Thanks for the video. I am a PSVR2 only driver and trying to determine if a purchase of the PS5 Pro is worth it. As you are one of the only TH-camrs that promote and use VR your opinions are very helpful. Cheers from Canada 🇨🇦
@DaD-xx7vr thankyou. The game is a fucking mess now. Everyone saying its better clearly arent using their eyes. Tried it tonight on my pro. Breakdown Quality rt mode.. reprojection off= Removes most of the reprojection on fences.road signs. Instead this now fucks the hud. The tyre info hud is unreadable. Its like reading txt whilst crissing your eyes😂 The lap time info above your eyes now ghosts when you turn corners. The tree tops all flicker and ghost permanently. Slightly better resolution in cockpit. Sharper image. The distance boards are clearer. Car rendering distance is slightly better. Less jarring pop to lower render cars as they get in distance. Quality rt mode reprojection on. Ghosts like mad. Worse and more noticeable than base ps5. Framerate mode reprojection off. Same hud issues as above. Doesnt feel any smoother to other mode OR BASE PS5. Framerate mode with reprojection on. Again. Same as Quality rt mode. Same issues. No smoother. As someone with 230 hrs in gt7 vr2... this is a mess. In the 45 mins in pro mode... it made me ill. First time for gt7 vr. If this was what I was stuck with, It would make me sell my psvr2. Its that bad. Luckily I still have my base ps5 on my sim rig. I will stick with that. Thats unless this update has fucked that version too now. If it has.... then thats my psvr2 days done. 😢
@Kireth Excellent video! Actually, there's always some form of reprojection, it's just that PS5 Pro offers a new solution for it, which is what you're turning on in the settings. If you turn it off, it falls back on the old solution. I believe the original version is Temporal Reprojection, which uses data from the last frame to create extra in-between frames. This is the ghosted examples in your video. Positional Reprojection seems to divide the image up into little pixel blocks and offset them. If you want to see how it works and where it breaks down, go to SS Route X and blast along the main straight looking to your right at the barrier at the side of the track. With PR turned ON you will see a sort of shimmer above the barrier. If you speed up and slow down you will see the shimmer become more or less pronounced. If you do this near the ships in the dock you will see what it's doing. It's basically sliding groups of pixels along a bit in the opposite direction to your movement. It breaks down here because the barrier is closer to you and moving much faster relative to the scenery or horizon behind it. I've seen it in a few other places and it's usually where you have a lot of parallax between foreground and background objects. The PR algorithm can't resolve the difference in speed so you get the artefacts. Looking forward isn't a problem as there is a lot of information to work with but it's cornering and looking sideways where TR and PR struggle the most. Also, I noticed people complaining about the HUD distorting which I hadn't noticed as in VR I tend to turn all the race info and HUD off and just enjoy my driving, but turning the HUD elements on I could see what everyone is talking about, there is clearly distortion, particularly during cornering. It seems the PR algorithm is processing the entire image including overlays such as the HUD which seems a bit strange as I'd expect the HUD elements to be processed separately and overlaid after the rest of the image is processed. For my gameplay, I'll leave PR on but turn the HUD off, and where I really need the HUD I'll either try to ignore the distortion, or if it's too distracting I'll turn PR off and fallback to the original TR. (This is the tearing you describe in your video, the PR algorithm can't make sense of the driver names - which are static - against the background which is moving). I tried to capture this but the 60fps videos from the console don't show the effect at all, you can only see it in the headset. I suppose they're outputting the social view and screen recording image (which includes the HUD) before doing the additional processing for the 120hz VR display, maybe that's why the HUD can't be processed last, and why the effects don't show up outside of the visor. PS: I'd love Polyphony to bring back Gran Turismo 4's HUD-less option, that would pop up with your position and time at checkpoints but otherwise stay off. It would be good if they'd implement a button or voiceover with race info if you want it but otherwise give you full immersion. Also they need to extend the draw distance or add an extra LOD for drivers in convertibles and go-karts in VR, they disappear very quickly which is immersion breaking.
@@Kireth No problem. This was a very clear, honest and informed review of the original and upgraded VR modes. It's good that you were able to capture the VR view and provide examples of the double image. It's sometimes hard to explain to people who haven't played it.
I'm on PS5/PSVR2 and your analysis is the business! The real things we actually want to know. Thank you! Was your conclusion that you can switch on prioritise ray tracing, in VR, but it doesn't actually do anything?
Yep, and I think there's still reprojection in the PS5 Pro mode, it's just a different and better algorithm. I've been studying the 4k camera shots lol
@@Kireth Good co's I just bought a base as couldn't really warrant that £400 extra. Can't wait till it comes But have to wait to pick up this game. will get PS plus for the rest of month till I have some more money. I just wanted it for my PSVR2 I already own on my PC.
For me on PS5 Pro with the new repro mode it basically anchors the cars in reality, they feel more real and more solid. Much nicer to play this way. I was never too bothered on my og ps5 but once you use the pro mode the old mode is really soft and “papery”, less solid. VR replays with the new mode are ghost free and more real. I’ve seen the tearing in flat mode with ray tracing and pssr on… like pxels crawling on the back of cars. I dont play flat so don’t care. VR mode has some new artifacts like weird stuff on the windscreen of the back mono, but it’s worth it. I don’t use any GUI on in VR mode (immersion ruining) so never saw the issues in pro mode.
This is exactly my experience. It’s hard to convey how much more real and solid the other cars around you are now. It’s actually easier to predict their movements which has made going 2 or 3 wide in a turn much cleaner for me. I’m encouraged to look over and see how close I am. Before, I avoided doing so because I didn’t want to be reminded of the reprojection lol
Personally I have no issue with GT7 VR. I can see everything I need to see & do not need better looking stuff off the track & can get fast times. Issue I have right now is the GT3 24 lap daily race says no pit needed so I ran hard tyres, no pit & got a penalty for not pitting when the race says minimum number of pits is none.
I saw one other TH-camr said today that what impressed him the most in this update were VR improvements as there is much less blurry and clarity has improved. Now I can see it myself...
my biggest issue on VR is that I can't see the race information (position, opponents pit info, etc.) We need that for endurance race, or add the radio to the game.
Have played on ps5 pro psvr2, biggest difference l notice is the details on rival cars are much clearer. Before if they were more than about 10meter in front they were blurry and struggle to make out what model at times now can see much more clearly, especially the smaller details like badges/livery. As for the background environment no real difference in terms of graphics but feel you can see things more clearly from further away. Played with all race info turned off
So, after all these tests, would you say that the best way to play GT7 on the PS5 Pro is with POSITIONAL REPROJECTION "ON," RAY TRACING, and HUD "OFF"?
@@mateuschristmann4975 I played for the last hour. Definitely have reprojection On. Prioritize Frame Rate (Not Ray Tracing - I had some occasional stutters with RT with some tracks at dawn or dusk).
Am I crazy or you never compare vr replay with setting on and off. I think that would be the best examples for us to see a difference. You really notice it in VR Replay when you had the setting Off but didn't see the part were you tried it with the setting on. Maybe in a short. THank you for the content
You were the only honest one on youtube when it came to the visuals. I watched your video, decided to see for myself and still came away disappointed and returned the thing.
I don’t have the pro but I noticed a significant difference on VR replay, you can actually watch it now, and they sorted the fixed default target view on replays!! Well done PD. A big step forward in VR2 guys.
Appreciate the work on looking into the settings. Can't say I can 100% concur with the findings of graphics artifacts since I normally am not doing a lot of fast head movements when using my PSVR2 while in races. I would really like to see you do a comparison of Standard PS5 with PSVR2 in a GT3/GR3 race vs the PS5 Pro/PSVR2 combo and new settings to show a few key issues that for me would be the deciding factor for picking up a PS5 Pro or not. Yes GT7 is my Main game & I mostly race in Sport Mode almost exclusively with the PSVR2 Nowa days. Things I am looking for in particular is how LOD & detail pop in compares during races. for instance with a lot of liverie & car model details as the distance to them increases & decrease it is noticeable to see decals & details of the vehicles change a few times in a noticeable way as well as some distant background stuff like tree's & crowd in the stands pop in as you drive through the course in the standard PS5/PSVR2 combo on high frame rate setting. Sorting that out would be nice ... IMO a good test track would be MT Panorama. The long sight lines on the straights can highlight this issue pretty well.
In terms of framerate/raytracing , I read it somewhere that it's always in performance or prioritize framerate mode when driving. The raytracing is only for replay and showroom.
Hey man, thanks for the honest video. With the current update on your favourite settings, how would you say it now compares to AMS2 on a decent spec PC like a 4080 or similar? I'm trying to decide which option to go for.
Great video, I stopped playing this a while back in VR because of the reprojection, so this looks like a great time to jump back in. It's a shame about the UI issues and hopefully they can be fixed but I'm more than happy to turn them off for a better driving experience
Correct DF said it was a 4k like experience in the head set it is, temporally it isn’t and they have mentioned that many times. Dont be “dishonest” about who is and ain’t “dishonest”
I had returned my launch VR2 when it first came out.. Now that I have the pro, I reorder the VR2 this morning. I subscribed and looking forward to your vids. I'm really expecting to be highly educated since I'm new to the whole VR thing.
man... i watched ur video twice.. and u are by far.. the best / honest and indepth reviewer for GT7 PRO VR2 Patch. Poly should hire you to be a game tester.
I think on really is on, based that naming what you’re seeing should be reprojected frames but including positioning based on object velocity. This is actually similar to how FSR 3 works, they interpolate frames based on motion vectors from the rendering stack.
Thanks for the video. The replay mode of PS5 Pro vs RP Off (On) was really clear, it's a shame you didn't do it with PS5 Pro vs RP On (Off). Thanks for taking the time and effort to actually do VR GT7 content!
THanks for the detailed review. Appreciated. As a VR and PS5 racer, I think its not worth for a PRO update. I already enjoy racing with VR2 at my current settings. I'd love to see the difference and test but can't at the moment though.
You have to try it, the ghosting is gone with the new reprojection. It’s insanely good. Other devs need to patch their games to use this new algorithm.
I would love to have a PS5 Pro, enough to buy one ? No. I bought my PS5 4 months ago. And I get people asking me, why did you not wait for PS5 Pro ? Like thank God I did not. 700 Pounds on a console ? And I got PSVR2 400 Pounds, so I got a 900 Pounds "without wheel and such" and that's just not enough ? Lmfao Sony can honestly go to hel
looks like some growing pains with new tech. Possibly promising but what you are showing isn't worth a $700 upgrade. Even if you race exclusively in VR on GT7.
The toggle is not to turn reprojection on or off. I think it is maybe just named POSITIONAL reprojection and when it is turned on it is repositioning the reprojection so it is not as noticeable.
I have done a video saying the same as you have, I got the pro and it was better but still the same blur effect, after getting the update on the pro I turned the vr setting on and went frame rate oh my god what a difference I can read stickers as I overtake cars now! I only had time to do one race but im blown away!! My next video is coming soon, thats not a plug by the way!! Keep the videos coming great stuff!
Thanks for making the video. Reprojection in this game definitely needs to be mentioned, as some people can really notice it. I can report a very similar experience to you on PS5 Pro with this patch. I was genuinely shocked by how much better it looked in terms of image clarity and stability. However I did notice almost straight away that the hud elements were tearing, and particularly so when watching an opponent’s name as you go around a corner. After my first race I went straight in and switched off the setting for reprojection, and was then shocked again to see that it was pretty much the same as the on the base console, or the pro console before this patch; noticeable reprojection at high speeds and when turning. Quite bizarre. I think they have the on / off toggle round the wrong way in the settings. Or they need to re-word that option. As for ray tracing / frame rate toggle, I could notice any difference. I was looking for the reflection of my car in the opponents’ paintwork and it definitely wasn’t there, so I don’t think VR uses ray tracing or only uses it for very limited things, like inside the cabin. Overall, I’d say this is a massive improvement on for VR on PS5 Pro. In some respects it’s better than I was hoping for. I just wanted the same resolution as before but without reprojection. Somehow they’ve not only managed to give us a noticeably sharper image but also a much smoother looking one. The only things I’ve noticed so far that are broken are the opponents’ names and mini-map, which can be switched off, and some noise and glitches in some opponents’ shadows. The only really disappointing thing I’ve experienced so far from this patch on Pro is the hud elements on a night race, they were a total mess. The tearing that is a bit distracting on these elements in daytime races was awful at night. Thankfully these can be switched off if needed. Also, 99% of the races I play are in the daytime, so I can live with it. I’m very happy with what they have done so far with this patch. Once PSSR is updated to accommodate VR, I’m sure this game will look even better.
@@Kireth Thank you. If you don’t mind, I’ve got an unrelated question, but you seem like right man to ask as you’ve used both of these potential upgrades I’m considering. I currently have a Logitech G923 wheel and pedal set. I want to upgrade, but I’m not sure whether to upgrade to the T-GT 598 or spend more than twice as much and go for a Logitech DD11, hub + wheel, and the pro pedals. I know the Thrustmaster will clearly be an upgrade in almost every way, but I wondering if I might regret not going straight for the Logitech set up, as I’m guessing that it is a noticeable improvement over the Thrustmaster. Do you have any advice?
I have a review on the Thrustmaster coming soon, so if you can wait a week or so you'll have my full thoughts 🙃 I struggle to see how the Thrustmaster pedals will beat the G Pro pedals tho
I have All the bells and whistles; PS5Pro with PSVR2 + 85” 8K Samsung TV , tried four different settings and 2 were good and 2 not so good. So confused why they would not tell us best set up in plain English. Your analysis Kireth is very good but still confusing. Funny that when I tried enabling the 8K setting it said “Not available with VR.” Exactly, but without the VR helmet on I tried it that way and wow, very nice, clean . But still enjoy VR cockpit raising for full immersion. Still confused, but very happy with all my stuff including my Logitech Pro+pedals.😅
The issues come about after the new pro patch are minor in comparison to the ghosting before. Highly recommend Quality and new reprojection algorithm. This has single-handedly made pro worth it imo. Essentially zero ghosting now.
Becuase your not turning reprojection off your turning on the new method of reprojection that is more resource intensive so is only available for pro for gt7 but other games have had the option to use the new method for a while now but unless the game is pretty basic it's too resource intensive for base ps5 and dev is probably able to get 90 native anyway if the game is basic enough.
Okay, so Positional Reprojection ON, but with RT or Performance? Did you still get double imagery with the HUD in Performance mode? FYI, I think there is still meant to be Reprojection in-game, it's just that the view from headset movements are now smoother due to a better Reprojection algorithm (I understand why you would think ON means OFF. It's because the blur has improved owing to better Reprojection for once). But yeah, other moving polygonal objects like cars moving left to right at speed in a replay will probably always have a double image (Reprojection). In the Quest ecosystem there are at least two types of Reprojection that are sometimes used in combination, called Asynchronous Space Warp and Asynchronous Time Warp. People often use them interchangeably when that's a mistake. One is to do with a polygonal object's known path of movement. And the other is the standard Reprojection guesswork done simply on the data of each 2D flat frame/image (which is much poorer).
@kireth Any chance you could do a view distance test between PS5 and PS5 PRO? For me, I would buy the PS5 PRO if it made stuff less blurry and has a better view distance, I am less concerned with reprojection. A simple test like how far away can you clearly read the 100M board before a corner on barcelona for example, on the PS5 vs the PS5 PRO would just be so so so helpful...
Hey! Yeah I guess there's a few different cars that have that issue with the warped / doubled HUD. In the GTP forum where I posted that pic, other members mentioned a couple other cars where that happens. I imagine they will fix that soon, must just be a bug they missed.
I have the PSVR2, Ps5 Pro and GT7, but very sensitive to motion sickness. So what is best option I need to use in GT7? Performance mode (=120fps?) And Reprojection option ON?
This new reprojection definitely feels better to play but it comes with a few caviats. Try it during rain with the windshield wipers and you have these small breakups on text when the wipers move over it.
Thank you Kireth. You have addressed a lot of the questions I had about VR2. I'm pleased it is noticeably improved. I might buy a pro when the disc drive becomes more readily available in the new year. Although I still think it's a hard sale because if the cost.
Is the image inside the headset less grainy now aswell? Less pop in of trees? Would also be intersting if this has changed the performance on base ps5 after this update.
@@zyban99 This is what i want to know. I know the difference between the headset and what you get on screen from my own videos i have posted. I only race in PSVR2 and would consider the upgrade if it is a significant improvement inside the headset.
It does seem I can read the brake markers further out. Not sure how to guage exactly how much further, but enough so that it’s nearly real-life distance and a non-issue for me now.
What on earth is the point of reprojection in VR replays anyway?? I dont mind it _too_ much when racing, but VR replays are completely unwatchable imo. It sucks so much cause the ps5 pro is so not worth it for such little improvement... but I _really_ want my non-blurry replays 😭
I am loving it. I had stopped playing games on the psvr2 cos of reprojection knowing that the Ps5 Pro was coming out and was hoping they would be able to get rid of it. And now GT7 has shown its possible with this new method. I reallly hope other developers use it on games like Re4 , Re8, Synapse, Metro Awakening. Etc etc. it’s only early days but going for best!!!
I’m one of the few people that never had the hud on to begin with even in the older games haha. For a hudless individual like myself who hasn’t even upgraded to ps5 yet, is the ps5 pro and vr worth it considering I could probably get a beater and drive it around the ranch for the same money?
To anyone watching this potentially turned off of buying psvr2 on regular PS5, I have played with psvr2 hundreds of hours and the blurryness is not really that bad. Notice what Kireth has to do to trigger the blurryness, and compare that to how you move your head and where you look when you're actually driving.
You’re not wrong, it’s always been a stelllar experience on base PS5. Racing games are perfect for traditional reprojection, since you’re mostly looking straight ahead, the doubling/ghosting of objects moving laterally across your vision is mimimized. Kireth is not “triggering bluriness”, he’s simply looking anywhere but straight ahead and noticing the reprojection doubling of passing objects. What the Pro does is nearly completely remove this reprojection doubling somehow, so when you’re looking around it suddenly doesn’t matter anymore. There’s no more doubling, opponent cars look and feel more real and persistent around you, and there’s a greater sense of speed. So it’s not a necessary upgrade, but it is absolutely well worth it IMHO.
So the 2D-Timing boards / UI isfreaking out when you move your head? This reminds me alot of SteamVR-Reprojection - which works different than PS5s. You can still use both Reprojeciton-Types on Steam (force half framerate and turn Reprojection off actually enables PS5-Style with a lot of ghosting). NOTE: I tested this with the PSVR2 on PC-Steam, not sure if other VR-Heads behave in the same way. The SteamVR-Reprojection works different, especially in 60 to 120 Hz moving artifacts of 3D-Content are contained way way better. Way less double edges - almost like no reprojection. BUT: If there is anything highcontrasty in the secene (like using flashlights in dark environments) or a 2D Overlay, like a textmessage, fixed in your view...Those go crazy, tearing, ghosting and even bending/deforming a bit whenever you move your head or turn around. What you describe here, reminds me alot of this. I still prefer the SteamVR-Type over the classic PS5-VR2 Reprojection, but it has its problems of its own and it adds additional GPU-Load like an extra 10%. This would suggest, that they do not use real native FPS but an improved version of Reprojection instead that works simelar as Steams own implementation. Or it is a problem with PSSR in that case. Native FPS would never tear appart the UI. That is for sure.
It's amazing that with all the issues with both PS5 and PS5 Pro while using PSVR2 Headset in GT7 (I'm using a new PS5 Slim with PSVR2 for GT7 and long distances it's on the blurry side) my PS4 and PSVR 1 racing in the GT I got a few years ago everything was so crystal clear so now PS5 and PSVR2 in GT7 is disappointing.
The reason you get "tearing" is because the headset with that option on is trying to pretty much do motion interpolation like modern Smart TVs do. And you get these artifacts. I wouldnt use that option. The Reprojection is much better with the Pro PSVR2 version compared to the PS5 let alone the massive improvement in Image Quality
This dash reflection was and is on normal PS5 with VR. Reprojection has to be OFF and it is only beneficial if PS5pro would be able to sustain 120FPS, which might be a challenge even for pro. Therefore the real gain is Raytracing. Which is very cool. And reprojection is smth different. The GPU doesnt render twice same picture from different angle, it is doing it only once and simulating (reprojecting that ) for the other screen (eye). As u understand reprojecting take much less power calculation than rendering twice. With future updates the performance might improve, but 120FPS twice rendered isnt that easy.
Please fgs put the before footage on the left and after on the right, i have no idea why anyone would do it with before on the right, doesnt make any sense
Looks MUCH improved to me. Other cars now look pretty much as good as they do in showroom beside you and much better at distance.All the errors I used to see are pretty nonexistent. Edit: maybe just perceived difference due to the image being so much clearer. Overall it is a massive improvement.
It's so frustrating talking to people about GT7 VR and trying to communicate across how terrible reprojection is, only for them to reply how GT7 has the best VR implementation of any racing game. People seem to only take into account fidelity (which GT7 definitely has) and somehow manage to ignore performance.
Either if you turn it on or off, both modes running in a native 60 fps with reprojection but with the new setting turned „on“ the game is using a new reprojection technic which is more fluid and more clear but has this slightly aliasing and tearing on text. Prioritising framerate option or RT doesn’t have an impact in VR mode.
It doesn’t look like it has ray tracing in VR. There is no reflection in other cars next to you, compared to without VR. I don’t think that setting makes a difference. Rain still looks terrible and somehow the dash and wheel looks like it’s jittering in VR. Very strange. Other than that an improvement. Did I miss the secret setting for better visuals, or was it to turn off visuals to have a better visual experience?
I still hope they can further improve the VR part of GT7.. specially the Raytracing mode... just a bit sharper... and in the distance..🙏🤷♂️ (I fully play GT7 with no UI...
I'm starting to get upset with Sony not telling us what's going on with the new upgrade features. How can we know what we're getting if we aren't told, Fawk!
I’m laughing at people who don’t have a pro telling other people it’s not worth it 😅 if spending $700 is this much of a concern you really have bigger concerns . It’s definitely worth it I have 3 of them
At $700 I'm guessing you're from the States. Electronics are always so much cheaper there than here in Europe plus your average salery is way better than here in the UK. Most of us don't have that sort of spare cash after paying bills, mortgages etc. So in UK we're paying the equivalent of $875 for the pro
This is like the equivalent of a person in first class on a plane complaining that the seats don't recline enough. I grew up in the 90s playing Playstation 1 and having a GameBoy Colour. I've had PSVR2 for about 6 months and its absolutely amazing. Graphics are great, but they really aren't the be all/end all of games. Just my 2 cents.
It's not £400 better though is it. I just picked up a PS5 for £310 for this game. And tbh I cannot tell the difference in your video. If I want a real Pro experience I will play on my 4080 Super. Hopefully this game comes to PC one day. It looks a little bit better I guess. But £400 lol
Honestly, if GT7 ever came to PC, I seriously doubt a 4080 Super will match the Pro. The new reprojection method makes it look practically like there’s no reprojection at all. It feels just like I’m playing iRacing on my Valve Index at 120Hz solid, just with the beautiful graphics and lighting of GT. But unfortunately you cannot see this difference on the recorded social screen, only in the headset. I’d say it’s $750 better, considering I kept my PS5.
It's bad, interior does look good but names look awful. Bash into the back of a car or wall and watch what your hud time does. It needs fixed, it's worse
Thanks for the video. I am a PSVR2 only driver and trying to determine if a purchase of the PS5 Pro is worth it. As you are one of the only TH-camrs that promote and use VR your opinions are very helpful. Cheers from Canada 🇨🇦
Hello to Canada!! 🍁🍁🍁
You can wait honestly, it blurs worse now
Na. Dont waste your money on pro. If anything its ruined the game in vr now.
@ how is that? What is ruined and what options are you running?
@DaD-xx7vr thankyou. The game is a fucking mess now. Everyone saying its better clearly arent using their eyes. Tried it tonight on my pro.
Breakdown
Quality rt mode.. reprojection off=
Removes most of the reprojection on fences.road signs. Instead this now fucks the hud. The tyre info hud is unreadable. Its like reading txt whilst crissing your eyes😂
The lap time info above your eyes now ghosts when you turn corners. The tree tops all flicker and ghost permanently.
Slightly better resolution in cockpit. Sharper image. The distance boards are clearer. Car rendering distance is slightly better. Less jarring pop to lower render cars as they get in distance.
Quality rt mode reprojection on.
Ghosts like mad. Worse and more noticeable than base ps5.
Framerate mode reprojection off.
Same hud issues as above. Doesnt feel any smoother to other mode OR BASE PS5.
Framerate mode with reprojection on. Again. Same as Quality rt mode. Same issues. No smoother.
As someone with 230 hrs in gt7 vr2... this is a mess. In the 45 mins in pro mode... it made me ill. First time for gt7 vr. If this was what I was stuck with, It would make me sell my psvr2. Its that bad.
Luckily I still have my base ps5 on my sim rig. I will stick with that. Thats unless this update has fucked that version too now. If it has.... then thats my psvr2 days done. 😢
@Kireth Excellent video! Actually, there's always some form of reprojection, it's just that PS5 Pro offers a new solution for it, which is what you're turning on in the settings. If you turn it off, it falls back on the old solution. I believe the original version is Temporal Reprojection, which uses data from the last frame to create extra in-between frames. This is the ghosted examples in your video. Positional Reprojection seems to divide the image up into little pixel blocks and offset them. If you want to see how it works and where it breaks down, go to SS Route X and blast along the main straight looking to your right at the barrier at the side of the track. With PR turned ON you will see a sort of shimmer above the barrier. If you speed up and slow down you will see the shimmer become more or less pronounced. If you do this near the ships in the dock you will see what it's doing. It's basically sliding groups of pixels along a bit in the opposite direction to your movement. It breaks down here because the barrier is closer to you and moving much faster relative to the scenery or horizon behind it. I've seen it in a few other places and it's usually where you have a lot of parallax between foreground and background objects. The PR algorithm can't resolve the difference in speed so you get the artefacts. Looking forward isn't a problem as there is a lot of information to work with but it's cornering and looking sideways where TR and PR struggle the most.
Also, I noticed people complaining about the HUD distorting which I hadn't noticed as in VR I tend to turn all the race info and HUD off and just enjoy my driving, but turning the HUD elements on I could see what everyone is talking about, there is clearly distortion, particularly during cornering. It seems the PR algorithm is processing the entire image including overlays such as the HUD which seems a bit strange as I'd expect the HUD elements to be processed separately and overlaid after the rest of the image is processed. For my gameplay, I'll leave PR on but turn the HUD off, and where I really need the HUD I'll either try to ignore the distortion, or if it's too distracting I'll turn PR off and fallback to the original TR. (This is the tearing you describe in your video, the PR algorithm can't make sense of the driver names - which are static - against the background which is moving).
I tried to capture this but the 60fps videos from the console don't show the effect at all, you can only see it in the headset. I suppose they're outputting the social view and screen recording image (which includes the HUD) before doing the additional processing for the 120hz VR display, maybe that's why the HUD can't be processed last, and why the effects don't show up outside of the visor.
PS: I'd love Polyphony to bring back Gran Turismo 4's HUD-less option, that would pop up with your position and time at checkpoints but otherwise stay off. It would be good if they'd implement a button or voiceover with race info if you want it but otherwise give you full immersion. Also they need to extend the draw distance or add an extra LOD for drivers in convertibles and go-karts in VR, they disappear very quickly which is immersion breaking.
Great insight. Hopefully HUD elements can be separated and run without any repro
@@Kireth No problem. This was a very clear, honest and informed review of the original and upgraded VR modes. It's good that you were able to capture the VR view and provide examples of the double image. It's sometimes hard to explain to people who haven't played it.
I'm on PS5/PSVR2 and your analysis is the business! The real things we actually want to know. Thank you! Was your conclusion that you can switch on prioritise ray tracing, in VR, but it doesn't actually do anything?
Yep, and I think there's still reprojection in the PS5 Pro mode, it's just a different and better algorithm. I've been studying the 4k camera shots lol
@@Kireth Good co's I just bought a base as couldn't really warrant that £400 extra. Can't wait till it comes But have to wait to pick up this game. will get PS plus for the rest of month till I have some more money. I just wanted it for my PSVR2 I already own on my PC.
For me on PS5 Pro with the new repro mode it basically anchors the cars in reality, they feel more real and more solid. Much nicer to play this way. I was never too bothered on my og ps5 but once you use the pro mode the old mode is really soft and “papery”, less solid.
VR replays with the new mode are ghost free and more real.
I’ve seen the tearing in flat mode with ray tracing and pssr on… like pxels crawling on the back of cars. I dont play flat so don’t care. VR mode has some new artifacts like weird stuff on the windscreen of the back mono, but it’s worth it. I don’t use any GUI on in VR mode (immersion ruining) so never saw the issues in pro mode.
This is exactly my experience. It’s hard to convey how much more real and solid the other cars around you are now. It’s actually easier to predict their movements which has made going 2 or 3 wide in a turn much cleaner for me. I’m encouraged to look over and see how close I am. Before, I avoided doing so because I didn’t want to be reminded of the reprojection lol
Personally I have no issue with GT7 VR. I can see everything I need to see & do not need better looking stuff off the track & can get fast times. Issue I have right now is the GT3 24 lap daily race says no pit needed so I ran hard tyres, no pit & got a penalty for not pitting when the race says minimum number of pits is none.
Sometimes it will say no minimum pit number but still have a 2 tyre type required.
I saw one other TH-camr said today that what impressed him the most in this update were VR improvements as there is much less blurry and clarity has improved. Now I can see it myself...
my biggest issue on VR is that I can't see the race information (position, opponents pit info, etc.) We need that for endurance race, or add the radio to the game.
Absolutely, that's my only issue. Otherwise, compromises accepted, I think it's famtastic
Have played on ps5 pro psvr2, biggest difference l notice is the details on rival cars are much clearer. Before if they were more than about 10meter in front they were blurry and struggle to make out what model at times now can see much more clearly, especially the smaller details like badges/livery. As for the background environment no real difference in terms of graphics but feel you can see things more clearly from further away. Played with all race info turned off
Main one for me see car details in the distance
So, after all these tests, would you say that the best way to play GT7 on the PS5 Pro is with POSITIONAL REPROJECTION "ON," RAY TRACING, and HUD "OFF"?
Yes, this needs to be tested. I will soon, but 2 hours to download GT7 to my Pro..
That’s where I’m at with it.
@@mateuschristmann4975 I played for the last hour. Definitely have reprojection On. Prioritize Frame Rate (Not Ray Tracing - I had some occasional stutters with RT with some tracks at dawn or dusk).
Am I crazy or you never compare vr replay with setting on and off. I think that would be the best examples for us to see a difference. You really notice it in VR Replay when you had the setting Off but didn't see the part were you tried it with the setting on. Maybe in a short. THank you for the content
You were the only honest one on youtube when it came to the visuals. I watched your video, decided to see for myself and still came away disappointed and returned the thing.
I don’t have the pro but I noticed a significant difference on VR replay, you can actually watch it now, and they sorted the fixed default target view on replays!! Well done PD. A big step forward in VR2 guys.
Appreciate the work on looking into the settings. Can't say I can 100% concur with the findings of graphics artifacts since I normally am not doing a lot of fast head movements when using my PSVR2 while in races.
I would really like to see you do a comparison of Standard PS5 with PSVR2 in a GT3/GR3 race vs the PS5 Pro/PSVR2 combo and new settings to show a few key issues that for me would be the deciding factor for picking up a PS5 Pro or not. Yes GT7 is my Main game & I mostly race in Sport Mode almost exclusively with the PSVR2 Nowa days.
Things I am looking for in particular is how LOD & detail pop in compares during races. for instance with a lot of liverie & car model details as the distance to them increases & decrease it is noticeable to see decals & details of the vehicles change a few times in a noticeable way as well as some distant background stuff like tree's & crowd in the stands pop in as you drive through the course in the standard PS5/PSVR2 combo on high frame rate setting. Sorting that out would be nice ... IMO a good test track would be MT Panorama. The long sight lines on the straights can highlight this issue pretty well.
Appreciate the input! This is on my list mate
In terms of framerate/raytracing , I read it somewhere that it's always in performance or prioritize framerate mode when driving. The raytracing is only for replay and showroom.
Hey man, thanks for the honest video. With the current update on your favourite settings, how would you say it now compares to AMS2 on a decent spec PC like a 4080 or similar? I'm trying to decide which option to go for.
What car did you use at 10:30?
Great video, I stopped playing this a while back in VR because of the reprojection, so this looks like a great time to jump back in. It's a shame about the UI issues and hopefully they can be fixed but I'm more than happy to turn them off for a better driving experience
Correct DF said it was a 4k like experience in the head set it is, temporally it isn’t and they have mentioned that many times. Dont be “dishonest” about who is and ain’t “dishonest”
I’d have hoped the power of the ps5 pro is they can finally show race information in VR 😂😂
I had returned my launch VR2 when it first came out..
Now that I have the pro, I reorder the VR2 this morning.
I subscribed and looking forward to your vids. I'm really expecting to be highly educated since I'm new to the whole VR thing.
man... i watched ur video twice.. and u are by far.. the best / honest and indepth reviewer for GT7 PRO VR2 Patch. Poly should hire you to be a game tester.
I think on really is on, based that naming what you’re seeing should be reprojected frames but including positioning based on object velocity. This is actually similar to how FSR 3 works, they interpolate frames based on motion vectors from the rendering stack.
Thanks for the video. The replay mode of PS5 Pro vs RP Off (On) was really clear, it's a shame you didn't do it with PS5 Pro vs RP On (Off). Thanks for taking the time and effort to actually do VR GT7 content!
THanks for the detailed review. Appreciated. As a VR and PS5 racer, I think its not worth for a PRO update. I already enjoy racing with VR2 at my current settings. I'd love to see the difference and test but can't at the moment though.
I wish everyone could see it in person. It’s so worth it. I wasn’t expecting much, but it’s actually brilliant.
You have to try it, the ghosting is gone with the new reprojection. It’s insanely good. Other devs need to patch their games to use this new algorithm.
I would love to have a PS5 Pro, enough to buy one ? No.
I bought my PS5 4 months ago.
And I get people asking me, why did you not wait for PS5 Pro ?
Like thank God I did not. 700 Pounds on a console ? And I got PSVR2 400 Pounds, so I got a 900 Pounds "without wheel and such" and that's just not enough ? Lmfao Sony can honestly go to hel
looks like some growing pains with new tech. Possibly promising but what you are showing isn't worth a $700 upgrade. Even if you race exclusively in VR on GT7.
No HUD update too...
@Kireth I've been wishing for that all year since you made those recommendations. I fear we may never see them. 😢
The toggle is not to turn reprojection on or off. I think it is maybe just named POSITIONAL reprojection and when it is turned on it is repositioning the reprojection so it is not as noticeable.
I have done a video saying the same as you have, I got the pro and it was better but still the same blur effect, after getting the update on the pro I turned the vr setting on and went frame rate oh my god what a difference I can read stickers as I overtake cars now! I only had time to do one race but im blown away!! My next video is coming soon, thats not a plug by the way!! Keep the videos coming great stuff!
Thanks for making the video. Reprojection in this game definitely needs to be mentioned, as some people can really notice it.
I can report a very similar experience to you on PS5 Pro with this patch. I was genuinely shocked by how much better it looked in terms of image clarity and stability. However I did notice almost straight away that the hud elements were tearing, and particularly so when watching an opponent’s name as you go around a corner.
After my first race I went straight in and switched off the setting for reprojection, and was then shocked again to see that it was pretty much the same as the on the base console, or the pro console before this patch; noticeable reprojection at high speeds and when turning. Quite bizarre. I think they have the on / off toggle round the wrong way in the settings. Or they need to re-word that option.
As for ray tracing / frame rate toggle, I could notice any difference. I was looking for the reflection of my car in the opponents’ paintwork and it definitely wasn’t there, so I don’t think VR uses ray tracing or only uses it for very limited things, like inside the cabin.
Overall, I’d say this is a massive improvement on for VR on PS5 Pro. In some respects it’s better than I was hoping for. I just wanted the same resolution as before but without reprojection. Somehow they’ve not only managed to give us a noticeably sharper image but also a much smoother looking one. The only things I’ve noticed so far that are broken are the opponents’ names and mini-map, which can be switched off, and some noise and glitches in some opponents’ shadows. The only really disappointing thing I’ve experienced so far from this patch on Pro is the hud elements on a night race, they were a total mess. The tearing that is a bit distracting on these elements in daytime races was awful at night. Thankfully these can be switched off if needed. Also, 99% of the races I play are in the daytime, so I can live with it.
I’m very happy with what they have done so far with this patch. Once PSSR is updated to accommodate VR, I’m sure this game will look even better.
Great insight, thanks!
I am confused... so do I have to set it to off or on for better experience? Thank you!
@ setting positional reprojection to on actually makes the image smoother and removes the removes the reprojection ghosting. Very strange.
@@Kireth Thank you. If you don’t mind, I’ve got an unrelated question, but you seem like right man to ask as you’ve used both of these potential upgrades I’m considering.
I currently have a Logitech G923 wheel and pedal set. I want to upgrade, but I’m not sure whether to upgrade to the T-GT 598 or spend more than twice as much and go for a Logitech DD11, hub + wheel, and the pro pedals. I know the Thrustmaster will clearly be an upgrade in almost every way, but I wondering if I might regret not going straight for the Logitech set up, as I’m guessing that it is a noticeable improvement over the Thrustmaster. Do you have any advice?
I have a review on the Thrustmaster coming soon, so if you can wait a week or so you'll have my full thoughts 🙃
I struggle to see how the Thrustmaster pedals will beat the G Pro pedals tho
I noticed a massive amount of tearing at Laguna Seca on the the powerline poles around the track when driving without reprojection
I have All the bells and whistles; PS5Pro with PSVR2 + 85” 8K Samsung TV , tried four different settings and 2 were good and 2 not so good. So confused why they would not tell us best set up in plain English. Your analysis Kireth is very good but still confusing. Funny that when I tried enabling the 8K setting it said “Not available with VR.” Exactly, but without the VR helmet on I tried it that way and wow, very nice, clean . But still enjoy VR cockpit raising for full immersion. Still confused, but very happy with all my stuff including my Logitech Pro+pedals.😅
The issues come about after the new pro patch are minor in comparison to the ghosting before. Highly recommend Quality and new reprojection algorithm. This has single-handedly made pro worth it imo. Essentially zero ghosting now.
Completely agree. It’s so good now. Other games need to follow suit
Right thanks for the vid, just spent hours trying ON and OFF and couldn't work out why OFF was blurrier
Like going to the opticians
Becuase your not turning reprojection off your turning on the new method of reprojection that is more resource intensive so is only available for pro for gt7 but other games have had the option to use the new method for a while now but unless the game is pretty basic it's too resource intensive for base ps5 and dev is probably able to get 90 native anyway if the game is basic enough.
Okay, so Positional Reprojection ON, but with RT or Performance? Did you still get double imagery with the HUD in Performance mode? FYI, I think there is still meant to be Reprojection in-game, it's just that the view from headset movements are now smoother due to a better Reprojection algorithm (I understand why you would think ON means OFF. It's because the blur has improved owing to better Reprojection for once). But yeah, other moving polygonal objects like cars moving left to right at speed in a replay will probably always have a double image (Reprojection). In the Quest ecosystem there are at least two types of Reprojection that are sometimes used in combination, called Asynchronous Space Warp and Asynchronous Time Warp. People often use them interchangeably when that's a mistake. One is to do with a polygonal object's known path of movement. And the other is the standard Reprojection guesswork done simply on the data of each 2D flat frame/image (which is much poorer).
@kireth Any chance you could do a view distance test between PS5 and PS5 PRO? For me, I would buy the PS5 PRO if it made stuff less blurry and has a better view distance, I am less concerned with reprojection.
A simple test like how far away can you clearly read the 100M board before a corner on barcelona for example, on the PS5 vs the PS5 PRO would just be so so so helpful...
Hey! Yeah I guess there's a few different cars that have that issue with the warped / doubled HUD. In the GTP forum where I posted that pic, other members mentioned a couple other cars where that happens. I imagine they will fix that soon, must just be a bug they missed.
For a moment I thought your real life footage was after the patch...had me like 😳!!!
Fair 😅😅
Thanks for the review! I have a PS5 and VR2 and I´m still not 100% convinced to buy a PS5 Pro. Would be only for GT7 and VR2 if I do.
I have the PSVR2, Ps5 Pro and GT7, but very sensitive to motion sickness. So what is best option I need to use in GT7? Performance mode (=120fps?) And Reprojection option ON?
This new reprojection definitely feels better to play but it comes with a few caviats. Try it during rain with the windshield wipers and you have these small breakups on text when the wipers move over it.
Did the resolution change? Like does it have the same blurry resolution or is it more clear on pro?
worth getting psvr2 for ps5 pro (without steering wheel)? :D
Thank you Kireth. You have addressed a lot of the questions I had about VR2. I'm pleased it is noticeably improved. I might buy a pro when the disc drive becomes more readily available in the new year. Although I still think it's a hard sale because if the cost.
So glad it fixes it, will be getting a psvr soon. Glad to know the pro is better.
Glad the Pro is better? This thing is 1.5X faster. It better be better.
been waiting for your psvr2 video. awesome and thanks for really caring about the details here.
So for the psvr2 only ps5 pro makes it less blurry? Is this true or can the new ipdate fix blurryness on ps5 base?
Have draw distances been improved? That’s been the biggest thing IMO since the original PSVR
So I'm still on a ps4 but already have a psvr2 (and adapter) for PC use. So should I get a PS5 standard or Pro?
does the patch do anything for the base PS5 VR on GT7?
no
@@UR88410 Guy above said it fixed the replays?
I turned this on and it made my hud look terrrrrrrible.
Did you get Double Hud?
Same, it's bad
@@Kireth yeah gr 3 Porsche at grand valley. It was incredibly distracting
Turn off HUD. Patch will probably come
@@leoal2450 need to monitor the tires
Is the image inside the headset less grainy now aswell? Less pop in of trees? Would also be intersting if this has changed the performance on base ps5 after this update.
That’s what I want to know. I can never read the brake markers in break as it’s so blurry. Is this fixed and do the distant cars still look grainy?
@@zyban99 This is what i want to know. I know the difference between the headset and what you get on screen from my own videos i have posted. I only race in PSVR2 and would consider the upgrade if it is a significant improvement inside the headset.
@@robomags I just wish I could find the answer. I can’t afford to drop £700 on a new console on the off chance that things might be better
Tad less grainy, yes
It does seem I can read the brake markers further out. Not sure how to guage exactly how much further, but enough so that it’s nearly real-life distance and a non-issue for me now.
Would it still be worth it to get the vr even if I can’t get the pro too?
I only play GT7 and only in vr now. Is the pro that much better for racing in vr?
I always have the u.i. of in vr for immersion. I'm exited to eventually get a pro .
What on earth is the point of reprojection in VR replays anyway??
I dont mind it _too_ much when racing, but VR replays are completely unwatchable imo. It sucks so much cause the ps5 pro is so not worth it for such little improvement... but I _really_ want my non-blurry replays 😭
I am loving it. I had stopped playing games on the psvr2 cos of reprojection knowing that the Ps5 Pro was coming out and was hoping they would be able to get rid of it. And now GT7 has shown its possible with this new method. I reallly hope other developers use it on games like Re4 , Re8, Synapse, Metro Awakening. Etc etc. it’s only early days but going for best!!!
I’m one of the few people that never had the hud on to begin with even in the older games haha. For a hudless individual like myself who hasn’t even upgraded to ps5 yet, is the ps5 pro and vr worth it considering I could probably get a beater and drive it around the ranch for the same money?
To anyone watching this potentially turned off of buying psvr2 on regular PS5, I have played with psvr2 hundreds of hours and the blurryness is not really that bad. Notice what Kireth has to do to trigger the blurryness, and compare that to how you move your head and where you look when you're actually driving.
You’re not wrong, it’s always been a stelllar experience on base PS5. Racing games are perfect for traditional reprojection, since you’re mostly looking straight ahead, the doubling/ghosting of objects moving laterally across your vision is mimimized. Kireth is not “triggering bluriness”, he’s simply looking anywhere but straight ahead and noticing the reprojection doubling of passing objects. What the Pro does is nearly completely remove this reprojection doubling somehow, so when you’re looking around it suddenly doesn’t matter anymore. There’s no more doubling, opponent cars look and feel more real and persistent around you, and there’s a greater sense of speed. So it’s not a necessary upgrade, but it is absolutely well worth it IMHO.
Hopefully they continue to work on VR and ad subsequent patches
So the 2D-Timing boards / UI isfreaking out when you move your head? This reminds me alot of SteamVR-Reprojection - which works different than PS5s. You can still use both Reprojeciton-Types on Steam (force half framerate and turn Reprojection off actually enables PS5-Style with a lot of ghosting). NOTE: I tested this with the PSVR2 on PC-Steam, not sure if other VR-Heads behave in the same way.
The SteamVR-Reprojection works different, especially in 60 to 120 Hz moving artifacts of 3D-Content are contained way way better. Way less double edges - almost like no reprojection. BUT: If there is anything highcontrasty in the secene (like using flashlights in dark environments) or a 2D Overlay, like a textmessage, fixed in your view...Those go crazy, tearing, ghosting and even bending/deforming a bit whenever you move your head or turn around.
What you describe here, reminds me alot of this. I still prefer the SteamVR-Type over the classic PS5-VR2 Reprojection, but it has its problems of its own and it adds additional GPU-Load like an extra 10%. This would suggest, that they do not use real native FPS but an improved version of Reprojection instead that works simelar as Steams own implementation.
Or it is a problem with PSSR in that case. Native FPS would never tear appart the UI. That is for sure.
It's amazing that with all the issues with both PS5 and PS5 Pro while using PSVR2 Headset in GT7 (I'm using a new PS5 Slim with PSVR2 for GT7 and long distances it's on the blurry side) my PS4 and PSVR 1 racing in the GT I got a few years ago everything was so crystal clear so now PS5 and PSVR2 in GT7 is disappointing.
The reason you get "tearing" is because the headset with that option on is trying to pretty much do motion interpolation like modern Smart TVs do. And you get these artifacts. I wouldnt use that option. The Reprojection is much better with the Pro PSVR2 version compared to the PS5 let alone the massive improvement in Image Quality
I've got to try it when I get home, but it's not bad, I expect better improvements when PSSR is VR ready. Hopefully within the first quarter of 2025.
It’s quite good. Did you change the new settings ? Turn on the new Projection method, forgot what it’s called
This dash reflection was and is on normal PS5 with VR. Reprojection has to be OFF and it is only beneficial if PS5pro would be able to sustain 120FPS, which might be a challenge even for pro. Therefore the real gain is Raytracing. Which is very cool. And reprojection is smth different. The GPU doesnt render twice same picture from different angle, it is doing it only once and simulating (reprojecting that ) for the other screen (eye). As u understand reprojecting take much less power calculation than rendering twice. With future updates the performance might improve, but 120FPS twice rendered isnt that easy.
That means, i need an 8k tv for the Best VR2 experience?
Thank you for this Video bruh
Please fgs put the before footage on the left and after on the right, i have no idea why anyone would do it with before on the right, doesnt make any sense
Is there any difference in resultion between ps5 and ps5 pro in vr? I mean reading signs, markers etc during the race.
Looks MUCH improved to me. Other cars now look pretty much as good as they do in showroom beside you and much better at distance.All the errors I used to see are pretty nonexistent.
Edit: maybe just perceived difference due to the image being so much clearer.
Overall it is a massive improvement.
It's so frustrating talking to people about GT7 VR and trying to communicate across how terrible reprojection is, only for them to reply how GT7 has the best VR implementation of any racing game. People seem to only take into account fidelity (which GT7 definitely has) and somehow manage to ignore performance.
Welcome to my life 🙃
Good news. Its fixed now 😂
Either if you turn it on or off, both modes running in a native 60 fps with reprojection but with the new setting turned „on“ the game is using a new reprojection technic which is more fluid and more clear but has this slightly aliasing and tearing on text.
Prioritising framerate option or RT doesn’t have an impact in VR mode.
It doesn’t look like it has ray tracing in VR. There is no reflection in other cars next to you, compared to without VR. I don’t think that setting makes a difference.
Rain still looks terrible and somehow the dash and wheel looks like it’s jittering in VR. Very strange. Other than that an improvement.
Did I miss the secret setting for better visuals, or was it to turn off visuals to have a better visual experience?
Thanks for the video. So, what is your recommended setting on ps5 pro??
TLDW: What is in headset framerate without reprojection?
Thanks for the analysis! Much appreciated.
No problem!
Damn, thank you so much Kireth!
Np!
I still hope they can further improve the VR part of GT7.. specially the Raytracing mode... just a bit sharper... and in the distance..🙏🤷♂️ (I fully play GT7 with no UI...
10:01 What is the deal with PSSR and PSVR2?
Maybe a stupid question do I need a expensive tv to be able to use the ps5 vr?
Nope, I used PSVR1 when I had no TV at all
Need ps6 and psvr 3 now that be game changer unfortunately won't make a VR3
if only it could make me NOT see the mura! 😭
Easy fix for this
Just close your eyes
Try to capture the tearing you are experiencing with a camera please
I'm starting to get upset with Sony not telling us what's going on with the new upgrade features. How can we know what we're getting if we aren't told, Fawk!
They offload that onto me 😅
@Kireth I guess so, the patch has been out, you'd think they'd tell the gamers
I’m laughing at people who don’t have a pro telling other people it’s not worth it 😅 if spending $700 is this much of a concern you really have bigger concerns . It’s definitely worth it I have 3 of them
At $700 I'm guessing you're from the States. Electronics are always so much cheaper there than here in Europe plus your average salery is way better than here in the UK. Most of us don't have that sort of spare cash after paying bills, mortgages etc. So in UK we're paying the equivalent of $875 for the pro
@ yeah but I have sons so I had to get 3 ? lol you only have to get one ☝🏽?
@UnFitGamingDC I got 2 ps5 standard. One for me and share one with my daughter.
Maybe the spotter feature is copyrighted and that’s why it doesn’t have it.
I didnt really notice the blurring on my old ps5. Now i have the pro, but no disc drive😂 so I cant play it
This is like the equivalent of a person in first class on a plane complaining that the seats don't recline enough. I grew up in the 90s playing Playstation 1 and having a GameBoy Colour. I've had PSVR2 for about 6 months and its absolutely amazing. Graphics are great, but they really aren't the be all/end all of games. Just my 2 cents.
Put that setting on… nice!
Enjoy the upgrade!
Best for VR, in my view (pun intended), is HUD off, and 120hz on.
Mind you, that is for when I take the headset off (the 120)
Reflections and ray tracing look pretty good but this ghosting and tearing is just awful. I hope they are working on it. I’m currently let down.
I hope that they fix the hud. I cant See my tirewear and Radar in some Cars :/
If you dont have the PSVR2 after this update, then we are on the opposite sides of the upcoming civi l w ar
Did you turn on PSSR?
Doesn't matter with VR
I can easily read names on my ps5 with psvr2
Alright give me one name to prove it
@Kireth cant read what you are saying mate
Kireth can you get the psvr2 pc adapter and test ACC IRacing in VR on pc please
Isn't it still Real 120hz?
It's not £400 better though is it. I just picked up a PS5 for £310 for this game. And tbh I cannot tell the difference in your video. If I want a real Pro experience I will play on my 4080 Super. Hopefully this game comes to PC one day. It looks a little bit better I guess. But £400 lol
Honestly, if GT7 ever came to PC, I seriously doubt a 4080 Super will match the Pro. The new reprojection method makes it look practically like there’s no reprojection at all. It feels just like I’m playing iRacing on my Valve Index at 120Hz solid, just with the beautiful graphics and lighting of GT. But unfortunately you cannot see this difference on the recorded social screen, only in the headset. I’d say it’s $750 better, considering I kept my PS5.
Is there a game on PCVR which comes close to GT7 in graphics and experience? God I wish GT7 was on PC 😢
Iracing on Pimax Crystal. Much more expensive though
@Kireth thanks! I have a Quest 3
Some of my gauges are upside down on psvr2.
It's bad, interior does look good but names look awful. Bash into the back of a car or wall and watch what your hud time does. It needs fixed, it's worse
Still no leaderboard in psvr2?!
We almost have the same car, I ve got the 308 gt 2017 205hp. But I will not buy the PS5 Pro I keep the fat PS5.
Being old saves you $$$.
Graphics will always kill gameplay!