GT7 & PSVR2

  • Thread starter gtrotary
  • 6,160 comments
  • 750,446 views
I also posted in this post.



The description I put on the video:

There has been a lot of debate on social media on if the PS5pro is worth the upgrade for PSVR2 when playing Gran Turismo. In this video, I compare two circuit experiences; sector 2 of Circuit de la Sarth and sector 1 for Tokyo Expressway Central Clockwise and perform a side by side comparison of them driven on the PS5 and PS5 Pro.On both consoles you can only record on 1080p and even then it is not truly representative of what you see i the VR headset. To minimize video quality lost, I recorded in Playstation's 1080 MP4 and then imported into FInal Cut Pro and edited and uploaded to YouTube in ProRes 422. The result? The PS5Pro is better then the PS5 but the difference on recorded video is so subtle, most people would argue that it is not worth it. What is missing is what is seen in the headset. There are clear improvements there, but again the value proposition is limited.

In summary, the difference is extremely subtle to say the least on recorded video, but there is more of a visual difference in the headset. I am convinced now that capture of the VR experience is performed seperately to the images projected in the headset. At Circuit de la Sarth, for instance, in the headset you will see popup of trees down the Mulsanne straight, quite horrifically in places, and in PS5 pro you will still see pop up but less so and mostly in the far distance. The recording does not capture any of that. It does capture the slight sharpness improvements and the ray tracing though.

If you are on the fence about getting the PS5 Pro this will not be enough to convince you.

The social screen is just the 2000x2024 video from the left eye of the headset, downscaled/cropped to a 1920x1080 image. It does not render a completely separate video with less objects like you claimed in the video. The objects you see in the social screen are exactly the same as in the headset.

The comparison video (by your own admission) doesn't capture any changes to pop-in and your explanation for this is "trust me, it looks different in the headset"?

The tunnel lighting comparison you used - yes, it's the same time code but the two shots are taken from completly different angles and locations on the track. The PS5Pro shot is taken from further down the track. In fairness it's basically impossible to capture an identical shot from one console to another, but it's for that same reason you can't draw any conclusions from them.
 
MGR
The social screen is just the 2000x2024 video from the left eye of the headset, downscaled/cropped to a 1920x1080 image. It does not render a completely separate video with less objects like you claimed in the video. The objects you see in the social screen are exactly the same as in the headset.

The comparison video (by your own admission) doesn't capture any changes to pop-in and your explanation for this is "trust me, it looks different in the headset"?

The tunnel lighting comparison you used - yes, it's the same time code but the two shots are taken from completly different angles and locations on the track. The PS5Pro shot is taken from further down the track. In fairness it's basically impossible to capture an identical shot from one console to another, but it's for that same reason you can't draw any conclusions from them.
He’s a member here, being nice, trying to help people out with something requested..not some review site or professional youtuber….
 
MGR
The social screen is just the 2000x2024 video from the left eye of the headset, downscaled/cropped to a 1920x1080 image. It does not render a completely separate video with less objects like you claimed in the video. The objects you see in the social screen are exactly the same as in the headset.

The comparison video (by your own admission) doesn't capture any changes to pop-in and your explanation for this is "trust me, it looks different in the headset"?

The tunnel lighting comparison you used - yes, it's the same time code but the two shots are taken from completly different angles and locations on the track. The PS5Pro shot is taken from further down the track. In fairness it's basically impossible to capture an identical shot from one console to another, but it's for that same reason you can't draw any conclusions from them.
It’s impossible to capture exactly the same shots but I got pretty darn close.

As to pop in I can only report what I noticed at the time. I noticed a difference between consoles on the Mulsanne Straight when I was in the headset. Both still had pop in but the Pro a lot less.

What surprised me was that I couldn’t see that at all on the recording, which was recorded live at the time, hence my questioning as to how it was captured.

I’m not trying to be GT7 YouTuber (I retired from doing that in a completely different activity but I still have the gear) so I’m doing this as a favor.
He’s a member here, being nice, trying to help people out with something requested..not some review site or professional youtuber….
Thanks.

This video kind of exploded. Usually I might get a couple dozen views. But this one has got almost 2k in less than a day.

lol.
 
Last edited:
I’m also on an old OLED 60hz TV in my racing cockpit so I’m considering upgrading to a 120hz OLED so I can play non-GT7/non PSVR2 games on it and get the best out of them
You can use PSVR2 to play non-VR games including 120hz mode, even if you don't like playing non-VR games with PSVR2 you can use it to try out the 120hz mode.

To enable the mode go to settings-> accessories -> Playstation VR2 -> output 120hz to VR headset
 
Here are my 2 cents testing for about 1 hour after the Pro update (1.54).

First of all. Sony and PD did not drop the ball on VR.
We have a new reprojection mode now exclusively for the PS5PRO.
There has been dedication to improvements and therefore we got what we hoped for.

It is a major upgrade in my opinion. With some tweaking and a possible PSSR VR / Foveated Rendering optimalisation alongside it might only get more spectacular.

  • Colors are more vibrant. More HDR like. More contrast.
  • LOD is significantly improved in terms of depth and clarity
  • Interiors are rendered sharper. Not much but now all text and displays are even sharper on the Pro then before 1.54
  • Before the 1.54 update the mirrors were sharper / higher res on the Pro for sure. This was really nice and realistic. This might come back again in the next update.
  • 1.54 PRO-jection mode really does a great job getting rid of reprojection. It's honestly very hard to go back. When switching between the modes it becomes very clear that even with some current new artifacts it's the best mode we got yet. The most realistic and HD for sure to me.
  • 1.54 new positional reprojection introduces some weird warp and shimmery / jaggy style of artifact in the distance (tree-lines, sky). Hopefully this can be resolved with an update. I'm madly positive because PD clearly is aware of this pointed out in the notes bar below on screen when selecting stated it could introduce strange behavior. If they fix it, it's near damn perfect.
  • Cars are so nice en sharp now
  • Tracks honestly are new experiences without re-projection.
  • Some strange shadow behavior on other cars
  • Still Pop-in of track and car assets
  • VR Replay is amazing now with the PRO-Jection mode
  • When putting PRO-Jection mode on, swithing the PS5PRO off, and booting up GT7 again the PRO-Jection mode is off again. To me, along with the "warning" note on selection, it sais: Guys we are working on it, but here it is in first iteration, we are making it happen...once it's ironed out GT7 will remember ON on boot up..

To me it's the update I wished for and expected.
There is even room and perspective for improvement since PSSR VR will be introduced at a later stage.
Also there is a good chance we get some optimalisation / bugfixes for the new PRO-jection mode.
Glad I got the Pro. And very happy Sony/PD keep pushing the envelope.
To me there is no alternative. PS5PRO, GT7 and PSVR2 is currently by far the best VR SIM option in my book.
Now it's time for some more races with this fresh 1.54 release!
 
Last edited:
@Kriptical @TheNormsk

I've bitten the bullet because of the Black Friday price (£349) and order PSVR2

I'm coming over to the dark (perceived depth!?🤔) side 😝
You may feel a little old the first week but you’ll love it.

So you’re going to start a Glenn VR account and start over? I do suggest starting slowly with slow/convertibles to start with. Actually Music Rally is a great first experience.
 
Last edited:
You may feel a little old the first week but you’ll love it.

So you’re going to start a Glenn VR account and start over? I do suggest starting slowly with slow/convertibles to start with. Actually Music Rally is a great first experience.
I might repurpose my GlenAlt account for it as that has Sport mode unlocked already but minimal SP content done just so I can do TTs straight away.

I should be fine motion wise as I've done few VR sessions before, it will just be about recalibrating my pace for a while. Just done an afternoon in cockpit cam again and I'm not to far off however that is using the gear indicator as a cheat for brake markers but that's not available in VR hud?
 
I might repurpose my GlenAlt account for it as that has Sport mode unlocked already but minimal SP content done just so I can do TTs straight away.

I should be fine motion wise as I've done few VR sessions before, it will just be about recalibrating my pace for a while. Just done an afternoon in cockpit cam again and I'm not to far off however that is using the gear indicator as a cheat for brake markers but that's not available in VR hud?
Honestly cockpit cam practice won't do anything for you. The difference between cockpit cam and VR is like the difference between cockpit cam and chase cam. The depth change is mental.
 
Back