors.
I'm too tight to want to subscribe to NS in order to read that article, and I accept that I'm no optical engineer, but the effect being demonstrated in the images you cite seems to relate to the sense of distance, not scale per se. I remain ignorantly unconvinced that whatever effect the article discusses, that it is not what we are trying to understand in our case, as the issue is scale, not distance/perspective. But I may well be wrong. It's an interesting subject though, and if the PSVR1 did not suffer from the problem then it is obviously an unwanted effect that can be dialled out by some method/mechanism or other.

My understanding is that everything in a VR headset requires your eyes to focus at approximately 2 metres regardless of where your brain assumes it should be focusing. Your eyes need to focus at ~2m regardless of whether you’re looking at the steering wheel, the horizon or anywhere in between (or at a floating UI graphic).
I'm not understanding how that can work but again I accept that I'm no optical engineer. As I understand it, the brain points each eye at a target in order to focus on it, and if we have two pictures taken from different positions, the brain should be able to cope. However, keen to understand how VR actually works, I found this article written by someone who understands the subject > https://www.contactlenses.co.uk/education/virtual-reality-headsets-and-vision It also explains how the fresnel lenses require exact positioning of the iris else blurriness results. "This method of focus is something that VR is not able to simulate" ...so yes, there is much more to it than I thought.

Here's another discussion on the subject > https://www.foundry.com/insights/vr-ar-mr/eye-tracking-in-vr "...the lenses in a VR headset always focus at a fixed distance, even when the stereoscopic depth suggests otherwise. This leads to an issue called vergence-accommodation conflict." This article explains how eye-tracking can be used for foveated rendering, which we know the PSVR2 employs, but it also suggests that eye tracking can be used to overcome vergence-accommodation conflict. I suspect that the PSVR2 does not feature this tech, but maybe we can look forward to seeing it in the PSVR3 or 4.

This article explains how and why VR headsets force your eyes to focus somewhere around 1.5‒2m away, depending on headset model > http://doc-ok.org/?p=1360 So it would seem that you are correct, VR-SORN, and my instinct was wrong.

My suggestion to you would be to retry your computer and distance glasses and give your eyes and brain some time to unlearn a lifetime’s worth of assumptions about how to look at things.
My varifocals are still better but this might be because they use the most recent prescription. If I'm going to stick at this VR malarky, clearly I will need to buy some lens inserts fine-tuned to 1.5‒2m. Time for an eye-test me thinks! Thanks for your advice.

Thanks for all the feedback. I bought it, and it's amazing, and I drive like a drunk donkey at the moment. Also, I got a few problems focusing on the interior of the car, making it hard to read some vital info (it looks a bit blurry, like when you're wearing glasses that aren't quite right for you) but I hope that can be fixed with proper positioning.
Welcome to the new-VR-owners club! If I might offer some advice: take it easy over the next few days. I used to fly sequential aerobatics in my younger days, regularly pushing things beyond the grey-out threshold, to the verge of black-out. I never suffered from motion sickness. On a ferry in choppy waters, I would be at the bar drinking my beer whilst others around me were puking their guts out.

Roll forwards to Saturday just gone, I excitedly dived into the 3D world of GT7 and stayed there for two hours, after which I noticed eye-strain and an uncomfortable feeling in my stomach. Thinking I must of eaten something dodgy, I shrugged it off and was pleased to find it had gone by yesterday morning.

So yesterday late morning I delved into GT7 through VR again. I noticed that I momentarily felt a little more queasy when diving to overtake in a softly-sprung car as I crested a hill that I never knew was there when playing GT7 flat. And then after an hour-and-a-half the stomach ache returned with a vengeance! Although I didn't vomit, 24 hours later and I still have a queasy stomach! So don't make the same mistake that I did; take it easy and get your 'VR legs' gradually at first - VR motion sickness is definitely a thing!

Regarding the problem focusing on the interior of the car: see my comments above regarding vergence-accommodation conflict. Your eyes are seeing the dash in focus but your brain is forcing them out of focus because of what it expects to have to do to see the dash.
 
I wonder if the scale "issue" has something to do with how our brain interprets things in VR. Some feel the scale is a bit off, some don't and I've even read that some felt there was a scale issue but it's fixed now. I feel the driver's hands and legs are small compared to my own but other than that the scale is roughly 1:1 to real life and always was.
 
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I'm another that had the 'small hands' issue. It feels like it has improved, but clearly PD aren't going to have made any changes to it, so I can only assume it is a brain interpretation thing. Weirdly it was never an issue using PCVR with Assetto Corsa, but then I ran with the driver model off in that, so maybe it's just the tiny 50kg driver that's throwing things off.

I've been mindlessly grinding the last week or so so haven't used the wheel / VR. Last time I used it was for the Alphard Time Trial, and found I got a gold time relatively easily, maybe 15 - 20 laps, so I thought I'd give the Radical TT a go with the controller as I've used it for probably 2,000 miles in the last couple of weeks.

After a maybe 25 attempts across a couple of days, my best was a 1:41.7, and I was so inconsistent, most laps would include a massive mistake and end up being 1:43+.

Tried back with VR and the wheel, within 3 laps I had matched my best time on controller, and after about another 10 - 15 laps I was down to 1:40.400. The biggest difference (aside from realising there was camber to some of the corners) was how much more consistent I was, and how it was actually enjoyable lapping and looking for how to improve against the ghost. It's a completely different experience, and I really don't find the flat screen play very enjoyable, although admittedly that's also going to be related to using the controller with flat screen.
 
I'm another that had the 'small hands' issue. It feels like it has improved, but clearly PD aren't going to have made any changes to it, so I can only assume it is a brain interpretation thing. Weirdly it was never an issue using PCVR with Assetto Corsa, but then I ran with the driver model off in that, so maybe it's just the tiny 50kg driver that's throwing things off.

I've been mindlessly grinding the last week or so so haven't used the wheel / VR. Last time I used it was for the Alphard Time Trial, and found I got a gold time relatively easily, maybe 15 - 20 laps, so I thought I'd give the Radical TT a go with the controller as I've used it for probably 2,000 miles in the last couple of weeks.

After a maybe 25 attempts across a couple of days, my best was a 1:41.7, and I was so inconsistent, most laps would include a massive mistake and end up being 1:43+.

Tried back with VR and the wheel, within 3 laps I had matched my best time on controller, and after about another 10 - 15 laps I was down to 1:40.400. The biggest difference (aside from realising there was camber to some of the corners) was how much more consistent I was, and how it was actually enjoyable lapping and looking for how to improve against the ghost. It's a completely different experience, and I really don't find the flat screen play very enjoyable, although admittedly that's also going to be related to using the controller with flat screen.
It depends on the car/wheel size, i try to ignore road cars wheels/hands in VR cause the wheel im holding its smaller.., its the standart T300 RS wheel.
While most of the road cars size/scale sometime seems of if we focus on the driving/road theres no issue.

The oposite happens when driving some of the racing cars, the wheels are smaller and match the t300 size so it tricks my brain like im really olding the racing wheel inside the car...

Also the game dont adjust body and hands size or other scales..., if your a big guy youll notice the body and hands are smaller but if you focus on the road/hud and so on after a while youll ignore those small details.

Playing in VR its a lot more engaging and request more concentration cause we really need to learn to move the head and look for the mirrors/HUD info just like in RL, while harder cause of that also it more natural to drive and find the apex of the corners.
 
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i finally got through golding the national and international licensing and started the super licensing…first time i got dizzy only lasted 30min of play.
 
Also the game dont adjust body and hands size or other scales..., if your a big guy youll notice the body and hands are smaller but if you focus on the road/hud and so on after a while youll ignore those small details.
I've kinda laughed every time someone mentions the size of the VR body, arms, and legs. I mean, I get it, but at the same time what is the solution? What did people expect? Unless PD implemented a feature whereby you enter your height, weight, arm, and leg measurements into a menu and the game then adjusts driver size to match the real you, or unless by pure chance you are the same size as the VR driver, then of course it won't match your real-life body. PD probably modeled it after a real race driver. If people haven't noticed, many of those guys are pretty damn small LOL
If I put my 8 yr old on the game, he'd tell you the driver is too big. I'm about 6-1, 190 pounds, so I'd tell you the driver is too small. Who's actually right and who's actually wrong here? 😂
 
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I've kinda laughed every time someone mentions the size of the VR body, arms, and legs.
I think the small size of the VR driver is just an amusing observation more than a complaint. It's the issue of the small scale of everything else that interests me. Again, not a complaint as such; more an effect that makes me wonder what is going on with the science of it all, and if it can be corrected. I find it slightly counter-immersive, but not enough to let it spoil my day.
 
I think the small size of the VR driver is just an amusing observation more than a complaint. It's the issue of the small scale of everything else that interests me. Again, not a complaint as such; more an effect that makes me wonder what is going on with the science of it all, and if it can be corrected. I find it slightly counter-immersive, but not enough to let it spoil my day.
Yeah, I know. Like I said, just makes me laugh because there's no way to make it match everyone.
The overall scale thing---I'm definitely curious to know as well. I drive a lot of different cars, on the street and here and there on the track. So I have somewhat of an inherent sense of how big some of them are. For instance, I've driven a billion modern Porsches. Something like the Cayman GT4 that's in the game, if it's off in scale, to me it doesn't seem like it's off by much. I'd be shocked to find out it was anything like 20 percent too small, I can say that.
 
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Compared to the amount of time PD spent modelling the interiors of hundreds of cars I’d have imagined offering a means to set your driver’s height and weight would be relatively small beer.

Needn’t be a strictly numeric interface – just a selection from half a dozen avatars of varying sizes.

Of course this would need to be fuzzy. I can’t imagine many people currently saying the driver looks too small would be praising the game’s realism when they got a message saying they were too big to fit in most of the race cars.

On a related point it would be nice if for wheel users there was a way to set initial head position relative to the steering wheel in the car, which perhaps this could also address? (This seems like it’s probably a much more complicated problem to solve than ‘make my legs look fatter’.)
 
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So don't make the same mistake that I did; take it easy and get your 'VR legs' gradually at first - VR motion sickness is definitely a thing!

Regarding the problem focusing on the interior of the car: see my comments above regarding vergence-accommodation conflict. Your eyes are seeing the dash in focus but your brain is forcing them out of focus because of what it expects to have to do to see the dash.
I've been playing a lot (a lot lot) in VR since I bought it Sunday evening, and I've to say I have no problems at all with motion sickness so far. I get the weird feeling of betrayal when my brain expects to feel something when going up and down hills or swerving left and right, but so far it hasn't translated into any kind of sickness for me. Fingers crossed it'll stay that way. My girlfriend, on the other hand, had to stop after five minutes in the Miata. My naive assumption is that it may have to do with driving experience – I own no drivers' license and have never driven a car before, so maybe there's less real-life experience for my brain to expect certain sensations that don't happen in VR.

Also, the focusing issue seems to be resolving itself the more I play. Either I figured out how to put on the headset correctly or my brain has started to adapt (or a combination of the two), I guess.
 
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An explanation of the GT7/PSVR2 scale issue​

After lots of research, I found two articles that explain how the perception of scale is determined in a virtual environment. The first is an easy-to-read explanation; the second backs everything up with a more scientific study:

https://kholdstare.github.io/technical/2013/10/06/sense-of-scale-vr.html
https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0232290

In short, the way we perceive scale in a virtual world is determined by the relationship between the interpupillary distance of our eyes (real IPD), and the distance between the cameras (virtual eyes) in the virtual world (virtual IPD). If these two distances match, and all other measurements and factors are correct, we will perceive the virtual world to be at the correct scale. However, if the virtual IPD is smaller than the viewer's real IPD, the virtual world will appear to be too small in every visual sense and dimension. Conversely, if the virtual IPD is greater than the viewer’s real IPD, they will see the virtual world as being too big in scale.

Thus if the virtual world of GT7 has a fixed IPD, but players of different ages, gender, heights and ethnicity (because all these things have a bearing on someone’s IPD), some people will see the virtual world at the correct scale, some will perceive it as too small, whilst others will see it as too big. This explains why the issue bothers some people more than others: because it affects people differently.

I have no idea what Polyphony Digital set their virtual IPD to, but given that the average Japanese 21 year old male is 171 cm tall (5’ 7”) - which tallies with various fixed eye-lines and other cues within GT7 - I would imagine that it is considerably smaller than mine, given that I am 189cm tall (6’ 2”) with a size 60 head.

All of the above means that the solution to GT7's VR scale issue is relatively simple (speaking as a programmer and developer), in that because each frame of each 'eye-camera' is generated dynamically i.e. on the fly, it would probably be relatively easy to offer the player the option of increasing or decreasing the virtual IPD in order to up-scale or down-scale their view of the virtual world. Indeed, if other VR games offer such as facility then this is certainly what is going on under the hood, so to speak.

Further, given that the PSVR2 already measures our IPD with its eye-tracker mechanism during set-up, it seems wholly logical to me that the GT7 developers should be able to alter the virtual IPD rendering dimensions to exactly match the real IPD of each individual player in real-time, automatically, following correct IPD calibration.

So how do we encourage Polyphony Digital to add such a facility? …shouting about the problem to them as directly as possible would seem like a good place to start, so that they know it's an issue. Does anyone have any contact or feedback details for Polyphony Digital?
 
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I don't know how it hasn't dawned on me until you spelt it out that when you adjust the IPD on the PSVR2, you are only changing the lens positions so that the focus is correct for your IPD, you aren't actually changing the IPD of the 2 virtual cameras in game. So obvious now.

I would also tally with what you say with regards to PD setting it up (quite possibly unwittingly) to more Japanese biased proportions, both in terms of IPD and driver avatar.

It would be very slick if they could pick up the IPD measurement from the PSVR2, as you say, it is aware of where we've set the position so the data is available...
 
It would be very slick if they could pick up the IPD measurement from the PSVR2, as you say, it is aware of where we've set the position so the data is available...
I doubt if there is any positional feedback from the lens adjuster, but the eye-tracking mechanism almost certainly measures the real IPD. Like you, my first thought when considering the scale issue, was to suspect that it related to the IPD (as I wrote at the time), I just didn’t ponder the concept deeply enough. Amazingly though, I came across hundreds of posts and articles related to the issue, very few of which nailed the very obvious (in retrospect) focal point of the issue …pun intended 😁
 
I doubt if there is any positional feedback from the lens adjuster, but the eye-tracking mechanism almost certainly measures the real IPD. Like you, my first thought when considering the scale issue, was to suspect that it related to the IPD (as I wrote at the time), I just didn’t ponder the concept deeply enough. Amazingly though, I came across hundreds of posts and articles related to the issue, very few of which nailed the very obvious (in retrospect) focal point of the issue …pun intended 😁
10 / 10 for the pun :D

I'm unsure if it's feedback from the scroll wheel or just using the eye tracking, but it 'knows' where the adjustment is as you can see the relative position of the slider when doing the headset calibration, which is realistically all it needs to give a 'good enough' IPD. Or worst case, just let us adjust it in game, as you say they're already rendering two viewpoints a set distance apart. Letting the user adjust that distance is hardly a complicated setting to expose.

Knowing PD though, that will be down on their list below much more important problems, something like the wood grain texture on the Alphard gear shifter is misaligned with the surround when viewed from the passenger seat.
 
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I think, if I have the money, I would never purchase a real Ferrari F40. I upgraded one of my two F40s in the game to the maximum to grind at Le Mans. The car itself drives very well after little adjustings in the settings and the engine has a really cool screaming sound, but if you look with your PSVR2 down to the driver's feet, you see you are sitting very weird in this car. Your pedals are placed very far to the middle of the car, because the wheelhousing goes extremely into the cabin, so you are sitting heavily twisted in your seat.
 
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