PS5 Pro VR HUD Issues in GT7 – Share Your Experiences & Update Reports

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Hi everyone,

I’m considering upgrading to a PS5 Pro mainly for the VR improvements in GT7 with PSVR2, especially hoping for less ghosting and smoother motion. One thing holding me back is the reports of HUD glitching on the Pro, such as doubled or blurry HUD elements. I rely on the HUD, and if it’s glitching, it would really ruin the immersion for me.

I’d love to hear from anyone who has tried GT7 VR on PS5 Pro:
  • What has your experience been with the HUD?
  • Have you noticed any improvements or worsening of the HUD glitching after recent updates?
  • Are the glitches manageable, or do they break immersion and gameplay?
If you’ve seen changes over time or have tips or workarounds, please share! I want to gather detailed feedback from the community to better understand the current state of the VR HUD on PS5 Pro and whether a fix might be coming.

Thanks in advance for your input!
 
Hi everyone,

I’m considering upgrading to a PS5 Pro mainly for the VR improvements in GT7 with PSVR2, especially hoping for less ghosting and smoother motion. One thing holding me back is the reports of HUD glitching on the Pro, such as doubled or blurry HUD elements. I rely on the HUD, and if it’s glitching, it would really ruin the immersion for me.

I’d love to hear from anyone who has tried GT7 VR on PS5 Pro:
  • What has your experience been with the HUD?
  • Have you noticed any improvements or worsening of the HUD glitching after recent updates?
  • Are the glitches manageable, or do they break immersion and gameplay?
If you’ve seen changes over time or have tips or workarounds, please share! I want to gather detailed feedback from the community to better understand the current state of the VR HUD on PS5 Pro and whether a fix might be coming.

Thanks in advance for your input!
I bought a Pro mainly for GT7 with VR.

The HUD glitching is very annoying, especially when I'm trying to see how much tire I have left. It's a very bad picture that staggers the HUD and gives it a screen tear type of effect in that area. I've since went back to my OG PS5 for VR. My Pro is in my living room mainly being used for Assassins Creed Shadows. It's a shame though because aside from that, it performs very well.
 
Wow, it's so bad that og is better for gt7 vr?! That's depressing.
That's only if you have PSSR enabled. A future update to PSSR will likely remedy that, as long as PD doesn't have to implement it lol.

Also there's an entire thread on the front page dedicated to the questions you're asking. I'd suggest reading through it.

GT7 & PSVR2
 
That's only if you have PSSR enabled. A future update to PSSR will likely remedy that, as long as PD doesn't have to implement it lol.

Also there's an entire thread on the front page dedicated to the questions you're asking. I'd suggest reading through it.

GT7 & PSVR2
Thanks but I read that thread already. It's about hud issues in general, not specifically in relation to the Pro.

Positional reprojection is the thing that simultaneously removes the ghosting and breaks the hud isn't it? So, switching it off would kinda defeat the purpose of buying the Pro for VR in GT7.
 
Thanks but I read that thread already. It's about hud issues in general, not specifically in relation to the Pro.

Positional reprojection is the thing that simultaneously removes the ghosting and breaks the hud isn't it? So, switching it off would kinda defeat the purpose of buying the Pro for VR in GT7.
It'd depend on what you're doing in VR. Some folks remove the HUD entirely for immersion, I don't run endurance races in VR (yet), so it's largely been a non-issue for me.

Sometimes the artifacts aren't that bad, sometimes they do obscure pertinent information. You absolutely CANNOT count on PD to fix the issue, they've shown time and time again that they're abhorrent in that regard.

Maybe wait until they fix it before buying the Pro.
 
It'd depend on what you're doing in VR. Some folks remove the HUD entirely for immersion, I don't run endurance races in VR (yet), so it's largely been a non-issue for me.

Sometimes the artifacts aren't that bad, sometimes they do obscure pertinent information. You absolutely CANNOT count on PD to fix the issue, they've shown time and time again that they're abhorrent in that regard.

Maybe wait until they fix it before buying the Pro.
I sometimes do boring money grinds on flat screen, but apart from that I only play in VR. That includes GTWS races. I can put up with not knowing the splits, but no hud at all would be a bit much for competitive. I did see the thread saying you can use the NSX GT3 and get position and lap info from the cars dash display and I'm considering it, but that won't help with the weather map, radar, fuel map, brake balance, TCS. I feel like for actual racing, I really need the hud.
 
Wow, it's so bad that og is better for gt7 vr?! That's depressing.
I almost pulled the trigger on a pro and pulled myself back because everything is still pretty amazing on ps5 standard

If it was like the psvr1 quality from ps4 to ps4 pro jump …sure but it’s not that noticeable (for me) in the ps5, and I don’t think I’ll perform faster lap times either because of the ps5 pro’s ability to render

, I mostly play gt7 and ea etc, and also I don’t play no man’s sky enough to really need the upscale

Edit: also still want a console that can support ultra wide monitor which none of them can do yet
 
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Wow, it's so bad that og is better for gt7 vr?! That's depressing.
It's not better than the Pro. You can still set the graphics to prioitize Ray Tracing and still get a great FPS. But that alone, does not justify the price.

Positional reprojection is the thing that simultaneously removes the ghosting and breaks the hud isn't it? So, switching it off would kinda defeat the purpose of buying the Pro for VR in GT7.
This 100%
 
It's not better than the Pro. You can still set the graphics to prioitize Ray Tracing and still get a great FPS. But that alone, does not justify the price.
Just want to check what you mean by that. Are you saying that on the pro in vr you can leave positional reprojection switched off, so you still get the ghosting, and switch it to prioritise quality/ray tracing and that will make it look prettier than it does on the og?

What do you mean about better fps? I thought we only ever get 60fps and reprojection for 120hz?
 
What do you mean about better fps?
What I meant to say, was a more stable FPS. I just hooked my Pro back up to my SIM rig to do some testing with all available modes / options. The Pro will keep that 60fps 100% of the time, regardless of weather or cars on the track. This is with none of the Pro enhancements turned on.

So I did a lot of Reprojection testing using Daytona Speedway and a Corvette C7R as a surrogate. The C7R keeps the vehicle information HUD inside the dashboard, so it looks good all the time, since nothing is passing through it. If you pick a car that puts this information on the windscreen, it's gonna annoy the crap out of you. Daytona was used as the track, because the fencing and light posts really expose how bad the Pro handles reprojection on passthrough objects. Every time your race info HUD passes over any of these objects, it creates a "heat haze" type of effect. Also, the car info / player names above opponent cars, apex markers etc. Anything that's not part of the track or vehicle, will give you this effect. Turning off all of the vehicle info over opponent cars made the biggest difference / improvement. The nice thing about reprojection is how smooth the picture is when cornering. Still though, I switched back to my OG PS5 after these tests, and I don't miss or notice anything to the point where I want to go back to the Pro.

I thought we only ever get 60fps and reprojection for 120hz?
You are correct. 60 fps, unless Positional Reprojection is enabled. Then you get up to 120.

This article from Jordan explains everything you are asking. It's extremely in depth and informative. Even though it's from November 2024, nothing has changed as far as support or improvements. Basically, if you can ignore the weird HUD behavior, it's a great improvement. But you're not gonna miss out on the experience if you stay with a normal PS5.

https://www.gtplanet.net/gran-turismo-7-on-ps5-pro-review/
 
Looks like Jordan doesn't use the hud so wouldn't have seen the issues with it, but he does explain everything else very clearly.

Thanks for doing all that research and testing.

Just to make sure I've got this right, if you switch off PSSR (to avoid the softer image and weird artefacts) and positional reprojection (to avoid the broken hud) do cars up ahead at 200m or 300m still look sharper in VR on the pro than they do on the og?
 
There are all sorts of different fps contained within the general screen refresh, depending on GPU performace and PD choosing what to prioritise. You can get terrible slow frame rates in special effects and reflections or mirror images. They play about with these with the Pro, I remember the rear view mirrors were better resolution and faster before the Pro update on the Pro. But they made other things better with the update. Money is always subjective, for me the Pro is worth the extra money in VR.
If you need the HUD, turn the experimental mode off, cant remember what its called, its not PSSR as PSVR2 is not using PSSR. You will get ghosting but the HUD will be nice. You will soon not care about HUD though for most driving when you have tried the other mode.
 
Looks like Jordan doesn't use the hud so wouldn't have seen the issues with it, but he does explain everything else very clearly.

Thanks for doing all that research and testing.

Just to make sure I've got this right, if you switch off PSSR (to avoid the softer image and weird artefacts) and positional reprojection (to avoid the broken hud) do cars up ahead at 200m or 300m still look sharper in VR on the pro than they do on the og?
PSSR is only enabled for flat screen users. It automatically gets disabled when you turn on the VR headset. It's an AI upscaler just like reprojection. I honestly didn't notice (or it's not a big enough improvement for me to notice) how much sharper opponent cars are at a larger distance. You will notice that the environment in the distance is much smoother as you pass by it. It's something you really have to pay attention to though. If you're focused on racing, it's not that big of a deal. If PD made a competitor to Forza Horizon, that's where the technology would pop out.
 
Okay cool, so there are some gains, but probably not £700 worth.

Reprojection isn't upscaling, it's shifting the last rendered frame to match the latest rotational headset movements and inserting that before the next rendered frame. Imagine getting an image into Photoshop and just twisting and moving it a bit. It's basically that.

The new positional reprojection mode does that, but also reads in how the positions of objects in the game have moved since the last frame too, then also uses image warping and slicing to move those objects to their new positions too.

In either case the new "frames" take far less processing power to create than fully rendering actual frames. So, they can be quickly created and inserted between the 60fps renders to give us smooth kinda "120fps".

The problem with the hud happens because the positional reprojection algorithm can't distinguish between a hud element and what's behind it. So, if what's behind it moves, it moves with it. But it only moves on the reprojected frames, not the rendered frames and that means we see double.
 
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