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GT7 with PSVR2 and SFX 100/150: VR Tracking Issues and Motion Compatibility?

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by drvlc24, Dec 5, 2024.

  1. drvlc24

    drvlc24 New Member

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    Hi everyone!

    I’m planning to build a motion simulator using an SFX 100 or SFX 150 setup to use with GT7 and PSVR2 (possibly PSVR3 in the future). I’ve read about some challenges with VR tracking in motion setups and wanted to ask for advice from this great community.

    My main concern is how GT7 handles VR tracking when the cockpit moves. As many of you know, if the simulator moves too much, the game might think your head has left the cockpit, causing the screen to go black with green bars or even pausing the game. Has anyone found effective ways to minimize or avoid this issue entirely?

    I also plan to add Traction Loss (TL) and Surge to the setup eventually. However, I understand these features could cause more frequent tracking issues, as the headset might “leave” the in-game cockpit due to the larger range of motion. Have any of you managed to successfully integrate TL and Surge with a VR setup for GT7? Are there specific adjustments, software, or tools (like motion compensation) that you’d recommend for this?

    I’d really appreciate any advice or suggestions, especially from those who’ve built and optimized SFX 100/150 rigs for VR gaming.

    Thanks in advance for your help, and happy sim racing! ️