GT7 & PSVR2

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DualSense and PS VR2 impressions sound very good. I was worried moving your head in-game and using a pad would be disorientating. For many pad users it would be a stretch to pick-up PS VR2 and a full wheel set-up in one go.
I may try out the motion controls, could make it feel less artificial.
 
Seems like Sony have hit a new level in design and implementation of VR and the headset, I'm very impressed indeed.

It's expensive and might not sell great but I think this level of quality is needed and should filter down over time. My take on VR and since the days of the original Oculus dev kit is it will have to keep on trucking for a few years yet.
I think this is necessary to push videogames forward as a medium. Graphics fidelity has hit something of a cap, and developers don't really care all that much for AI now that Multiplayer games have become the main attraction (which, to be fair, Sony/PD are also investing in).

The thing looks damn incredible. It seems like they've completely delivered. Hopefully this means PD will continue to support GT7 for a long time to come.
 
@Jordan I really enjoyed your impressions! I'm happy that I have PSVR2 pre-ordered.

However, as a DD-Pro owner, I noticed that you weren't using that wheel while demo'ing the game. That surprised me somewhat as I (possibly mistakingly so) assume that the DD-Pro was the official wheel for GT7. With the controversial FFB implementation involving the DD-Pro, this didn't make me feel optimistic about it changing any time soon.

Could you blink once FFB woes were mentioned to PD.
Blink twice if I should remain optimistic. :lol:


Thanks again!
 
I have PSVR1 and have pre ordered PSVR2. One thing I wanted to ask is whether the normal control buttons for the MFD are accessible from the steering wheel (I have a T-GT) while playing in VR.

On GTSport time trial mode in VR, I have no way to access the number real MFD adjustments for TC, Brake Bias, Fuel mix etc. so I’m hoping things happen when you turn the dials on the physical wheel. If so, so it pop up a HUD menu overlay while the adjust Kent’s are made?
 
@Jordan I really enjoyed your impressions! I'm happy that I have PSVR2 pre-ordered.

However, as a DD-Pro owner, I noticed that you weren't using that wheel while demo'ing the game. That surprised me somewhat as I (possibly mistakingly so) assume that the DD-Pro was the official wheel for GT7. With the controversial FFB implementation involving the DD-Pro, this didn't make me feel optimistic about it changing any time soon.

Could you blink once FFB woes were mentioned to PD.
Blink twice if I should remain optimistic. :lol:


Thanks again!
Fanatec and Thrustmaster both have licensed GT7 wheels.
 
I may try out the motion controls, could make it feel less artificial.
Thank you for this post. I hadn't thought of it. Unfortunately, I can't buy a wheel yet as I know my wife wouldn't be pleased with it in our tiny, cramped apartment. I'll have to re-learn how to drive anyway, thanks to VR, so I might as well try motion control too.
 
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Im still noticing a strange steering wheel animation in relation to steering angle... can any one enlighten me on this subject please. I dont buy the hype...
 
I was thinking the same. I’m 39 and I’ve never felt as giddy about anything game related for a long time! I have no idea when I’ll be able to play it, probably late at night after everyone else in the house has gone to bed!!

120 fps in each eye! How did they achieve that with 20 cars on track and rain? Absolutely ridiculous. PD are wizards.
Thinking about all the poopstorm since its release...
Goddamn! The game is almost 1 year old and still gets us hyped like no other 😂
 
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This is the discussion thread for an article on GTPlanet:

Gran Turismo 7 in PSVR2: New Footage and Hands-On First Impressions

I just got back from a trip to PlayStation’s North American headquarters where I had the chance to be one of the first people to play Gran Turismo 7 on the PSVR2, and I’m here to tell you all about it...


GTPlanet's hands-on video:


I’m still curious about one thing in VR: how are the mirrors? I’ve tried VR with PC sim titles, and in most if not all of them, because I don’t remember everything, the mirrors are not actually mirrors, they are rather more like displays that connect to cameras fixed to the car looking backwards, because moving my head don’t change the perspective in the mirror. It’ll be great if the mirrors in GT7 VR are actual mirrors, I couldn’t quite tell from the limited flattened footages. I suspect they are not, because currently the perspective shown in the mirror doesn’t change based on the position of camera in flat screen replay mode.
 
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I was looking at the Famitsu article and there are a couple interesting photos: https://www.famitsu.com/news/202302/02291442.html

In this one, he is at the Café

gt-7-1.jpg



In this pic, you can see the minimap and fuel indicator off to the left:
gt-7-2.jpg



In this image you can see the the tire and fuel indicators plus the minimap, this time off to the right:

gt-7-3.jpg
 
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I pre-ordered a while ago and have just been reminded I'm taking the family away for a few days to the Harry potter studio tour, I may not be back for the delivery , I wonder how much a divorce would cost me 😭
Will you be back in time to play Hogwarts on the tenth?
 
I'm not really a potter fan, only going because my son is, so doubt I will be buying hogwarts.
Me neither but I entertained the idea of buying it due to having another thing to talk about with my niece. But I'm prioritizing PSVR2 so I won't be buying it.

Luckily, two of my most anticipated games this year are remakes so I can wait to buy them on sale later this year. This is the year of VR.
 
I translated the interview from famitsu, and we actually got some nice reasons as to why GT7 looks the way it does, and just how talented PD really is (on the graphical front), because it seems this is a VR game from the thoughts to the practice.

SOURCE: FAMITSU.

Were there any difficulties in making Gran Turismo 7 compatible with PS VR2?

Yamauchi : In fact, support for PS VR2 was something we had in mind when we started developing Gran Turismo 7. In other words, it was originally produced on the premise of corresponding to VR.

This is just my imagination, but it seems that many titles are retrofitted with VR support. However, we also had a hard time with Gran Turismo Sport, and it's very difficult to make an existing title compatible with VR later.

Therefore, "Gran Turismo 7" was created in advance as "VR Native". Think of this as almost synonymous with running the game at 4K60p (*). In order to move the image with that image quality and speed, you have to make the data fairly light.

Therefore, the most difficult aspect of development was maintaining the image quality without increasing the load when moving the image. However, thanks to that, the support for PS VR2 proceeded smoothly.

*this kinda explains how simple the environments may seem at first.

source: https://www.famitsu.com/news/202302/02291442.html
 
How did you feel about the specs when you received the PS VR2 specs before you started developing the game?

Yamauchi : Actually, I was talking to the person in charge of hardware from the stage of deciding the specifications of PS VR2. In general, I feel that it meets all the specifications currently required.

Kaz is still a big dog at Sony..
 
I translated the interview from famitsu, and we actually got some nice reasons as to why GT7 looks the way it does, and just how talented PD really is (on the graphical front), because it seems this is a VR game from the thoughts to the practice.

SOURCE: FAMITSU.

Were there any difficulties in making Gran Turismo 7 compatible with PS VR2?

Yamauchi : In fact, support for PS VR2 was something we had in mind when we started developing Gran Turismo 7. In other words, it was originally produced on the premise of corresponding to VR.

This is just my imagination, but it seems that many titles are retrofitted with VR support. However, we also had a hard time with Gran Turismo Sport, and it's very difficult to make an existing title compatible with VR later.

Therefore, "Gran Turismo 7" was created in advance as "VR Native". Think of this as almost synonymous with running the game at 4K60p (*). In order to move the image with that image quality and speed, you have to make the data fairly light.

Therefore, the most difficult aspect of development was maintaining the image quality without increasing the load when moving the image. However, thanks to that, the support for PS VR2 proceeded smoothly.

*this kinda explains how simple the environments may seem at first.

source: https://www.famitsu.com/news/202302/02291442.html
I’m sure someone will moan that the game was held back visually by VR as well as PS4.
 
I’m sure someone will moan that the game was held back visually by VR as well as PS4.
not the case imo. PD had both those platforms "holding" the graphics back and still managed to deliver a great looking game on the flat screen PS5. I really think GT7 is at least top10 on consoles atm. Even with the simplified data he mentions.
 
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