E3 2017: Gran Turismo Sport VR Mode Only Supports One-On-One Races
Gran Turismo Sport - VR
(Last Updated On: June 15, 2017)

We learned a lot about Gran Turismo Sport during this year’s E3. There was a ton of information that producer Kazunori Yamauchi rolled out for the game leading up to its release this fall.

It was revealed that the final refinement stage of Gran Turismo Sport is currently underway at Polyphony Digital. Yamauchi also mentioned that usually they have to release games in the middle of the optimization process, but this time Sony gave them enough time to take the time and bring up the quality of the game, from the sound design to the UI to the gameplay to the controls and optimizing the scale and performance of the tracks.

They also completely overhauled the sound for Gran Turismo. During the Rooster Teeth live-stream, producer Kazunori Yamauchi revealed that they went back to the drawing board to work on the overall sound design of Gran Turismo Sport.

Gran Turismo Sport VR

The series has traditionally been criticized for its poor sound design, and Yamauchi-san decided to ramp up the quality of the car sounds by recording real life vehicles on the track and then using Sony’s sound studios for post-processing to normalize the sound, filter out noise and then implement the final thing so that the cars sound as realistic as possible.

Right now the current leader of the sound design in car simulations is Slightly Mad Studios with Project CARS, so we’ll see if Polyphony Digital can match the quality of Project CARS 2 when Gran Turismo Sport launches this fall.

Yamauchi also explained that the VR mode for Gran Turismo Sport will be limited to just a one-on-one mode due to how stressful the VR rendering is on the PS4’s limited hardware capabilities. Yamauchi-san went into express detail about how each frame needs to be rendered stereoscopically and how straining it is on the hardware to render each frame twice at a certain level of fidelity. He said that it was particularly taxing on the team trying to figure out how to get VR to work and to maintain Gran Turismo’s trademark visual fidelity.

He went on to explain…

“Unfortunately we can’t support the entire game content in VR and it’s really because – as I mentioned – that the really high rendering loads that [the VR] system incurs on the game, but there will be a VR driving mode in the game where you can run one-on-one races. All the cars in the game are usable in the [VR mode] but only one third of the tracks will be available in the mode.”

So if you were hoping for a robust selection of VR modes, full grids, and all that other fancy stuff, you’ll have to settle for only one-third of the tracks being available and only one-on-one driving modes. This is actually a bit of a step down from the Driveclub VR mode, but if you really wanted that realistic driving simulation feel that Gran Turismo brings to the table, you will at least be able to experience it for the first time in VR on the PlayStation VR headset this fall.


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Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • Eric Lavallee

    I will take a lower graphics setting for VR I do it in Assetto Corsa heck most of the details are lost and or pointless in VR any how.

  • Jean-Sebastien Perron

    I would prefer drive club vr quality gfx than the torture of returning to small flat 2d 60″ screen.

  • Mr.Towel

    Guess the downgrade Driveclub got for VR wasn’t well received…

  • Disqusted

    Figured it was because of the heavy load of VR. Meh.