GT7 & PSVR2

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Drove my real car this morning, worse than VR, do not recommend.
Be careful of this; seriously. When I first took up 2-stroke karting some decades ago, racing for many hours each week, I found myself (when driving my car) following other cars through bends close to their bumpers - just force of habit. When I first started sim-racing again with the PSVR2, I found myself riding kerbs when exiting roundabouts ...high kerbs which are not designed to be ridden! ...force of habit! 😳

I'm also finding that as I'm spending far more time in VR than in my real car, the 'scale anomaly' that I see in VR (because my pupillary distance is much wider than the VR camera separation distance) is affecting my ability to judge distances. Only very slightly, but enough to make me aware that two hours a day (on average) in the slightly smaller VR world, is affecting my real world awareness when driving. The 'scale anomaly', by the way, affects different people to different degrees, according to the relationship between one's pupillary distance and the game's fixed camera lens distance. You will find that you get used to the slightly smaller scale (which is probably set for the PS5's primary audience of kids and oriental gamers who tend to be smaller in frame than western adults) after a few weeks, but that is entirely the point I am making here! Obviously if PlanetJanet is a slight-of-build female with a small pupillary distance then this might not be an issue for you.
 
I also noticed some improvement in last patch. Camera is further away from wheel but also I think its more tolerant to looking around, dont have as often this low poly black view when my head is inside seat.
 
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snc
I also noticed some improvement in last patch. Camera is further away from wheel but also I think its more tolerant to looking around, dont have as often this low poly black view when my head is inside seat.
I think they did even more than that.

The entire scale seems different. The proportions of everything are much more accurate now.

I absolutely love it.

By far the best it´s even been.
 
Yeah
OK, so I guess I'm late to the party but I just discovered Custom Race whereby you can race against whatever cars you like. So I set up a 5-lap, 20-car, grid-start, pro-level, sans-hud race in the rain at Spa, in the Honda 272RA, and it was pure VR-porn! Fantastic experience, especially with haptic feedback which seems to be particularly good with this car. I too now recommend this car for VR fun 👍

I tried exactly the same race with the F1500T but the 'feel' and haptic feedback was nowhere near as good. I then tried it in the Radical but again, it was nowhere near as much fun as with the Honda 272RA.

20 272RA's?

Agree, this car is incredible in VR with DD Pro

Love taking it out and lapping around Nordschleiffe. May buy a few more and get some races setup...
 
B80
20 272RA's?
Yes, you can select to race against 19 other clones of the car you have selected from your garage (I only discovered this yesterday). You don't need to buy any more unless you want the other cars to have different liveries as there is only one default livery for this car. The first lap sounds like you're racing in the middle of a bee-hive! The graphics card struggles with 20 cars AND the rain when you first set off, but it's good enough and the pack soon thins out i.e. less work for the GPU to do with less cars around you.
 
BTW the 272RA is also the car used in this weeks sports mode race A on Suzuka.

So if anyone want's to try it out before purchasing it, that is a good opportunity
 
I think they did even more than that.

The entire scale seems different. The proportions of everything are much more accurate now.

I absolutely love it.

By far the best it´s even been.
Sheesh. Ok
Surprised. Need to test this tonight.
 
I'm honestly not sure anything has changed. I recorded a video of me driving the supra racing concept after the patch, and compared it to my recording of my GT Cup race, and the scale as it is shown at least in the videos seems identical, using the wheel size as projected onto the video as a reference.

Also, wanted to throw this out there but if you're looking for a cheap, fun vehicle to drive in VR, I've been honestly having a blast with the Alphard lately. The visibility on that thing is incredible in VR, I tuned it to the high 600PP range and can't help but laugh as I fling this humongous van around the Nordschleife. It's pretty comical really how well it handles for its size after tuning it.

And yes, I'm very much looking forward to the ambulance 🤣
 
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I noticed an improvement too, can’t put my finger on what exactly has changed but seems better. One thing I wish we had was an option to add a helmet “border”. Project cars had a camera like this. Would feel more immersive like vr is a helmet I think
 
I'm honestly not sure anything has changed.
I am. Without a shadow of a doubt.

Can’t tell if it shows in videos, but I can tell you that I noticed it right away. I used to recenter myself to be further away from the steering wheel, but that led to me not being able to see see the rear view mirrors sometimes because they ended up being hidden behind whatever because the scale was off.

Now everything seems right.

Including the avatar that used to look like a 10 yo child to me.
 
I am. Without a shadow of a doubt.

Can’t tell if it shows in videos, but I can tell you that I noticed it right away. I used to recenter myself to be further away from the steering wheel, but that led to me not being able to see see the rear view mirrors sometimes because they ended up being hidden behind whatever because the scale was off.

Now everything seems right.

Including the avatar that used to look like a 10 yo child to me.
I'll check it again later tonight, I recall one of the earlier patches people suspected some change in scale, but don't think anything changed at all then. My test is usually to check the cupholders in the '14 Golf GTI to compare them to a similar year Jetta I had until a few months ago (exact same cupholders) in game the scale was noticeably smaller.

Unfortunately I now have to go off memory, but it was a pretty good way to test, and should still be immediately noticeable.

I would hope that "VR visual improvements" would warrant a bulletpoint in the patch notes, but seeing as how bad almost any game in general is with patch notes, I wouldn't be surprised if a scale change did in fact get pushed but not documented.
 
I'll check it again later tonight, I recall one of the earlier patches people suspected some change in scale, but don't think anything changed at all then. My test is usually to check the cupholders in the '14 Golf GTI to compare them to a similar year Jetta I had until a few months ago (exact same cupholders) in game the scale was noticeably smaller.

Unfortunately I now have to go off memory, but it was a pretty good way to test, and should still be immediately noticeable.

I would hope that "VR visual improvements" would warrant a bulletpoint in the patch notes, but seeing as how bad almost any game in general is with patch notes, I wouldn't be surprised if a scale change did in fact get pushed but not documented.
I haven't had time to play since the update, so I still have to see for myself, hopefully tonight. But I always have the same thought whenever people speculate that "something" has changed in VR after a patch: Why is none of it ever mentioned in the update notes, then? Seems like quite an odd omission (if something has actually in fact been done) when PD often puts out a laundry list of all the other adjustments it's made.
 
I race for about two hours most days and I didn't notice any changes to my 'VR world' with the recent update.

I just opened up the game specifically to check the scale. I took various familiar road cars onto the track to check both the interior scale and the default seating position, and they all look exactly the same as when I first got the headset. One of them is my daily driver and I think I'd notice if the scale of that suddenly became 'un-small'. The same goes for the amount of ducking and diving I have to do to get a natural seating position. The avatar still looks like the body of a child.

As I suggested in a previous post, different cars have very different default seating positions, with the faster race cars normally requiring me to sit up and push back, whereas road cars normally need me to shift my head forwards and down. And as I also suggested, there might be perceived changes due to getting used to using the headset.

I'm not saying there are no changes, but I am saying that I can't notice them even when I'm looking for them. The overall scale of the game still seems smaller than reality for me, but I can live with it for all the fun I have in VR.
 
Loaded up GT Sport with the PSVR1 tonight.
I had forgotten what it looks like and was interested to see the difference between last and current gen.
I remember it as looking quite good but there is a massive difference in quality -as to be expected.

Racing in VR is something I have hoped for- for many years, PSVR1 has the promise of GT Sport and also project cars 1-neither made it.

I have owned every GT game but never finish the licence tests-always get bored at some point.
I thoroughly enjoy completing them in VR. They are now fun and help with my in game driving.

Awesome game.
 
Yeah, I checked the Golf's cup holders, they still look too small to even put a drink in them. I'm not noticing any difference than what it was, pre-1.36, for any vehicle I've been in so far
 
Loaded up GT Sport with the PSVR1 tonight.
I had forgotten what it looks like and was interested to see the difference between last and current gen.
I remember it as looking quite good but there is a massive difference in quality -as to be expected.

Racing in VR is something I have hoped for- for many years, PSVR1 has the promise of GT Sport and also project cars 1-neither made it.

I have owned every GT game but never finish the licence tests-always get bored at some point.
I thoroughly enjoy completing them in VR. They are now fun and help with my in game driving.

Awesome game.
I think Dirt Rally in PSVR1 came the closest, but I think GT7 has truly crossed the threshold as the first fully viable AAA VR racing game, and it has pretty much changed my life.
 
I don't think I see any upgrades to the seat position eather.

The last few days with PSVR2 has mostly been doing a daily session GT7 Super license 4.

And with that car Toyota Supra GT500 '97 the initial seat position seems quite good for me, as I dont have to do a lot of manoeuvring in the rig, to find a good position.

Now the test it self is pretty hard for me. I can constantly get silver now, but still about 0,6 secs away from Gold.

Also rest of my time with GT7 is spend with NMS. kinda falling in love with that game too :-)
 
The only thing that can make me nauseous in VR is when it starts drifting a bit, apparently. It's less noticeable when driving fast, because the car is already moving and shaking a bunch, but sitting in VR Showroom or in a slow or stationary car, I can't help but notice a bit of wobble in the head tracking, and sometimes moving a few inches away from where it should be if I look to a side. That unexpected movement gets me and after sitting in a car for a while in VR Showroom I had to take the headset off.
 
Yes i was going go mention that for new users, dont try and go slow in slow cars, you will spend that time looking around and getting sick. drive fast in a fast race car, the eyes will focus on the job and the sickness wont happen.
 
When the head tracking isn't acting up, it's fine actually. I just can't handle it when stuff starts moving where it shouldn't.
 
I think Dirt Rally in PSVR1 came the closest, but I think GT7 has truly crossed the threshold as the first fully viable AAA VR racing game, and it has pretty much changed my life.
Yes, I had forgotten about Dirt Really.
Very good game.
I will try that later, I remember that as looking very good- apart from driving half a car!
 
The only thing that can make me nauseous in VR is when it starts drifting a bit, apparently. It's less noticeable when driving fast, because the car is already moving and shaking a bunch, but sitting in VR Showroom or in a slow or stationary car, I can't help but notice a bit of wobble in the head tracking, and sometimes moving a few inches away from where it should be if I look to a side. That unexpected movement gets me and after sitting in a car for a while in VR Showroom I had to take the headset off.
The 'showroom drift' is a known issue but as long as your tracking is good when racing, it shouldn't be an issue outside the showroom. If you lose tracking when racing, use the facility that turns your monitor into a tracking reference - I can't remember what it's called but it puts zig-zag lines in a border around the monitor view.
 
The only thing that can make me nauseous in VR is when it starts drifting a bit, apparently. It's less noticeable when driving fast, because the car is already moving and shaking a bunch, but sitting in VR Showroom or in a slow or stationary car, I can't help but notice a bit of wobble in the head tracking, and sometimes moving a few inches away from where it should be if I look to a side. That unexpected movement gets me and after sitting in a car for a while in VR Showroom I had to take the headset off.
Have you tried turning on “enhanced tracking” in the settings? This has resulted in pretty much zero drift for me
 
Have you tried turning on “enhanced tracking” in the settings? This has resulted in pretty much zero drift for me
This sounds almost too good to be true, a feature that just makes it better? Why wouldn't that just be on by default?

If it's off it's because I've never heard of it.

The 'showroom drift' is a known issue but as long as your tracking is good when racing, it shouldn't be an issue outside the showroom. If you lose tracking when racing, use the facility that turns your monitor into a tracking reference - I can't remember what it's called but it puts zig-zag lines in a border around the monitor view.
It's good when racing, as long as I don't turn my head too much or try to lean forward to get a better look at anything on the dashboard. That's where most of the "showroom drift" comes from, I want to get a closer look at every little thing on the car and over time all the drifting gets to me and I have to do something else.

...Is it a game issue or a PS VR2 issue though? It always felt to me like the car in the showroom was moving around, rather than my view, but that might be because my brain is going "well my head is staying still, must be everything around me that's moving".
 
...Is it a game issue or a PS VR2 issue though? It always felt to me like the car in the showroom was moving around, rather than my view, but that might be because my brain is going "well my head is staying still, must be everything around me that's moving".
moby323 and I are talking about the same thing. To enable Tracking Support on PSVR 2, go to Settings > Accessories > PlayStation VR2 > Tracking Support and turn the option on. It's off by default because it displays a zig-zag pattern as a border around your monitor display, and not everyone needs or wants that border there. The border is used by the headset as a location datum reference. But if you don't have an audience, you might as well enable it because whatever the lighting, or not, with it enabled you shouldn't get any tracking issues. That said, in showroom mode, most people get the slight 'drifting' that you're talking about, even with Tracking Support enabled. It might be the case that the game (in VR) is always prone to the slight drifting but that we simply don't notice it when bowling down the Mulsanne Straight at 200mph!
 
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