GT7 & PSVR2

  • Thread starter gtrotary
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Has anyone mentioned already that this video looks rendered? Why does the steering wheel not match what the car is doing. The car is starting to turn left here and the steering wheel is still pointed to the right. Seriously watch it again.
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The driver is looking left while the car is still turning right.
A feature, not a bug.
 
Has anyone mentioned already that this video looks rendered? Why does the steering wheel not match what the car is doing. The car is starting to turn left here and the steering wheel is still pointed to the right. Seriously watch it again.
I think it is irritating because the head is tilting.
To me the steering input to wheel position seems correct.
 
Has anyone mentioned already that this video looks rendered? Why does the steering wheel not match what the car is doing. The car is starting to turn left here and the steering wheel is still pointed to the right. Seriously watch it again.
View attachment 1220815
Looks to me like the it's controlled by a controller instead of a wheel, then the animation is quite slow
 
Waiting for full game support confirmation, but I’m very optimistic!
This is really promising, maybe we’ll get more VR sim racing titles on PS5 as we go, like F1 23 and beyond. I also hope that ACC would be updated to support PS VR2 but it barely runs 60fps right now so maybe the optimization level isn’t there yet.
 
Could you send me a model of this USB hub? I am searching for USB hub which wont be making issues with all that connected.
I've had it a while so not sure you could order now, its 2.0 but is powered.
 

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Yes - there is not extra equipment required for PSVR2. It plugs directly into the front USB C port.

You wont be able to use any USB A hubs with PSVR2 as they won't be fast enough. USB A 3.1 ports on the back tops out at 10Gbits and the front USB C is 20Gbits.

Actually, the front two USB ports (both the A and C) have the same bandwidth (10 Gbits) as mentioned in the article you linked yourself. The USB standard gets a little murky here admittedly. USB-C is theoretically capable of up to 40 Gbits but the underlying USB gen (3.xx or 4.xx) are actually not directly related with the connector type (A or C).
 
In a few cars the "stick" did give a proper advantage that could not be achieved by any other means.
VR is basically just an additional camera perspective, it won't change the car performance in any way.

That said, I almost exclusively race in sport mode so it would be a hard pass for me if it's not supported
I'll wait to see if this is the case. Being able to see a more panomaric view vs the stodgy left/right you are currently afforded would be an advantage. The view right now is limited and why I drive bumper cam vs cockpit cam. I can't see the rear view mirror.

If it's not allowed in Sport mode it'll be a no go for me.
 
I love driving solo in in GT sport with psvr, oh I cannot wait but not buying till more details arrive, said be racing other cars in psvr at one point and it turned out we got 1 car, nothing beats sitting in the Diablo GT and looking at the console and admiring the Interior relaxing in your chair, kinda feels like your in the seat :) , only thing with VR I just can't wear it for too long periods and this one should blow us away compared too psvr1.
 
Actually, the front two USB ports (both the A and C) have the same bandwidth (10 Gbits) as mentioned in the article you linked yourself. The USB standard gets a little murky here admittedly. USB-C is theoretically capable of up to 40 Gbits but the underlying USB gen (3.xx or 4.xx) are actually not directly related with the connector type (A or C).
Interesting not noticed it was only 10Gbits on the front which surprises me. Although the front USB doesn’t seem to be a super speed port as it won’t work with my SSD
 
Worst part of this is everything that they didn't tell us. If it supported all modes they should and would have told us..
It was 30s about the VR as part of a wider tech presentation. There’ll be a State of Play or PS Blog update before the release. Details (good or bad) will come then.
 
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I’m guessing the original PSVR headsets are not going to be compatible. Commit to landfill? I’ve barley used mine as most games made me feel sick.
 
I’m guessing the original PSVR headsets are not going to be compatible. Commit to landfill? I’ve barley used mine as most games made me feel sick.
Correct. Back in September, Sony's Hideaki Nishino confirmed PS5 games won't be compatible with the old PSVR hardware, although there's an adaptor that let you play PS4 games with the original PSVR on PS5.
 
I’m guessing the original PSVR headsets are not going to be compatible. Commit to landfill? I’ve barley used mine as most games made me feel sick.
Even wipeout omega? I find it easier as you are in a cockpit.
 
Even wipeout omega? I find it easier as you are in a cockpit.
This was by far the worst for me! I found the more twisting and turning movement the worse it was. Special Stage X I could easily handle but Nordschleife was impossible to complete.

I mostly just liked checking out interiors in GT Sport, so not sold on PSVR2 GT7 yet (might change when I see it implemented properly) but I really feel it should be the full game available in VR. IIRC The early GT Sport VR trailers/demonstrations showed full races which were cut back due to technical reasons so I'm sure that Kaz and PD want to give us the fullest experience they can.
 
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The only racing VR I've experienced is on high-end motion machines, and it's unreal. But even as someone who has never suffered from motion sickness in real life, I hesitate to drop the money on VR2 before I can try it out on GT7. Having VR visuals (if they are full, true VR) but no corresponding movement from my static rig may be a recipe for nothing but disaster LOL
 
The only racing VR I've experienced is on high-end motion machines, and it's unreal. But even as someone who has never suffered from motion sickness in real life, I hesitate to drop the money on VR2 before I can try it out on GT7. Having VR visuals (if they are full, true VR) but no corresponding movement from my static rig may be a recipe for nothing but disaster LOL
The PSVR2 has a small vibration motor in it. A couple of years ago Sony put in a patent for using vibrations in VR headsets at moments of acceleration to drastically reduce motion sickness. So there's a good chance that they will be applying that in a lot of games.
I'm curious to see how well that works, as I've always been a bit susceptible to VR motion sickness (although racing games were not too bad as there is a static car around you)
 
The PSVR2 has a small vibration motor in it. A couple of years ago Sony put in a patent for using vibrations in VR headsets at moments of acceleration to drastically reduce motion sickness. So there's a good chance that they will be applying that in a lot of games.
I'm curious to see how well that works, as I've always been a bit susceptible to VR motion sickness (although racing games were not too bad as there is a static car around you)
Oh interesting. Even so, motion sickness on even high-end pro motion simulators is a problem. I have several pro driver friends and some of them suffer from it on the team simulators. But it’s never been an issue for me, at least not on the motion rigs. Hopefully when it’s out, I can try it on GT7 at like a Best Buy demo station or something. $600 with CA tax is a big spend if I get it home and discover it makes me puke LOL
 
I’m nitpicking here, but I hope we can adjust the fov. Once again the hands of the driver are getting in the way and block your view in that clip. Fingers crossed it’s the full game. I liked to see that the hud was different in vr.
 
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