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Question Motion Simulator for GT7 with PSVR2: Tips and Advice Needed!

Discussion in 'New users start here - FAQ' started by drvlc24, Nov 29, 2024.

  1. drvlc24

    drvlc24 New Member

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    Hello everyone!

    I’ve been having a blast playing GT7 with my PSVR2 headset—seriously, the immersion is out of this world! But, as most of you probably know, once you’re in VR, you can’t move around much without the game thinking you’ve stepped out of bounds, which pauses everything. It’s a bit of a buzzkill sometimes.

    That said, I’m really excited to take my sim racing experience to the next level by building a motion simulator! I’ve been looking into DIY setups like the SFX 100 or SFX 150. My plan is to start with a basic 4-actuator platform and later expand to include surge and traction loss. But I’m wondering—will adding surge or traction loss make it even harder to stay within the VR tracking boundaries?

    I’d love to hear from anyone who plays GT7 with PSVR2 on a motion platform.

    How does the PSVR2 handle tracking on a motion rig? Have you run into any issues?

    I’m super excited about this project and would really appreciate your input! Once it’s up and running, I’ll make sure to share my setup and how everything works together.

    Thanks so much for your time, and I hope to hear from you soon! See you on the virtual track!
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  2. Misanthrop

    Misanthrop Member

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    My Motion Simulator:
    6DOF
    These problems are not specific to PSVR or GT7, but purely VR-specific.

    With motion, you will have to fix the camera position in the game. If this is not possible, you will only be happy with motion compensation. In other words, Surge and TL compensate for the movements of your 4 vertical actuators. However, TL loses its actual function and Surge is only possible to a very limited extent, okay for switching gears, but for braking the motion movement will not be sufficient for an immersive feel.

    Look at this section, there is a lot to read for you: https://www.xsimulator.net/community/forums/vr-headsets-and-sim-gaming-virtual-reality.160/
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  3. drvlc24

    drvlc24 New Member

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    Hi Misanthrop!

    Thank you so much for the detailed explanation and the link to the vr forum—I’ll definitely dig into it! It’s really helpful to understand that these challenges are VR-specific and not just tied to PSVR or GT7.

    About motion compensation: if TL (traction loss) loses much of its function and Surge has limited impact, would you recommend sticking with a simpler setup like just the 4 vertical actuators for now? Or is there a good way to make Surge and TL work better for a more immersive experience in VR?

    I appreciate your advice and the resources—this is exactly what I needed to get a clearer picture of how to proceed!