GT7 & PSVR2

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they are not going to properly 'get it' in one demo alone. As we all know, it takes more than a day or two to get properly acclimatised to our new worlds as virtual racing drivers.
It does take a few days at least to retrain your brain to properly 'decode' and process all the VR information it encounters in VR. It took me 2 weeks to really connect and start appreciating the potential of the experience, but I think that was largely due to slowly working my way up in GT7 from 'normal' cars to race cars.
It's probably best to do it that way but if I wanted to impress someone new to VR, I'd put them straight in a race car. The brain needs to learn how the inputs you make to the controls connect to the VR world and with normal cars this connection is a little sloppy if you know what I mean. These cars are slow to respond to steering inputs and with softer suspension and very little feedback from the wheel you don't really feel 'connected'.
I didn't touch a racing car until I'd completed several menu books with 'slow' cars and then randomly decided to try a circuit experience, on my first go on a random track GT7 dropped me straight into a Le Mans car and that's when it really hit me how shockingly real this can be.
 
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I too am finding myself trying to prompt friends into taking up sim racing again for the PSVR2 experience. The trouble is, to get the 'complete' experience, IMHO, one needs a proper cockpit with a proper seat, a good DD wheel and reasonably good pedals. And that lot, on top of a PS5 and PSVR2, is not exactly cheap! Having just been through the process of convincing myself that it’s money well spent (because I’m a tight git when it comes to spending cash on myself), I point out that GT7 in VR is so good that I’d do it again at twice the price if I had to, which I probably would, I’m getting responses such as: "Having wasted half my life getting 100% in GT6, I told myself: never again!”, and: "If I spent that much on a rig in the lounge, a divorce would be on the cards within weeks!"

A second issue is that if you sit someone down into your rig for a demo, they probably aren’t in their ideal driving position (WRT immersion), their brain will take more than the time it takes to give a demo to get used to the motion queasiness, their eyes will not have got used to a fixed focal distance of two metres (so their brain will automatically de-focus their view making it blurry), their eyes will not have got used to moving the head slightly to overcome the frenzel lens limitations (causing blurriness at the edges), and generally speaking, although they might marvel at the few times their brain does momentarily fit all the pieces of the jigsaw together well, they are not going to properly 'get it' in one demo alone. As we all know, it takes more than a day or two to get properly acclimatised to our new worlds as virtual racing drivers.

And this, I think, is part of the problem Sony is going to have getting more traction for GT7 in VR: it will struggle to promote the concept by traditional marketing techniques alone. It needs the converted (those of us who 'get it') to do the converting for them. And given the expense and commitment of time and enthusiasm required to go 'all in', I wonder if my new hobby will ever get enough traction to go mainstream enough to warrant Sony giving it more development resources. Thoughts?
This particular friend can easily afford to buy the full kit and kaboodle. After just one go on flat screen twelve months ago he asked me for a full list of my setup, but resisted pulling the trigger.

He’s happily admitted he’s avoided giving VR a go (even when he came to my house on the way home from watching the Australian GP) because he’s worried he’ll enjoy it too much, and with his limited spare time is concerned about the sleep he’ll end up sacrificing to use it. 😉

Can’t believe I’m about to spend “$1,000,000” for a short piece of carbon fibre. 😉
 
He’s happily admitted he’s avoided giving VR a go (even when he came to my house on the way home from watching the Australian GP) because he’s worried he’ll enjoy it too much, and with his limited spare time is concerned about the sleep he’ll end up sacrificing to use it.
I found the opposite effect when I first started driving in VR, this was for DiRT Rally 6 years ago. I was totally hooked and won over big time, but the experience of driving in VR was so intense that I'd play in short sharp sessions then take a good break. Whereas with traditional games I could get stuck in and play endlessly for hours and hours.
 
It does take a few days at least to retrain your brain to properly 'decode' and process all the VR information it encounters in VR. It took me 2 weeks to really connect and start appreciating the potential of the experience, but I think that was largely due to slowly working my way up in GT7 from 'normal' cars to race cars.
It's probably best to do it that way but if I wanted to impress someone new to VR, I'd put them straight in a race car. The brain needs to learn how the inputs you make to the controls connect to the VR world and with normal cars this connection is a little sloppy if you know what I mean. These cars are slow to respond to steering inputs and with softer suspension and very little feedback from the wheel you don't really feel 'connected'.
I didn't touch a racing car until I'd completed several menu books with 'slow' cars and then randomly decided to try a circuit experience, on my first go on a random track GT7 dropped me straight into a Le Mans car and that's when it really hit me how shockingly real this can be.
Yep, I’ve been starting friends off in a low-powered open top car, the MX-5/Miata, in an effort to reduce nausea.

But having recently driven the Super Formula cars I wonder if the really stiff suspension and immediate feedback might actually be easier to adjust to?

(I actually find the SF cars a bit boring to drive. I suspect the novelty of going that fast is initially intoxicating, but the seemingly greater driver control required to drive even supercars near their limit is ultimately more rewarding.)
 
On the subject of improving immersion... bass shakers have been mentioned, something which I've never experienced..

I'm lucky enough to be using a GT-Pro wheel/pedals on a Playseat Trophy with relatively high setting of Trueforce in GT7. I find that this setup creates all the immersion I need in terms of the physical sensations of gear change, wheel scrub/slip, engine noise etc, and that these signals come through the pedals and frame as well as the wheel. After a while, turning TF off destroys the immersion almost completely, the car almost feels like it suddenly has no wheels and is hovering around the track! TF really is quite incredible, hats off to Logitech!

I'm guessing that adding bass shakers might muddy the waters to the delicate balance of these sensations?
Also, are they particularly noisy for others in the room?
I managed to persuade the wife to allow a permanent Trophy setup in the living room, as there's simply nowhere else to put it. She doesn't mind the Trueforce 'hum' but bass shakers might be a step too far?
 
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…having recently driven the Super Formula cars I wonder if the really stiff suspension and immediate feedback might actually be easier to adjust to?
I agree - soft suspension is not the way to go for a demo, only for long-term skills development. I’d say that a nice throaty sounding GT4 car around a familiar circuit in an arcade race in beginner mode would be best. Take Spa, for example, which any F1 fan will be familiar with …the first time you approach Eau Rouge in VR, you suddenly understand what the real drivers mean when they talk about elevation!
 
I agree - soft suspension is not the way to go for a demo, only for long-term skills development. I’d say that a nice throaty sounding GT4 car around a familiar circuit in an arcade race in beginner mode would be best. Take Spa, for example, which any F1 fan will be familiar with …the first time you approach Eau Rouge in VR, you suddenly understand what the real drivers mean when they talk about elevation!

Yeah I agree with your posts. I generally don't suffer from any kind of motion or travel sickness. 1st time I donned the vr2 headset, I entered the garage and marvelled at the immersiveness of actually being in it. When I started racing (in cabriolet as recommended...) went ok, but felt this slight weirdness. A bit fuzzy, dizzy and queezy, but not really bad - just a bit off. I played around 3x20 min sessions that first day.

Fortunately after that, I was absolutely fine. Stomach drops a little when going over dips/slopes, but thats eased too.

As you also mentioned, people may find it a bit underwhelming from graphical perspective, I guess depending on their expectations, if they played it on decent 4k tv.

Not sure at what point, but after the 1st week or 2 of vr with gt7, where I initially found it decent, but not swept away as such, something clicked and it absolutely won me over. Couldn't/can't get enough of it. 200-400 miles a day is typical. Couldn;'t stand Norschleiffe before, but I'd say 70% of my driving is on it now, aroun 20% on Spa, and then some random attempts on other circuits from time to time. Something about the vr which helps massively with judging turns. It feels more like using same senses you would driving IRL, rather than some kind of adaption to play a video game. It's simply superb. I have several other VR games and have no interest in trying them, as I'm loving GT7 so much.
 
I'm guessing that adding bass shakers might muddy the waters to the delicate balance of these sensations? Also, are they particularly noisy for others in the room?
Like you, I am new to the subject of sim-racing tactile feedback and rig haptics, but unlike you I don’t have a TF wheel. I have just last week spent hours and hours researching the subject, partly because I’ve been very poorly and had little else to do during sleepless nights. The subject is vast, complex, and full of very opinionated stances. There are some classic, very-long forum threads around, running into thousands of posts on the subject, and some highly knowledgable contributors who seem to forget that not everyone has hundreds of pounds to spare, let alone thousands.

I have read more on this subject than most, and have merged what I’ve read with my RL racing experience and fast-jet engineering background, to come up with an affordable solution for my particular circumstances …costing around £200 for the rig-side kit, plus £220 for a Windoze laptop because I’m a Linux and Mac kinda guy. All the parts are on order and I should have everything working within the next few weeks. This is a very crude summary of my findings, conclusions and intentions, although I’m not going to know if it all works until I actually sit in it during operation for the first time…

Properly configured haptics on a sim-rig are more important to many than motion - so say those who have both, properly set up.

The best way to turn GT7 telemetry data/metrics into haptic feedback is to run SimHub (free or by donation) on a PC (a very basic W10/11 laptop will do) and connect it to an amp with an integral sound card, which then drives various transducers (these are like sub-woofer speakers without the cones). This allows complete control of every haptic element so that you can fine-tune your experience for your rig and preferences.

The best way to produce haptic feedback is by using a wide array of transducers including low frequency bass-shakers and higher frequency exciters, layered and combined to emit just the right vibrations in exactly the right places. But this can get incredibly expensive and time consuming, and involves diving down a rabbit hole of experimentation and, it would seem, loss of ability to keep it (life) real (no pun intended).

By far the best value entry-level transducer to use (if you are only going to fit one or two) is the Dayton Audio BST-1 which can be bought from the Netherlands for around £50 including tax and delivery (currently twice the price on Amazon). Two of these can be driven by a Nobsound NSG-1 Pro costing around £30 from fleebay. There are lots of YouTube videos showing how to fit just this sort of set-up.

If you own a good aluminium profile rig then any transducer bolted to any part of that rig will be felt in every part of the rig unless you take very careful steps to isolate each haptic zone. This is why strapping a bass-shaker to each corner of an 8020 rig is a really bad idea and largely a waste of time and money. It’s also a great way to annoy the household and neighbourhood, it would seem.

A much better solution is to define and isolate haptic zones where the targeted vibrations encounter your body e.g. the seat and the peddles (at a simple level), or the bottom of the seat, the back of the seat, the sides of the seat, the left peddle and the right peddle (at a more granular level). A good DD wheelbase should take care of the hand haptics although obviously a TrueForce wheel is going to be a bonus in this regard.

If the haptic zones are effectively isolated from the rest of the rig, it shouldn’t be necessary to do much else beyond sitting the rig's feet on rubber mats, but I have yet to test this conclusion. It is widely reported that a well constructed haptic solution can be almost completely silent to others within the household.

So for my first attempt at a rig with haptics, I have decided to run SimHub on a new laptop, feeding a Nobsound amp that drives two BST-1s in two zones: base of seat, and pedal base. I may or may not expand or change this over time, but this is my affordable way to test the water and see what I think.

My seat is a GT-Omega XL RS on a Trak Racer universal base, so I am going to isolate the seat immediately below the runners. Vibrational isolation requires a degree of flexibility, which is counter to the notion of zero flex in a sim-rig, which requires, so I have found, a great deal of thought and research into acoustic science. There are dozens of methods of vibrational damping out there, the most common being the rubber bobbin type. But without an in-depth understanding of the Shore scale and it’s various classes, and the manufacturer's max longitudinal sheer tolerances (if available), you are never going to know what bobbin type or size to use for the best.

Instead, I have opted to use rubber stand-off washers (I’ve ordered a range of heights and Shore ratings from flee-bay) with nylon shoulder washers and rubber washers below the bolt heads and nuts. The aim here is to be able to tighten the bolt to achieve maximum isolation with minimum flex, whilst maintaining zero contact between any metal component. I’ll let you know how I get on if anyone is interested.

I have ordered a 300mm x 400mm sheet of 3mm aluminium (about £15) on which to mount the seat transducer directly above the isolation mounts, completely out of sight. Thus the BST-1 will fire upwards into the seat base cushioning, vibrating through the entire seat frame, but will be isolated from the pivoting Trak Race base and the rest of the rig. That's the theory, at least.

My pedal set is a Fanatec CSL two-pedal set configured 'kart style' with a 150mm gap between the peddles …coincidentally exactly the right space for a BST-1 (I love it when a plan comes together). This sits on an industrial piece of heavy metal ironwork straight out of Telford, that is part of my Sim-Lab Eco cockpit. Again I want negligible flex but also, because I'm 6’2” with spine problems, I need to keep any height gain to a minimum. Thus I have ordered a 300mm x 300mm plate of 4mm aluminium onto which I will mount my peddle set, with a BST-1 between the peddles. This will all be raised onto 15mm standoff washers, again with shoulder washers and rubber washers, and an M8 bolt with which to tension everything to perfection. Again this is the theory - any flex should be negligible at worst.

Finally I will have the unenviable task of setting everything up and testing, probably spending endless hours sending the right frequencies to the right places at the right levels. The maxim here is 'less is more' in that there’s no point swamping the entire rig with a wall of vibrations. The trick, it would seem, is to be able to feel the engine gurgling through your seat on tickover; to feel the road surface throughout once you move off; to feel the kerbs as you kiss or mount them front or back; to feel the whack of the car that just hit you from behind; or the nudge into the bumper of the car in front; and to feel what the tyres are doing at the limits of grip and beyond, be that at the front or back of the car.

Beyond that I may or may not connect the SimHub outputs to a seat harness tensioner for deceleration, or a couple of fans for acceleration, or to individual peddle shakers. Who knows how far I’ll want to go once I get the basics sorted out.

Sorry; I had no intention of posting this long a reply, but now it’s written I might as well press the button. Feel free to comment or even disagree with me on any point …I’m on the same learning adventure as everyone else here 😁 …This Is The Way 😎
 
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Like you, I am new to the subject of sim-racing tactile feedback and rig haptics, but unlike you I don’t have a TF wheel. I have just last week spent hours and hours researching the subject, partly because I’ve been very poorly and had little else to do during sleepless nights. The subject is vast, complex, and full of very opinionated stances. There are some classic, very-long forum threads around, running into thousands of posts on the subject, and some highly knowledgable contributors who seem to forget that not everyone has hundreds of pounds to spare, let alone thousands.

I have read more on this subject than most, and have merged what I’ve read with my RL racing experience and fast-jet engineering background, to come up with an affordable solution for my particular circumstances …costing around £200 for the rig-side kit, plus £220 for a Windoze laptop because I’m a Linux and Mac kinda guy. All the parts are on order and I should have everything working within the next few weeks. This is a very crude summary of my findings, conclusions and intentions, although I’m not going to know if it all works until I actually sit in it during operation for the first time…

Properly configured haptics on a sim-rig are more important to many than motion - so say those who have both, properly set up.

The best way to turn GT7 telemetry data/metrics into haptic feedback is to run SimHub (free or by donation) on a PC (a very basic W10/11 laptop will do) and connect it to an amp with an integral sound card, which then drives various transducers (these are like sub-woofer speakers without the cones). This allows complete control of every haptic element so that you can fine-tune your experience for your rig and preferences.

The best way to produce haptic feedback is by using a wide array of transducers including low frequency bass-shakers and higher frequency exciters, layered and combined to emit just the right vibrations in exactly the right places. But this can get incredibly expensive and time consuming, and involves diving down a rabbit hole of experimentation and, it would seem, loss of ability to keep it (life) real (no pun intended).

By far the best value entry-level transducer to use (if you are only going to fit one or two) is the Dayton Audio BST-1 which can be bought from the Netherlands for around £50 including tax and delivery (currently twice the price on Amazon). Two of these can be driven by a Nobsound NSG-1 Pro costing around £30 from fleebay. There are lots of YouTube videos showing how to fit just this sort of set-up.

If you own a good aluminium profile rig then any transducer bolted to any part of that rig will be felt in every part of the rig unless you take very careful steps to isolate each haptic zone. This is why strapping a bass-shaker to each corner of an 8020 rig is a really bad idea and largely a waste of time and money. It’s also a great way to annoy the household and neighbourhood, it would seem.

A much better solution is to define and isolate haptic zones where the targeted vibrations encounter your body e.g. the seat and the peddles (at a simple level), or the bottom of the seat, the back of the seat, the sides of the seat, the left peddle and the right peddle (at a more granular level). A good DD wheelbase should take care of the hand haptics although obviously a TrueForce wheel is going to be a bonus in this regard.

If the haptic zones are effectively isolated from the rest of the rig, it shouldn’t be necessary to do much else beyond sitting the rig's feet on rubber mats, but I have yet to test this conclusion. It is widely reported that a well constructed haptic solution can be almost completely silent to others within the household.

So for my first attempt at a rig with haptics, I have decided to run SimHub on a new laptop, feeding a Nobsound amp that drives two BST-1s in two zones: base of seat, and pedal base. I may or may not expand or change this over time, but this is my affordable way to test the water and see what I think.

My seat is a GT-Omega XL RS on a Trak Racer universal base, so I am going to isolate the seat immediately below the runners. Vibrational isolation requires a degree of flexibility, which is counter to the notion of zero flex in a sim-rig, which requires, so I have found, a great deal of thought and research into acoustic science. There are dozens of methods of vibrational damping out there, the most common being the rubber bobbin type. But without an in-depth understanding of the Shore scale and it’s various classes, and the manufacturer's max longitudinal sheer tolerances (if available), you are never going to know what bobbin type or size to use for the best.

Instead, I have opted to use rubber stand-off washers (I’ve ordered a range of heights and Shore ratings from flee-bay) with nylon shoulder washers and rubber washers below the bolt heads and nuts. The aim here is to be able to tighten the bolt to achieve maximum isolation with minimum flex, whilst maintaining zero contact between any metal component. I’ll let you know how I get on if anyone is interested.

I have ordered a 300mm x 400mm sheet of 3mm aluminium (about £15) on which to mount the seat transducer directly above the isolation mounts, completely out of sight. Thus the BST-1 will fire upwards into the seat base cushioning, vibrating through the entire seat frame, but will be isolated from the pivoting Trak Race base and the rest of the rig. That's the theory, at least.

My pedal set is a Fanatec CSL two-pedal set configured 'kart style' with a 150mm gap between the peddles …coincidentally exactly the right space for a BST-1 (I love it when a plan comes together). This sits on an industrial piece of heavy metal ironwork straight out of Telford, that is part of my Sim-Lab Eco cockpit. Again I want negligible flex but also, because I'm 6’2” with spine problems, I need to keep any height gain to a minimum. Thus I have ordered a 300mm x 300mm plate of 4mm aluminium onto which I will mount my peddle set, with a BST-1 between the peddles. This will all be raised onto 15mm standoff washers, again with shoulder washers and rubber washers, and an M8 bolt with which to tension everything to perfection. Again this is the theory - any flex should be negligible at worst.

Finally I will have the unenviable task of setting everything up and testing, probably spending endless hours sending the right frequencies to the right places at the right levels. The maxim here is 'less is more' in that there’s no point swamping the entire rig with a wall of vibrations. The trick, it would seem, is to be able to feel the engine gurgling through your seat on tickover; to feel the road surface throughout once you move off; to feel the kerbs as you kiss or mount them front or back; to feel the whack of the car that just hit you from behind; or the nudge into the bumper of the car in front; and to feel what the tyres are doing at the limits of grip and beyond, be that at the front or back of the car.

Beyond that I may or may not connect the SimHub outputs to a seat harness tensioner for deceleration, or a couple of fans for acceleration, or to individual peddle shakers. Who knows how far I’ll want to go once I get the basics sorted out.

Sorry; I had no intention of posting this long a reply, but now it’s written I might as well press the button. Feel free to comment or even disagree with me on any point …I’m on the same learning adventure as everyone else here 😁 …This Is The Way 😎

Fair play mate, you sound confident and I'm sure you'll end up with a very good solution here.

I currently have the Fanatec 8nm DD Pro setup and would definitely be interested in well implemented feedback solution. Sadly I'm pretty lazy, and when I;ve read about solutions people use I kind of glaze over and move on.

I'd be interested in an out the box setup, but I'm not sure that exacts for GT7? It sounds like a lot of playing about and optimizing is needed at present, on a best endeavours basis, rather than anything being fully supported?

Please keep us posted chief if you go down this route.
 
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I need to know If I've got false memories here. In VR when you turn off race info in display settings, you still get the driver names above the car in race? As this is controlled seperately by the "car name display" option?
I thought I did but now I dont have any names unless I turn race info on.
 
B80
I'd be interested in an out the box setup, but I'm not sure that exacts for GT7? It sounds like a lot of playing about and optimizing is needed at present, on a best endeavours basis, rather than anything being fully supported? Please keep us posted chief if you go down this route.
Sure - if it's something a few people are interested in, I'll post about it once I've got it all sorted - whether it works as expected, or not.
 
Anyone noticed the lack of Yellow and Blue flag warning indicators on VR?
Jumped on to do a couple of quick VR races and in one of the races I picked up a 4 second penalty for ignoring a Yellow flag. At the time I was shocked to find I got the penalty as I couldn’t work out how and why I got this. Looking at the replay i didn’t notice a car was off the track, and also I didn’t notice that I did overtake a car.
Next race I tried to replicate the yellow flag issue and when I had a yellow flag situation, they is no indication on the display that yellow flag are out. The only warnings you get are the track side Marshalls waving flags which at time are hard to see.
I hope in the next update they address this issue. Either by adding an HUD overlay warning, or better still in the race cars, make the dashboard display change or show a warning.
I've seen yellow flags and yellow electronic boards.
 
Not apropos of anything discussed on the previous pages, but – whenever I come back to GT7 in VR after a couple of days without playing, the first few moments are still absolutely mind-blowing. And the immersion only seems to grow stronger and stronger the more I play. It really is astonishing tech.
 
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Not apropos of anything discussed on the previous pages, but – whenever I come back to GT7 in VR after a couple of days without playing, the first few moments are still absolutely mind-blowing. And the immersion only seems to grow stronger and stronger the more I play. It really is astonishing tech.
Totally agree. I had a go at the Pick-Up Truck Race yesterday. First I was gobsmaked by the scale of the experience despite everything being slightly small to my eyes; then I made a note to myself not to use this as a demo for friends new to VR unless I had a bucket handy (I now have my VR legs); then I became aware at how much I was moving about in my seat to counter the virtual leaps, drops and crashes (it must have been hilarious to watch); then I winced at every totally realistic sound of suspension crashing on its stops; then I watched a VR replay to calm down and catch my breath. I was positioned on the side of the track - as you are - and as the dust and dirt swirled around me from the passing trucks, it was so real that my brain actually created the smell of the earthy dust ...total immersion. Then a truck came hurtling round the corner and swerved straight at me and through me. I nearly **** myself!!! ...so much for calming down!
 
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Only bad thing about PSVR2, I can’t watch Total Recall at the same time.
It's going to be ready for that in...

two-weeks.gif
 
I forgot about vr, but from the comments here, it is the way to play GT7. Here in Brazil it's too expensive for a student like me, but I eagerly wait for the day I have this experience.

For wheels, should I start at least with a T300?
 
General question

Anyone using a shifter with the vr2 setup?

Thoughts…i got the fanatec v2 after my old v1 csl broke in February, now that i have a clutch i feel like i have to buy a shifter now.
 
On the subject of improving immersion... bass shakers have been mentioned, something which I've never experienced..

I'm lucky enough to be using a GT-Pro wheel/pedals on a Playseat Trophy with relatively high setting of Trueforce in GT7. I find that this setup creates all the immersion I need in terms of the physical sensations of gear change, wheel scrub/slip, engine noise etc, and that these signals come through the pedals and frame as well as the wheel. After a while, turning TF off destroys the immersion almost completely, the car almost feels like it suddenly has no wheels and is hovering around the track! TF really is quite incredible, hats off to Logitech!

I'm guessing that adding bass shakers might muddy the waters to the delicate balance of these sensations?
Also, are they particularly noisy for others in the room?
I managed to persuade the wife to allow a permanent Trophy setup in the living room, as there's simply nowhere else to put it. She doesn't mind the Trueforce 'hum' but bass shakers might be a step too far?
Nooo, GET IT! =) Im using VR, Logitechs pro wheel and bass shakers. One bsi-200 under the seat and one under the pedals. Now i even got 4 exciters on the chair as well. It really adds to the immersion. The feeling you get when you first feel the curbs in your feet and then in the chair make me smile almost every time =)
But bevare! Its a drug and makes you spend a whole lot of money =)
 
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Absolutely. Surprisingly cheap but the lenses I received fit perfectly; plus they're made in Germany from Carl Zeiss lenses and the prescription I received is a 100% spot on match for my prescription glasses.
To anyone considering buying prescription lens inserts for their headset, I put an order in with VR Optician yesterday morning and this morning I've had notice from UPS that they've shipped already. That's a 4hr turnaround 👍
 
To anyone considering buying prescription lens inserts for their headset, I put an order in with VR Optician yesterday morning and this morning I've had notice from UPS that they've shipped already. That's a 4hr turnaround 👍
Did you buy "Plano lenses" as those are the only ones that are not manufactured specifically with the requested values trough Zeiss, but can be sent out directly by VRoptician.

PS: I ordered a week ago and the status is, "in production through Zeiss".
 
Did you buy "Plano lenses" as those are the only ones that are not manufactured specifically with the requested values trough Zeiss, but can be sent out directly by VRoptician.
"Your VR prescription inserts (order #00099895) have been shipped and are on their way!"

That's £88 in GBP, which I think is really good value. I have no idea how they have done it in 24hrs, but if there's been a cock-up I'll let you know.
 

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To anyone who's driving the new Super Formula cars: Am I nuts, or are the steering wheel rev lights messed up? Seems like they all light up long before the engine is anywhere near the rev limiter. Just noticed this last night briefly as I jumped in one for a few laps before I got off my rig. Haven't been able to check it again since then. But it seemed like the final red lights come on when there's still a fair bit of rpm left in the engine.
 
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General question

Anyone using a shifter with the vr2 setup?

Thoughts…i got the fanatec v2 after my old v1 csl broke in February, now that i have a clutch i feel like i have to buy a shifter now.
I just bought one so I'll happily report back when it arrives from Fanatec. Want to try out using the Silvia Gr4 at Mt Panorama this week in the Daily Race , but doubtful it will arrive today!

I was mulling this over for ages because I think I will likely end up slower, and I only play online so I guess it matters. But if it means proper immersion I don't care if I get deranked, I just want the experience to be as close to real life as I can get it!

One thing that has crossed my mind is getting it mounted at the right height. Luckily I have a SimLab so you can just unscew/slide the shifter mount but I imagine having it accurate to what you see virtually will be important.
 
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I just bought one so I'll happily report back when it arrives from Fanatec. Want to try out using the Silvia Gr4 at Mt Panorama this week in the Daily Race , but doubtful it will arrive today!

I was mulling this over for ages because I think I will likely end up slower, and I only play online so I guess it matters. But if it means proper immersion I don't care if I get deranked, I just want the experience to be as close to real life as I can get it!

One thing that has crossed my mind is getting it mounted at the right height. Luckily I have a SimLab so you can just unscew/slide the shifter mount but I imagine having it accurate to what you see virtually will be important.

Don’t mean to be the bearer of bad news, but H-pattern shifting has been disabled in sport mode for some reason. It was briefly enabled at launch of game, but it’s no more. You can still use it in sequential mode however, which is still fun
 
To anyone who's driving the new Super Formula cars: Am I nuts, or are the steering wheel rev lights messed up? Seems like they all light up long before the engine is anywhere near the rev limiter. Just noticed this last night briefly as I jumped in one for a few laps before I got off my rig. Haven't been able to check it again since then. But it seemed like the final red lights come on when there's still a fair bit of rpm left in the engine.
The rev lights on the Super Formula's steering wheel show the optimal shifting point instead of the full RPM range.

Screenshot_2023-05-12-19-56-50-43_fff335ca613a5f557fcea787596aedca__01.jpg


As you can see the optimal shifting point is way before hitting the limiter, at around 9200 rpm.
 
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The rev lights on the Super Formula's steering wheel show the optimal shifting point instead of the full RPM range.

View attachment 1255919

As you can see the optimal shifting point is way before hitting the limiter, at around 9200 rpm.
Ahh. Where'd you find that power curve?
I'm sure you're correct but it seemed to me like the shift lights were fully lit way before 9,200 rpm. Like, I would brake and downshift a couple gears for a corner, and then as soon as I got back on the power, all the lights were lit almost instantly in every gear after every upshift. It was late, maybe I was hallucinating LOL
Definitely will be able to check again this weekend and really pay attention to what it's doing.
 
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