Is it possible to West glasses inside the vr or can it adjust to your sight?
Yes, you could definitely wear glasses with the headset. A button allows you to move the "eye piece" closer to / away from your face.
Really excited for this. I have a question though.
Let's say I'm sitting at my sim rig, with my wheel and screen in front of me as normal. Will I be able to load the game as normal and navigate the menus and then put on the head set when loading into a race, or is it expected to load the game with the headset on and do all navigation. Basically is there seamless transition between "screen mode" and "vr mode" or are they treated separately even though the full game is accessible in both modes?
EDIT: As a follow up I suppose the obvious question is what if anything is shown on the screen when you are using the vr headset?
Yes, switching back and forth is seamless. What the player is seeing in VR is shown on the TV simultaneously.
@Jordan do you know what with few vision cars without internal cockpit view modeled ?
I was curious about that, but didn't have time to check it out. We'll just have to wait and see.
@Jordan, the Dynamic Scapes works like a normal TV, right?
I presume Dynamic Scapes will be in "TV mode", but cannot confirm as I was moving through the game quickly.
From my current understanding, the VR modes are:
- All gameplay
- VR Showroom
- VR Replays
I did try VR Replays but did not discuss them in the article/video. Basically, it's like being a stationary track-side observer who teleports to different locations. You can look around and watch the cars drive by. It's simple, but pretty cool.
Looks phenomenal! Just one question I had.. will another player (or in replays) be able to see your head moving inside the car as you look around the screen?
That's a great question. I don't know!
It would be interesting if this is implemented in online races. I liked being able to look into the windows of cars as they drive next to you, and you can see the interior and the driver. It would be quite fun if they were looking back at you, but I was just doing offline arcade races with the AI.
@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.
Thanks again!
Don't worry about it too much or read too much into it. This was a very small preview. It's worth noting there is no "official GT7 wheel", just "officially licensed GT wheels" from Thrustmaster and Fanatec. The T-GT is probably just the wheel they had around the office at HQ.
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.
That's another good question, but I'm fairly sure they are just "fixed".
On the subject of mirrors: the content in the mirrors did look good (probably thanks to foveated rendering). I found myself referencing them a lot to see what was going on behind me. It feels so much more natural than looking at the giant rear-view mirror in the bumper-cam's HUD.
It looks like all locations from gt cafe cinematics will be available as a showroom.
This is good news. I didn't check the Cafe during my demo or see the other locations, but did notice the VR Showroom environments changed. I looked at cars in Brand Central and the Legends Dealership.
I really liked VR Showroom.
@Jordan, does the game show you any kind of HUD while playing in VR mode or is it all turned off? If not, can you display and still flick through stuff like the radar or BB control?
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?
Yes, a floating HUD is displayed. The MFD appears as a small floating menu off to the right and can be adjusted as normal during gameplay.
In rewatching GTP's video, I noticed Jordan mention that seeing the camber of the road is easier. I can't wrap my head around that is but it's something that most certainly would help me drive better.
Three-dimensional effects, to me at least, seem to be one of the least frequently discussed aspects of VR. But when you're wearing it, I think it's one of the most consequential. It's not just about being able to look around yourself with a wide field of view, but being able to see depth and perspective. Things like elevation changes and distances are much, much more apparent.