Here's everything you need to know about PSVR 2, Sony's next-gen VR for PS5.
More has emerged about what we can expect from Sony's hotly anticipated PSVR 2 headset for PlayStation 5 after a select group of developers had their chance to receive personal demos at the Game Developers Conference (GDC) in March. All signs suggest the PSVR 2 will be a powerful entry into the tech battlefield of VR headsets and could cell change our view of VR gaming, but what do we know so far?
In the guide below, we'll fill you in on everything we know so far about the Sony PSVR 2, from design to specs and a possible release date. This is based on what information's been released so far from Sony plus observations from anonymous developers that got their hands on the device at GDC.
In the meantime, if you're looking for a VR headset now, take a look at our picks of the best VR headsets currently available. You might also want to read up on what competition the PSVR 2 will face from the Oculus Quest 3 (Pro).
What is PSVR 2?
Making use of the new headset's tech and the PlayStation VR2 Sense controller's haptic feedback and adaptive triggers, Sony promises PSVR 2 will offer a heightened range of sensations. The company says it will offer a high-resolution display for each eye, faster refresh rates, a wider field of view, and improved tracking and input.
It certainly sounds impressive, and Sony has good form to back it up. The original PSVR sold more than five million copies, was low-cost, and came with a line-up of exclusive games. At a time when VR struggled on PC, Sony's cheap and accessible headset proved a success. The PSVR 2 is expected to follow that lead, so we expect it to be priced at the lower end and to come with exclusive Sony games.
PSVR 2 specs
Sony revealed the full specs for the PSVR headset at CES 2022 in January, including its weight, screens, audio and more. Since then, a select group of developers has been able to get hands-on with the device at GDC. These are the specs:
- Display method: OLED
- Panel resolution: 2000 x 2040 per eye
- Panel refresh rate: 90Hz, 120Hz
- Lens separation: Adjustable
- Field of view: Approx. 110 degrees
- Sensors: Motion Sensor: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer)
- Cameras: 4 cameras for headset and controller tracking, IR camera for eye tracking per eye
- Feedback: Vibration on headset
- Connection to PS5: USB Type-C
- Audio input: Built-in microphone, Output: Stereo headphone jack
As we see, the specs are impressive but developers who got personal demonstrations at GDC have said that it's how this all combines to create an immersive experience is what really stands out.
One anonymous Truant Pixel dev wrote on Resetera : “Performance and immersion goes beyond resolution. The numbers certainly matter, but the whole is definitely greater than the sum.” They also highlighted unique features such the vibration motor in the headset and ventilation and haptic feedbacking, adaptive triggers, and finger tracking on the controllers.
PSVR 2: design
The design revealed on the Playstation blog in February shows that the PSVR 2 riffs on the same flowing design lines of the PS5 itself, something we expected given that it's a PS5 exclusive. It sports a similar white and black dual-tone, smooth lines, rounded shapes, and elegant design.
The headset has a similar orb-like shape to the PS VR2 Sense controller, designed to represent the 360-degree view players feel when they enter virtual reality. Partly thanks to a smaller processor, it's a little slimmer and more balanced than the original PSVR headset. It is wired, but developers that have tried it say you really don't notice that once you're using it and that it won't interfere with play unless you decide to start spinning in circles.
Aside from looks, it's how PSVR 2's headset will feel and perform that will set it apart from other PC VR headsets. A haptic feedback motor similar to that found in PS5's DualSense controller will be inside the PSVR 2 headset. This means developers can use the haptics to simulate the surroundings directly to the player; image sensing rain landing on your head or the wind blowing across you face.
As well as enhancing the VR experience the use of haptics can also finally do away with motion sickness. This sick feeling you can experience in VR comes from the dissociation of the head and the body. Sudden acceleration in a game can cause dizziness but if it's matched with expected senses – i.e. winding hitting your face or vibrations of tarmac – your senses will be duped into believing it's real.
A more practical new feature is an easy to reach IPD adjustment wheel on the PS5 VR headset; this enables you to increase and decrease the distance between lenses to suit your head. On PSVR this is fiddly; on PSVR 2, it will be set on the side of the new headset.
Good 🤍👈
ReplyDelete