GT7 & PSVR2

  • Thread starter gtrotary
  • 5,905 comments
  • 731,463 views
Question to those who understand more than me of that topic:
Is what we get now the maximum the psvr2 can deliver? Or would ps5 pro or 6 with the psvr2 would Show a better picture on the same Hardware?
And if that would be the case, could downscaling the graphics in some points and use the freed up compute Power be used to make the picture with a current ps5 and psvr2 'sharper'?

Dont have Another VR game on PS5 yet to compare how other games Look like.
I'll refer you to post #2121:


PSVR2 has a fixed number of vertical lines - 2024, which spread across a 110 degree field of view turns out to be ~19 lines per degree. Your eyes (assuming 20/20) can distinguish as much as 60 lines per degree. There's nothing you can do with the hardware (higher compute) to compensate for the resolution. In a way VR is showing you what it feels like to have 20/60 vision :guilty:

As far as "freed up compute power" that's what foveated rendering gets you, extra compute power is used to sharpen the image where you are looking - down to the pixel, while areas far from where you are looking will get reduced image quality.

The foveated rendering doesn't seem optimized. So there's probably more headroom for fidelity if they wanted to push it. Currently, everything past 5 lengths in front of you is very poorly rendered, no matter where you're looking. And cockpit elements barely reduce in quality when you look away from them.

I can clearly notice where the player is looking from the feed cam, but I'm honestly shocked that they didn't reduce the detail even further for areas you're not looking at. I imagine it has something to do with Foveated Rendering still being an option rather than being required and having to retain a minimum standard of quality for running in non-foveated mode.
I refer you to post #2121


Essentially says psvr2 can display 2024 lines in a 110 degree field of view which is ~19 lines per degree. Your eyes can distinguish 60 lines per degree at 20/20 vision. The best foveated rendering will not fix this but more lines will - PSVR3
 
I think i finally got my gt7 vr legs, played for 3hrs tonight without my motion bands and was fine. No more stomach drops on hills and was even ok after launching through air and crashing on fisherman's. Only thing that still feels wonky is reversing, throws my brain all off lol... There's hope for all my fellow motion sickness peeps.

Will try res evil tomorrow and see if i can handle that as well as gt7
 
Doing 5-10 minute races so I can watch the VR replays. Best way for me, is to watch while standing.

Anyway, the replays at Sainte-Croix A and Barcelona No Chicane, are too much. The sounds, even with the standard ear plugs, I’m loving the tyre noise. The chirps on the limit, off-throttle hush and their low level boom. The different engine & exhaust notes of each GT4/Gr.4, I have to repeat myself with wanting an optional locked view from the stands or at least, from the perch of Start/Finish lines. I’ll wait the one minute to eight minutes, depending on track.
 
Doing 5-10 minute races so I can watch the VR replays. Best way for me, is to watch while standing.

Anyway, the replays at Sainte-Croix A and Barcelona No Chicane, are too much. The sounds, even with the standard ear plugs, I’m loving the tyre noise. The chirps on the limit, off-throttle hush and their low level boom. The different engine & exhaust notes of each GT4/Gr.4, I have to repeat myself with wanting an optional locked view from the stands or at least, from the perch of Start/Finish lines. I’ll wait the one minute to eight minutes, depending on track.
I like the VR Replay, though it has some room for improvement, it needs to make you feel like your standing track-side instead of on the road, make you feel like your in the stands or at a corner worker post. Allow some freedom of movement, plus the ability to advance the camera to the next camera station or go back to the previous one.
 
Last edited:
I have borrowed the G923 from a friend of mine. Which settings do you use for GT 7 with the G923?
First you need to connect it too PC and use the GHub to lower the spring rate from 20 to 10 otherwise you will get that crazy oscillation thing where the wheel will go from one side to the other on its own...

I use sensitivety 2

FFB torque 3
FFB sensitivety 3

anything higher I don't think the wheel can reproduce also your driving in a car with servo not a tractor from the 50ies without servo so higher torque seems unrealistic but that is just my opinion :)
 
Last edited:
For sure. As much as I cherish normal replays, it’s almost a sadness having to take the headset off. :lol:

Someone mentioned about playing sans VR, GT7 is just another racing game. I agree. Did a couple races and it’s just going through the motions. VR is just another way to play, but damn, it’s more like the best way to play.
I like being able to look left and right and not see my cat or my couch or my family.
 
No race driver in real life looks at their road speed. You don’t really even look at it during a track day. I couldn’t care less about a speedometer.
Spot on , if you have ever done a track day on a motorbike the first thing they tell you is to cover up (tape over) the speedo so you cant see it, this way your not distracted by the dash or tempted to look at it whilst screaming around the track, you rely on engine note and trackside objects to gauge your speed.

By the sounds of it this man has done similar.
 
Spot on , if you have ever done a track day on a motorbike the first thing they tell you is to cover up (tape over) the speedo so you cant see it, this way your not distracted by the dash or tempted to look at it whilst screaming around the track, you rely on engine note and trackside objects to gauge your speed.

By the sounds of it this man has done similar.
Yup your eyes should stay on the road preferable the apex and your ears should tell you when too shift looking down at anything while racing is almost a death sentence since things will happen soo fast and you wouldn't be able too react.....

Do anyone know how to stop GTplanet from killing your inbox?? tried turning off all emails in settings but still get bombardet?? :embarrassed:
 
Yup your eyes should stay on the road preferable the apex and your ears should tell you when too shift looking down at anything while racing is almost a death sentence since things will happen soo fast and you wouldn't be able too react.....

Do anyone know how to stop GTplanet from killing your inbox?? tried turning off all emails in settings but still get bombardet?? :embarrassed:
No emails for anything. I have all notifications off. I think the only thing that notifies me are private messages. So, I refresh the page or look at what’s bolded when I log in. Sorry if anyone quote me and I don’t respond.
 
I went from the 923 to the logitecg g pro racing wheel which also uses trueforce. And it feels truly amazing. Part that you got a DD wheel there AND that it has improved trueforce.
Sadly my moneytree is fresh out of fruits after buying the new PSVR2 but I promised my self If I still like this simracing next year as I do now I will upgrade my simequipment but the prices I feel rise very sharply with the logitech G pro :embarrassed:
 
Sadly my moneytree is fresh out of fruits after buying the new PSVR2 but I promised my self If I still like this simracing next year as I do now I will upgrade my simequipment but the prices I feel rise very sharply with the logitech G pro :embarrassed:
hehe yeah, its not cheap to be a wannabe racingdriver =)
I dont even want to think about how much ive put on my equipment these last few months...
 
I've noticed a number of people complaining that VR lacks a sense of speed, I'm going to guess most saying this have little actual experience on a track. The increased width of a track (in comparison to most roads) along with the wide run-off areas distorts that sense of speed, its comparable to the difference between going 70mph on a 3/4 lane motorway and the same speed down a single track road, the latter has a must greater sense of speed than the former, despite being the exact same speed.

I think it is a reasonable request to have a tachometer in a racing game
Absolutely, a speedo's not required, but a tach certainly is, but shift lights are even better

Engine sound pitch IS the tachometer
No, it's really not.
 
Last edited:
hehe yeah, its not cheap to be a wannabe racingdriver =)
I dont even want to think about how much ive put on my equipment these last few months...
at least you get the price a little cheaper in Jævla sweden :D us here in denmark has to pay insane prices because of the VAT and lack of marketcompetition :embarrassed:

*sorry moderator I tried to edit my post to put in the quote but idk still how to do it :(

I've noticed a number of people complaining that VR lacks a sense of speed, I'm going to guess most saying this have little actual experience on a track. The increased width of a track (in comparison to most roads) along with the wide run-off areas distorts that sense of speed, its comparable to the difference between going 70mph on a 3/4 lane motorway and the same speed down a single track road, the latter has a must greater sense of speed than the former, despite being the exact same speed.
I need to correct you a bit there because I have alot of driving experience and also been on the track and the sense of speed in VR just isn't there yet and it propably comes down to several factors 1. graphic is nowhere near crisp enough to give you that sensation of speed 2. you get 0 G-forces acting upon you in a simrig 3. the sounds is nowhere near wut it sounds like doing 250kmh+ all these things are missing hence the lack of perception speed in VR...

allthough you make point in regards to on the track it has a different sense of speed then on the road on the road it is much more pronounced because of all the objects and narrow road around you then on the track.
 
Last edited:
at least you get the price a little cheaper in Jævla sweden :D us here in denmark has to pay insane prices because of the VAT and lack of marketcompetition :embarrassed:

*sorry moderator I tried to edit my post to put in the quote but idk still how to do it :(


I need to correct you a bit there because I have alot of driving experience and also been on the track and the sense of speed in VR just isn't there yet and it propably comes down to several factors 1. graphic is nowhere near crisp enough to give you that sensation of speed 2. you get 0 G-forces acting upon you in a simrig 3. the sounds is nowhere near wut it sounds like doing 250kmh+ all these things are missing hence the lack of perception speed in VR...

allthough you make point in regards to on the track it has a different sense of speed then on the road on the road it is much more pronounced because of all the objects and narrow road around you then on the track.
It may be an issue specific to GT7 and PSVR2 then, as my own experience with VR on PC (Quest 2 and various titles) is that it's a close match for reality in terms of sense of speed, particularly on track and car combos I have personal experience with.
 
Last edited:
Spot on , if you have ever done a track day on a motorbike the first thing they tell you is to cover up (tape over) the speedo so you cant see it, this way your not distracted by the dash or tempted to look at it whilst screaming around the track, you rely on engine note and trackside objects to gauge your speed.

By the sounds of it this man has done similar.
Yeah, I drive a lot of cars in a lot of circumstances, including on tracks, for many years now. Without getting too deep into it, it's part of my job (no I'm not a pro racer, but I should be lol).
I've noticed a number of people complaining that VR lacks a sense of speed, I'm going to guess most saying this have little actual experience on a track. The increased width of a track (in comparison to most roads) along with the wide run-off areas distorts that sense of speed, its comparable to the difference between going 70mph on a 3/4 lane motorway and the same speed down a single track road, the latter has a must greater sense of speed than the former, despite being the exact same speed.


Absolutely, a speedo's not required, but a tach certainly is, but shift lights are even better


No, it's really not.

at least you get the price a little cheaper in Jævla sweden :D us here in denmark has to pay insane prices because of the VAT and lack of marketcompetition :embarrassed:

*sorry moderator I tried to edit my post to put in the quote but idk still how to do it :(


I need to correct you a bit there because I have alot of driving experience and also been on the track and the sense of speed in VR just isn't there yet and it propably comes down to several factors 1. graphic is nowhere near crisp enough to give you that sensation of speed 2. you get 0 G-forces acting upon you in a simrig 3. the sounds is nowhere near wut it sounds like doing 250kmh+ all these things are missing hence the lack of perception speed in VR...

allthough you make point in regards to on the track it has a different sense of speed then on the road on the road it is much more pronounced because of all the objects and narrow road around you then on the track.

By going from Flat screen GT7 to PSVR2 GT7 the sense of speed is much much better on PSVR2 so I don't understand what people are saying about no sens of speed. For me it is nigh and day different.
I don't get this lack of speed thing, either. I couldn't feel any more different about it. Going back to real life, once you're somewhat skilled and confident at track driving/racing, the newsflash is this: You don't really register speed unless you're driving something at the bleeding edge of high speed or in true high-speed corners. The speed itself doesn't even begin to register to me until well above 150 mph, at least not in modern cars. As a well-known IndyCar drive told me once when discussing this topic: Nah, you don't really consider the raw speed--until you lose the car and are spinning/crashing. As soon as he said it, I was like, yes that is absolutely true, I know what you mean LOL
Truly, though, raw MPH means far, far less and feels like far, far less in a track/racing environment than it does on a public road. Yeah, if you go nuts and decide to rock down your local highway or freeway at 140 mph (or even less), it feels crazy but that's at least as much to do with the mental context (fear of going to jail, what you're normally used to on the same road, etc.) as it is to do with the pure speed itself.
 
Last edited:
It may be an issue specific to GT7 and PSVR2 then, as my own experience with VR on PC (Quest 2 and various titles) is that it's a close match for reality in terms of sense of speed, particularly on track and car combos I have personal experience with.
Idk can't speak for other VR headsets only tried HTC vive in project cars and it had no sense of speed either...

But there are times in GT7 when I do get a sense of speed other then driving around the course in a golfcart...

Like when the breaks all of the sudden don't have the grip you expect them too and that barrier comes up upon you mighty fast!! :D really pronounced on le mans track when pitting in on a slightly wet surface :D also when doing fast tracks like sardegna or DER RING!! in a screamer car (those cars that produce way too many rpm's and way too little torque) then you also get some good sense of speed but nothing in comparison to irl I think rsspyder21 also makes a good point about when you go beyond the edge of the car the sense of speed will get you somewhat....

But I mostly feel in VR it is lost and that is mainly because of the reasons I mentioned 1. no G-force 2. sound is not realistic and 3. graphics is still too blurry for your eyes to pick up the finer details

I would imagine that a motion rig and better graphics and sound would help alot on the speed sensation but idk since I not tried it??
 
Question to those who understand more than me of that topic:
Is what we get now the maximum the psvr2 can deliver? Or would ps5 pro or 6 with the psvr2 would Show a better picture on the same Hardware?
And if that would be the case, could downscaling the graphics in some points and use the freed up compute Power be used to make the picture with a current ps5 and psvr2 'sharper'?

Dont have Another VR game on PS5 yet to compare how other games Look like.
In theory hipotethical ps5pro could run 90 or even 120fps native without reprojection so we shouldnt see ghosting and thx to that image would be more sharp
 
Last edited:
snc
In theory hipotethical ps5pro could run 90 or even 120fps native without reprojection so we should see ghosting and thx to that image would be more sharp
I have a sneaky feeling there is alot more power to be squeezed out of the ps5 I don't think that its running anywhere near capacity yet and all that talk about a ps5 pro makes me sad I only just got the damn ps5 6 months ago after 1 1/2 years of waiting for it too resupply so I hope there will not be a ps5 pro for at least the next 5 years :embarrassed:
 
I have a sneaky feeling there is alot more power to be squeezed out of the ps5 I don't think that its running anywhere near capacity yet and all that talk about a ps5 pro makes me sad I only just got the damn ps5 6 months ago after 1 1/2 years of waiting for it too resupply so I hope there will not be a ps5 pro for at least the next 5 years :embarrassed:
I got my on premiere and would love to see ps5 pro in 2024 ;d
 
snc
I got my on premiere and would love to see ps5 pro in 2024 ;d
Why soo evil!? :D

Lucky me that won't be realistic since the adoption rate of ps5 is still not anywhere near their goal yet so that ps5 pro i still way wayyyy out into the furture
:D
 
Last edited:
First you need to connect it too PC and use the GHub to lower the spring rate from 20 to 10 otherwise you will get that crazy oscillation thing where the wheel will go from one side to the other on its own...

I use sensitivety 2

FFB torque 3
FFB sensitivety 3

anything higher I don't think the wheel can reproduce also your driving in a car with servo not a tractor from the 50ies without servo so higher torque seems unrealistic but that is just my opinion :)
Will check this tonight?

Sensitivity, FFB Torque and FFB Sensitivity are in-game GT settings? You keep everything in G Hub at default? (apart from the spring rate ofcourse)
 
I think i finally got my gt7 vr legs, played for 3hrs tonight without my motion bands and was fine. No more stomach drops on hills and was even ok after launching through air and crashing on fisherman's. Only thing that still feels wonky is reversing, throws my brain all off lol... There's hope for all my fellow motion sickness peeps.

Will try res evil tomorrow and see if i can handle that as well as gt7
Same here. Reversing is a bitch. Rally courses are so cool with the haptic feedback in the headset on jump landings.
Ps5Pro with x1.5 the power would be an instant upgrade for me. The PSVR2 is good enough. The current experience is best in class and plug n play simple. Historical! From now on OK / GOOD will get GOOD / VERY GOOD with a PS5PRO. I have waited 10+ years for this milestone in plug n play VR at this quality with most important this version on GT7. I am very glad that this is already been made possible bij SONY. Happy as is.
 
Last edited:
Will check this tonight?

Sensitivity, FFB Torque and FFB Sensitivity are in-game GT settings? You keep everything in G Hub at default? (apart from the spring rate ofcourse)
Yup all those settings are in GT and keep all other settings in GHub default except spring rate... also in GT settings increase the vibration settings to about 90 it will make the trueforce really shine through especially if you have it mounted on a sim rig that thing will feed you info all the time about grip and bumps and such :)


* again cannot insert quote when editing??

Turboracer 100% agree reversing will make that stomach turn and rally is insanely fun in VR however I not get any haptics rumble in the headset?? I looked and its on and the headset also vibrates when turning it on and off but nothing when playing GT7??

:)
 
Last edited:
Doing 5-10 minute races so I can watch the VR replays. Best way for me, is to watch while standing.

Anyway, the replays at Sainte-Croix A and Barcelona No Chicane, are too much. The sounds, even with the standard ear plugs, I’m loving the tyre noise. The chirps on the limit, off-throttle hush and their low level boom. The different engine & exhaust notes of each GT4/Gr.4, I have to repeat myself with wanting an optional locked view from the stands or at least, from the perch of Start/Finish lines. I’ll wait the one minute to eight minutes, depending on track.
DUDE! :eek:
First race after the update. Best glitch ever. Forgive the shaking, but I was just trying something since I notice when I watch cars pass, the next view is like spinning me around. Looking left to right, the next rendering projects to my right each time. So, I decided to look left before my car(green GT4 Supra) passed. The render would then focus in front of me. As can be seen, I look left and it’s rendering in front when I return facing forward.
I do this a few times. Then, the camera sends me to T1 and the glitch happens. I’m thinking what in the what? I haven’t “BAMFED” like Nightcrawler, to the next camera position! Hesitant to move at first, as I don’t know what I did. Start moving my head to see if I’ll get moved to another part of the circuit. Nothing.

Watch the AMG pass to see if that rights the replay. Nothing. More cars pass. Nothing. The rest was heaven to me.



Hope it’s not a one time glitch, as I’ll try again tomorrow. Would be nice if that’s opened the door to a possible future viewing option.
 
Last edited:
Why soo evil!? :D

Lucky me that won't be realistic since the adoption rate of ps5 is still not anywhere near their goal yet so that ps5 pro i still way wayyyy out into the furture
:D

I think the PS5 adoption rate is higher than one would think. Not to mention, PS4 pro came out almost exactly 3 years after the original PS4 came out. PS5’s 3 year anniversary is later this year. I could see them maaaaaybe holding off on its release another year, just to hit a tad higher sale numbers on PS5 numbers as you suggest. I hope they release in sooner than later, at any rate.

Anyways, like someone else mentioned many pages back. PSVR2 is a watershed moment in gaming history, akin to the release of PS1, Grand Theft Auto 3, and Grand Turismo 1. These systems and games changed gaming genre’s forever. And here we have a high quality headset, designed for consumption by the masses. Gaming will never be the same.
 
Just got my PSVR2 yesterday. I don't normally just ask questions like this without doing research first, and the truth is I tried reading through this thread, but it's huge. If there's an FAQ or something I should read, let me know. Otherwise:

All I want to do right now in VR is play GT7. So what do I need to do to get started? It wants me to scan my play area. I'll be sitting in my sim rig, not moving around, so how should I scan the area? Do I just stay seated, do I stand up and move around, or what?

I have no idea what it'll ask after that, so what else should I know? Any settings I should change?

I'll probably be susceptible to motion sickness, so I'm grateful for people talking about those armbands - I'll definitely be getting some.

I wear glasses by the way - should I use my computer glasses or my regular glasses? I suppose I can just try it to find out, but I thought I'd ask while I was here. I'll probably get some prescription lenses when they finally become available for the PSVR2.

Any other advice will be appreciated too. Thanks!
 
snc
I got my on premiere and would love to see ps5 pro in 2024 ;d
I really doubt we will see PS5 Pro. Slim yes, but not pro.

PS4 got PRO version because it was lacking power even on release day and 4k TV got very popular during that generation.
Now we don't see any way to get 8K tv's popular, and 8k gaming isn't a thing even on High end PC. It won't make any sens to make console capable of 8k gaming because of costs. Other than 8k there is no any significant thing to justify PS5Pro. People won't buy this because of "more stable 60fps and 4k" because basic PS5 can do this aswell.
And making new version of console and complicate game development for PS5 just for PSVR2 is completely out of any financial sens for Sony.
PS5 just started to be more available. Stock problems from the beginning of this gen also didn't help developing different PS5.
Slim version is all we will get probably.
 
I really doubt we will see PS5 Pro. Slim yes, but not pro.

PS4 got PRO version because it was lacking power even on release day and 4k TV got very popular during that generation.
Now we don't see any way to get 8K tv's popular, and 8k gaming isn't a thing even on High end PC. It won't make any sens to make console capable of 8k gaming because of costs. Other than 8k there is no any significant thing to justify PS5Pro. People won't buy this because of "more stable 60fps and 4k" because basic PS5 can do this aswell.
And making new version of console and complicate game development for PS5 just for PSVR2 is completely out of any financial sens for Sony.
PS5 just started to be more available. Stock problems from the beginning of this gen also didn't help developing different PS5.
Slim version is all we will get probably.
Ps5 already struggle when rt on, few new games in 60fps mode are only around full hd etc
 
snc
Ps5 already struggle when rt on, few new games in 60fps mode are only around full hd etc

And RT alone will justify new and more expensive version?

Look what PC you need to have 4k 60fps and RT. Now think about the price of similar console. I think it doesn’t have any sense.
 
Back