PlayStation VR: Difference between revisions
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{{Device Infobox | {{Device Infobox | ||
|image= | |name = PlayStation VR | ||
|VR/AR=[[Virtual Reality]] | |image = | ||
|Type=[[Head-mounted display]] | |VR/AR = [[Virtual Reality]] | ||
|Subtype=[[ | |Type = [[Head-mounted display]] | ||
|Platform=[[PlayStation | |Subtype = [[Console VR]] | ||
|Creator= | |Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter) | ||
|Developer=[[Sony]] | |Creator = [[Sony Interactive Entertainment]] | ||
|Manufacturer=Sony | |Developer = [[Sony Interactive Entertainment]] | ||
| | |Manufacturer = [[Sony Interactive Entertainment]] | ||
|Requires= | |Announcement Date = March 18, 2014 (GDC, as "Project Morpheus") | ||
|Predecessor= | |Release Date = October 13, 2016 | ||
|Successor=[[PlayStation | |Price = $399 (headset), $499 (Launch Bundle) | ||
|Display=5.7 | |Website = https://www.playstation.com/ps-vr/ | ||
|Resolution= | |Versions = CUH-ZVR1 (original), CUH-ZVR2 (revised 2017) | ||
|Pixel Density= | |Requires = PlayStation 4 or PlayStation 5 (with adapter), PlayStation Camera | ||
|Refresh Rate= | |Predecessor = None | ||
|Persistence= | |Successor = [[PlayStation VR2]] | ||
|Field of View=100° | |Operating System = PlayStation system software | ||
|Optics= | |Chipset = External Processing Unit (EPU) | ||
|Tracking= | |CPU = N/A (PS4/PS5-powered) | ||
|Rotational Tracking= | |GPU = N/A (PS4/PS5-powered) | ||
|Positional Tracking= | |HPU = | ||
|Update Rate= | |Storage = N/A | ||
|Tracking Volume= | |Memory = N/A | ||
| | |SD Card Slot = No | ||
|Audio= | |Display = Single 5.7" OLED | ||
| | |Subpixel Layout = RGB stripe | ||
| | |Peak Brightness = Not specified | ||
|Weight= | |Resolution = 960 × 1080 per eye (1920 × 1080 total) | ||
| | |Pixel Density = ~10 PPD | ||
| | |Refresh Rate = 90Hz, 120Hz (reprojection) | ||
| | |Persistence = Low persistence | ||
| | |Field of View = 100° | ||
|Horizontal FoV = ~96° | |||
|Vertical FoV = ~96° | |||
|Average Pixel Density = ~10 PPD | |||
|Peak Pixel Density = ~10 PPD | |||
|Foveated Rendering = No | |||
|Optics = Aspheric lenses | |||
|Ocularity = Binocular | |||
|IPD Range = Software adjustment (no physical) | |||
|Adjustable Diopter = No (glasses compatible) | |||
|Passthrough = No | |||
|Tracking = 6DoF outside-in (PlayStation Camera + visible light LEDs) | |||
|Tracking Frequency = 60Hz (camera) | |||
|Base Stations = PlayStation Camera required (sold separately or bundled) | |||
|Eye Tracking = No | |||
|Face Tracking = No | |||
|Hand Tracking = No | |||
|Body Tracking = No | |||
|Rotational Tracking = Yes | |||
|Positional Tracking = Yes | |||
|Update Rate = 120Hz (display), 1000Hz (IMU) | |||
|Tracking Volume = ~10 ft × 6 ft | |||
|Play Space = Standing/seated | |||
|Latency = <18ms motion-to-photon | |||
|Audio = Integrated earbuds (included), 3.5mm jack | |||
|Microphone = Yes (inline on earbuds) | |||
|3.5mm Audio Jack = Yes | |||
|Camera = No | |||
|Connectivity = HDMI, USB (via EPU) | |||
|Ports = HDMI (to EPU), USB (to EPU), 3.5mm audio | |||
|Wired Video = Yes (HDMI via EPU) | |||
|Wireless Video = No | |||
|WiFi = No | |||
|Bluetooth = No | |||
|Power = EPU powered (AC adapter) | |||
|Battery Capacity = N/A | |||
|Battery Life = N/A (tethered) | |||
|Charge Time = N/A | |||
|Dimensions = 187 × 185 × 277mm (headset) | |||
|Weight = 600g (headset without cable) | |||
|Material = Plastic | |||
|Headstrap = Adjustable halo band | |||
|Haptics = Controller haptics (DualShock 4, PS Move) | |||
|Color = White/Black | |||
|Sensors = 9 LEDs (visible light), accelerometer, gyroscope | |||
|Input = DualShock 4, PlayStation Move controllers, PlayStation VR Aim Controller | |||
|Compliance = FCC, CE | |||
}} | }} | ||
PlayStation VR | The '''PlayStation VR''' (PSVR) is a [[console VR]] [[head-mounted display]] developed by [[Sony Interactive Entertainment]], first revealed as "Project Morpheus" at GDC on March 18, 2014, and released on October 13, 2016 at a price of $399 for the headset alone or $499 for the Launch Bundle including PlayStation Camera and PlayStation VR Worlds. The PSVR brought high-quality VR to the living room through the PlayStation 4, offering an accessible entry point compared to PC VR headsets that required expensive gaming computers. Featuring a 5.7-inch OLED display at 1920 × 1080 resolution (960 × 1080 per eye), 120Hz capability, comfortable halo-band design, and a unique RGB subpixel arrangement that reduced screen door effect, the PSVR sold over 5 million units by its second anniversary, establishing console VR as a viable market segment. | ||
== | == History and Development == | ||
=== Project Morpheus === | |||
Initial development: | |||
* Internal Sony research since 2010 | |||
* "Project Morpheus" codename | |||
* Named after Greek god of dreams | |||
* GDC 2014 reveal | |||
== | === GDC 2014 Announcement === | ||
Public unveiling: | |||
* March 18, 2014 | |||
* Prototype demonstrated | |||
* | * PlayStation ecosystem integration | ||
* | * Developer enthusiasm | ||
* | |||
* | |||
=== | === Development Iterations === | ||
* | Multiple prototypes: | ||
* | * Original 2014 prototype | ||
* | * Updated 2015 version (GDC) | ||
* | * Near-final at TGS 2015 | ||
* "PlayStation VR" final name (September 2015) | |||
== | === E3 2016 Launch Details === | ||
Commercial launch announced: | |||
* October 13, 2016 release date | |||
* $399 pricing revealed | |||
* Launch game lineup | |||
* Bundle options | |||
PlayStation | === October 2016 Launch === | ||
Global release: | |||
* $399 headset only | |||
* $499 Launch Bundle | |||
* PlayStation Camera required (separate or bundled) | |||
* Strong initial demand | |||
== Design Philosophy == | |||
PlayStation VR | === Console Accessibility === | ||
Living room VR: | |||
* No PC required | |||
* Existing PlayStation 4 base | |||
* Lower total cost than PC VR | |||
* Family-friendly environment | |||
=== | === Comfort Priority === | ||
Extended wear design: | |||
* | * Halo-band head mount | ||
* Balanced weight distribution | |||
* Doesn't press on face | |||
* Comfortable for glasses | |||
=== Social Screen === | |||
Shared experiences: | |||
* TV shows what VR user sees | |||
* Asymmetric multiplayer possible | |||
* Family participation | |||
* Party game design | |||
== Display Technology == | |||
=== Single OLED Panel === | |||
Split display approach: | |||
* '''Size''': 5.7 inches (single panel) | |||
* '''Resolution''': 1920 × 1080 total (960 × 1080 per eye) | |||
* '''Type''': OLED | |||
* '''Subpixels''': RGB stripe (not PenTile) | |||
=== RGB Subpixel Advantage === | |||
Reduced screen door effect: | |||
* Full RGB arrangement | |||
* Better than PenTile at same resolution | |||
* Smoother image appearance | |||
* Sony's display expertise | |||
=== Refresh Rate === | |||
Multiple modes: | |||
* '''Native''': 90Hz, 120Hz | |||
* '''Reprojection''': 60fps → 120Hz | |||
* Smooth motion | |||
* Developer flexibility | |||
=== Low Persistence === | |||
Motion clarity: | |||
* Global illumination | |||
* <18ms latency | |||
* Reduced blur | |||
* Comfortable viewing | |||
== Optical System == | |||
=== Aspheric Lenses === | |||
Clean optics: | |||
* Minimal god rays | |||
* Less distortion than Fresnel | |||
* Good clarity | |||
* Comfortable viewing | |||
=== Field of View === | |||
Approximately 100°: | |||
* Competitive FOV | |||
* Good immersion | |||
* Slightly less than PC VR | |||
* Adequate for games | |||
=== IPD Adjustment === | |||
Software only: | |||
* No physical adjustment | |||
* Software compensation | |||
* Works for most users | |||
* Limitation for extremes | |||
=== Glasses Compatibility === | |||
Designed for glasses: | |||
* Headset extends forward | |||
* Doesn't press on frames | |||
* Good glasses fit | |||
* Comfort maintained | |||
== External Processing Unit (EPU) == | |||
=== Breakout Box === | |||
Required component: | |||
* Connects headset to PS4 | |||
* Processes 3D audio | |||
* Handles social screen output | |||
* Powers headset | |||
=== Functionality === | |||
Processing tasks: | |||
* Mirror display to TV (social screen) | |||
* 3D audio processing | |||
* Cinematic Mode rendering | |||
* Signal management | |||
=== Connection Flow === | |||
System integration: | |||
* PS4 → EPU → Headset | |||
* PS4 → EPU → TV (social screen) | |||
* Seamless switching | |||
* VR/non-VR transitions | |||
== Tracking System == | |||
=== PlayStation Camera Tracking === | |||
Visible light LED tracking: | |||
* 9 LEDs on headset | |||
* Tracked by PlayStation Camera | |||
* 6DoF positioning | |||
* Visible light (not IR) | |||
=== LED Configuration === | |||
Unique light pattern: | |||
* Front and sides of headset | |||
* Distinctive shape recognition | |||
* 360° challenging | |||
* Best facing camera | |||
=== Tracking Limitations === | |||
System constraints: | |||
* Front-facing primarily | |||
* Occlusion issues when turning | |||
* Limited tracking volume | |||
* PlayStation Camera limitations | |||
=== IMU Integration === | |||
Sensor fusion: | |||
* Accelerometer | |||
* Gyroscope | |||
* Combined with camera data | |||
* Smooth tracking | |||
== Controllers == | |||
=== DualShock 4 === | |||
Standard gamepad: | |||
* Light bar tracked | |||
* 6DoF positioning (limited) | |||
* Familiar controls | |||
* Included with PS4 | |||
=== PlayStation Move === | |||
Motion controllers: | |||
* Originally PS3 accessory | |||
* Two controllers recommended | |||
* 6DoF tracking each | |||
* Hand presence in VR | |||
=== PlayStation VR Aim Controller === | |||
Dedicated accessory: | |||
* Gun-shaped controller | |||
* Designed for shooters | |||
* Accurate aiming | |||
* Immersive experience | |||
== Physical Design == | |||
=== Halo Band === | |||
Comfort innovation: | |||
* Band around head | |||
* Visor extends forward | |||
* No pressure on face | |||
* Easy adjustment | |||
=== Adjustment System === | |||
Fitting controls: | |||
* Rear dial tightening | |||
* Scope button (slides visor) | |||
* Eye-to-lens adjustment | |||
* Quick changes | |||
=== Weight Distribution === | |||
Balanced design: | |||
* 600g headset | |||
* Weight on top of head | |||
* Not face-heavy | |||
* Extended comfort | |||
=== CUH-ZVR2 Revision === | |||
2017 update: | |||
* Slimmer EPU | |||
* Integrated headphone cable | |||
* Improved cable management | |||
* HDR passthrough | |||
== Audio == | |||
=== Included Earbuds === | |||
Standard audio: | |||
* Stereo earbuds included | |||
* 3D audio capable | |||
* Inline microphone | |||
* Removable | |||
=== 3D Audio === | |||
Spatial sound: | |||
* Custom audio engine | |||
* Positional accuracy | |||
* Enhances immersion | |||
* HRTF processing | |||
=== 3.5mm Jack === | |||
Upgrade option: | |||
* Use own headphones | |||
* Better audio quality possible | |||
* Premium headphone support | |||
== Cinematic Mode == | |||
=== Virtual Screen === | |||
Non-VR content viewing: | |||
* All PS4 content in VR | |||
* Virtual cinema screen | |||
* Three size options (small/medium/large) | |||
* Up to 226" virtual screen | |||
=== 2D Gaming === | |||
Regular games in VR: | |||
* Play any PS4 game | |||
* Large virtual display | |||
* Personal theater experience | |||
* Alternative viewing mode | |||
== Software and Games == | |||
== | === Launch Titles === | ||
Day-one content: | |||
* PlayStation VR Worlds | |||
* Batman: Arkham VR | |||
* RIGS: Mechanized Combat League | |||
* EVE: Valkyrie | |||
* Job Simulator | |||
== | === Exclusive Games === | ||
Platform-defining titles: | |||
* Astro Bot Rescue Mission | |||
* Blood & Truth | |||
* Resident Evil 7 (full game) | |||
* Gran Turismo Sport (VR mode) | |||
* Firewall Zero Hour | |||
=== Third-Party Support === | |||
Wide content library: | |||
* Beat Saber | |||
* Superhot VR | |||
* No Man's Sky VR | |||
* Skyrim VR | |||
* 500+ VR titles | |||
== PlayStation 5 Compatibility == | |||
== | === PS5 Support === | ||
Backward compatibility: | |||
* Plays PSVR games on PS5 | |||
* Free camera adapter required | |||
* Enhanced performance some games | |||
* Legacy support | |||
=== Adapter Required === | |||
Camera connection: | |||
* PS5 doesn't have PS4 camera port | |||
* Free adapter from Sony | |||
* Same tracking system | |||
* Functional on next-gen | |||
== | == Commercial Success == | ||
== | === Sales Performance === | ||
Strong adoption: | |||
* Over 5 million units (by October 2019) | |||
* Best-selling VR headset at launch | |||
* Console audience reached | |||
* Market expansion | |||
=== Market Impact === | |||
Industry significance: | |||
* Proved console VR viable | |||
* Mainstream VR exposure | |||
* Developer support | |||
* Platform longevity | |||
== Comparison with PC VR == | |||
= | {| class="wikitable" | ||
|- | |||
! Feature !! PlayStation VR !! Oculus Rift CV1 !! HTC Vive | |||
|- | |||
| Price || $399 || $599 || $799 | |||
|- | |||
| Platform || PS4 ($299+) || Gaming PC ($900+) || Gaming PC ($900+) | |||
|- | |||
| Resolution/eye || 960×1080 || 1080×1200 || 1080×1200 | |||
|- | |||
| Refresh Rate || 90/120Hz || 90Hz || 90Hz | |||
|- | |||
| FOV || 100° || 110° || 110° | |||
|- | |||
| Tracking || Camera (visible) || Constellation (IR) || Lighthouse (IR) | |||
|- | |||
| Room-scale || Limited || With sensors || Native | |||
|} | |||
=== | == Legacy == | ||
== | === Console VR Establishment === | ||
Proved market: | |||
* 5+ million units sold | |||
* Console VR viable | |||
* Developer support | |||
* Mainstream reach | |||
=== Comfort Innovation === | |||
Design influence: | |||
* Halo band design copied | |||
* Face-pressure-free concept | |||
* Glasses compatibility | |||
* Extended wear comfort | |||
=== PlayStation VR2 Foundation === | |||
Successor development: | |||
* Lessons applied | |||
* Technology advancement | |||
* PS5-native design | |||
* Next generation | |||
== Technical Specifications Summary == | |||
= | {| class="wikitable" | ||
|- | |||
! Specification !! Details | |||
|- | |||
| Display || 5.7" OLED, 960 × 1080 per eye | |||
|- | |||
| Total Resolution || 1920 × 1080 | |||
|- | |||
| Refresh Rate || 90Hz, 120Hz | |||
|- | |||
| FOV || ~100° | |||
|- | |||
| Tracking || PlayStation Camera (visible LEDs) | |||
|- | |||
| Subpixels || RGB stripe | |||
|- | |||
| Audio || 3D audio, earbuds included | |||
|- | |||
| Controllers || DualShock 4, PS Move | |||
|- | |||
| Weight || 600g | |||
|- | |||
| Platform || PlayStation 4, PlayStation 5 | |||
|- | |||
| Price || $399 (headset) | |||
|} | |||
== See Also == | |||
* [[Sony Interactive Entertainment]] | |||
* [[PlayStation VR2]] | |||
* [[PlayStation 4]] | |||
* [[PlayStation Move]] | |||
* [[Console VR]] | |||
* [[Virtual Reality]] | |||
==References== | == References == | ||
{{Reflist}} | |||
[[Category: | [[Category:Devices]] | ||
[[Category:VR Headsets]] | |||
[[Category:Head-mounted displays]] | |||
[[Category:Console VR]] | |||
[[Category:Sony]] | |||
[[Category:PlayStation]] | |||
[[Category:2010s VR]] | |||
Latest revision as of 03:11, 8 January 2026
| PlayStation VR | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | Console VR |
| Platform | PlayStation 4, PlayStation 5 (via adapter) |
| Creator | Sony Interactive Entertainment |
| Developer | Sony Interactive Entertainment |
| Manufacturer | Sony Interactive Entertainment |
| Announcement Date | March 18, 2014 (GDC, as "Project Morpheus") |
| Release Date | October 13, 2016 |
| Price | $399 (headset), $499 (Launch Bundle) |
| Website | https://www.playstation.com/ps-vr/ |
| Versions | CUH-ZVR1 (original), CUH-ZVR2 (revised 2017) |
| Requires | PlayStation 4 or PlayStation 5 (with adapter), PlayStation Camera |
| Predecessor | None |
| Successor | PlayStation VR2 |
| System | |
| Operating System | PlayStation system software |
| Chipset | External Processing Unit (EPU) |
| CPU | N/A (PS4/PS5-powered) |
| GPU | N/A (PS4/PS5-powered) |
| Storage | |
| Storage | N/A |
| Memory | N/A |
| SD Card Slot | No |
| Display | |
| Display | Single 5.7" OLED |
| Subpixel Layout | RGB stripe |
| Peak Brightness | Not specified |
| Resolution | 960 × 1080 per eye (1920 × 1080 total) |
| Pixel Density | ~10 PPD |
| Refresh Rate | 90Hz, 120Hz (reprojection) |
| Persistence | Low persistence |
| Image | |
| Field of View | 100° |
| Horizontal FoV | ~96° |
| Vertical FoV | ~96° |
| Average Pixel Density | ~10 PPD |
| Peak Pixel Density | ~10 PPD |
| Foveated Rendering | No |
| Optics | |
| Optics | Aspheric lenses |
| Ocularity | Binocular |
| IPD Range | Software adjustment (no physical) |
| Adjustable Diopter | No (glasses compatible) |
| Passthrough | No |
| Tracking | |
| Tracking | 6DoF outside-in (PlayStation Camera + visible light LEDs) |
| Tracking Frequency | 60Hz (camera) |
| Base Stations | PlayStation Camera required (sold separately or bundled) |
| Eye Tracking | No |
| Face Tracking | No |
| Hand Tracking | No |
| Body Tracking | No |
| Rotational Tracking | Yes |
| Positional Tracking | Yes |
| Update Rate | 120Hz (display), 1000Hz (IMU) |
| Tracking Volume | ~10 ft × 6 ft |
| Play Space | Standing/seated |
| Latency | <18ms motion-to-photon |
| Audio | |
| Audio | Integrated earbuds (included), 3.5mm jack |
| Microphone | Yes (inline on earbuds) |
| 3.5mm Audio Jack | Yes |
| Camera | No |
| Connectivity | |
| Connectivity | HDMI, USB (via EPU) |
| Ports | HDMI (to EPU), USB (to EPU), 3.5mm audio |
| Wired Video | Yes (HDMI via EPU) |
| Wireless Video | No |
| WiFi | No |
| Bluetooth | No |
| Power | EPU powered (AC adapter) |
| Battery Capacity | N/A |
| Battery Life | N/A (tethered) |
| Charge Time | N/A |
| Device | |
| Dimensions | 187 × 185 × 277mm (headset) |
| Weight | 600g (headset without cable) |
| Material | Plastic |
| Headstrap | Adjustable halo band |
| Haptics | Controller haptics (DualShock 4, PS Move) |
| Color | White/Black |
| Sensors | 9 LEDs (visible light), accelerometer, gyroscope |
| Input | DualShock 4, PlayStation Move controllers, PlayStation VR Aim Controller |
| Compliance | FCC, CE |
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The PlayStation VR (PSVR) is a console VR head-mounted display developed by Sony Interactive Entertainment, first revealed as "Project Morpheus" at GDC on March 18, 2014, and released on October 13, 2016 at a price of $399 for the headset alone or $499 for the Launch Bundle including PlayStation Camera and PlayStation VR Worlds. The PSVR brought high-quality VR to the living room through the PlayStation 4, offering an accessible entry point compared to PC VR headsets that required expensive gaming computers. Featuring a 5.7-inch OLED display at 1920 × 1080 resolution (960 × 1080 per eye), 120Hz capability, comfortable halo-band design, and a unique RGB subpixel arrangement that reduced screen door effect, the PSVR sold over 5 million units by its second anniversary, establishing console VR as a viable market segment.
History and Development
Project Morpheus
Initial development:
- Internal Sony research since 2010
- "Project Morpheus" codename
- Named after Greek god of dreams
- GDC 2014 reveal
GDC 2014 Announcement
Public unveiling:
- March 18, 2014
- Prototype demonstrated
- PlayStation ecosystem integration
- Developer enthusiasm
Development Iterations
Multiple prototypes:
- Original 2014 prototype
- Updated 2015 version (GDC)
- Near-final at TGS 2015
- "PlayStation VR" final name (September 2015)
E3 2016 Launch Details
Commercial launch announced:
- October 13, 2016 release date
- $399 pricing revealed
- Launch game lineup
- Bundle options
October 2016 Launch
Global release:
- $399 headset only
- $499 Launch Bundle
- PlayStation Camera required (separate or bundled)
- Strong initial demand
Design Philosophy
Console Accessibility
Living room VR:
- No PC required
- Existing PlayStation 4 base
- Lower total cost than PC VR
- Family-friendly environment
Comfort Priority
Extended wear design:
- Halo-band head mount
- Balanced weight distribution
- Doesn't press on face
- Comfortable for glasses
Social Screen
Shared experiences:
- TV shows what VR user sees
- Asymmetric multiplayer possible
- Family participation
- Party game design
Display Technology
Single OLED Panel
Split display approach:
- Size: 5.7 inches (single panel)
- Resolution: 1920 × 1080 total (960 × 1080 per eye)
- Type: OLED
- Subpixels: RGB stripe (not PenTile)
RGB Subpixel Advantage
Reduced screen door effect:
- Full RGB arrangement
- Better than PenTile at same resolution
- Smoother image appearance
- Sony's display expertise
Refresh Rate
Multiple modes:
- Native: 90Hz, 120Hz
- Reprojection: 60fps → 120Hz
- Smooth motion
- Developer flexibility
Low Persistence
Motion clarity:
- Global illumination
- <18ms latency
- Reduced blur
- Comfortable viewing
Optical System
Aspheric Lenses
Clean optics:
- Minimal god rays
- Less distortion than Fresnel
- Good clarity
- Comfortable viewing
Field of View
Approximately 100°:
- Competitive FOV
- Good immersion
- Slightly less than PC VR
- Adequate for games
IPD Adjustment
Software only:
- No physical adjustment
- Software compensation
- Works for most users
- Limitation for extremes
Glasses Compatibility
Designed for glasses:
- Headset extends forward
- Doesn't press on frames
- Good glasses fit
- Comfort maintained
External Processing Unit (EPU)
Breakout Box
Required component:
- Connects headset to PS4
- Processes 3D audio
- Handles social screen output
- Powers headset
Functionality
Processing tasks:
- Mirror display to TV (social screen)
- 3D audio processing
- Cinematic Mode rendering
- Signal management
Connection Flow
System integration:
- PS4 → EPU → Headset
- PS4 → EPU → TV (social screen)
- Seamless switching
- VR/non-VR transitions
Tracking System
PlayStation Camera Tracking
Visible light LED tracking:
- 9 LEDs on headset
- Tracked by PlayStation Camera
- 6DoF positioning
- Visible light (not IR)
LED Configuration
Unique light pattern:
- Front and sides of headset
- Distinctive shape recognition
- 360° challenging
- Best facing camera
Tracking Limitations
System constraints:
- Front-facing primarily
- Occlusion issues when turning
- Limited tracking volume
- PlayStation Camera limitations
IMU Integration
Sensor fusion:
- Accelerometer
- Gyroscope
- Combined with camera data
- Smooth tracking
Controllers
DualShock 4
Standard gamepad:
- Light bar tracked
- 6DoF positioning (limited)
- Familiar controls
- Included with PS4
PlayStation Move
Motion controllers:
- Originally PS3 accessory
- Two controllers recommended
- 6DoF tracking each
- Hand presence in VR
PlayStation VR Aim Controller
Dedicated accessory:
- Gun-shaped controller
- Designed for shooters
- Accurate aiming
- Immersive experience
Physical Design
Halo Band
Comfort innovation:
- Band around head
- Visor extends forward
- No pressure on face
- Easy adjustment
Adjustment System
Fitting controls:
- Rear dial tightening
- Scope button (slides visor)
- Eye-to-lens adjustment
- Quick changes
Weight Distribution
Balanced design:
- 600g headset
- Weight on top of head
- Not face-heavy
- Extended comfort
CUH-ZVR2 Revision
2017 update:
- Slimmer EPU
- Integrated headphone cable
- Improved cable management
- HDR passthrough
Audio
Included Earbuds
Standard audio:
- Stereo earbuds included
- 3D audio capable
- Inline microphone
- Removable
3D Audio
Spatial sound:
- Custom audio engine
- Positional accuracy
- Enhances immersion
- HRTF processing
3.5mm Jack
Upgrade option:
- Use own headphones
- Better audio quality possible
- Premium headphone support
Cinematic Mode
Virtual Screen
Non-VR content viewing:
- All PS4 content in VR
- Virtual cinema screen
- Three size options (small/medium/large)
- Up to 226" virtual screen
2D Gaming
Regular games in VR:
- Play any PS4 game
- Large virtual display
- Personal theater experience
- Alternative viewing mode
Software and Games
Launch Titles
Day-one content:
- PlayStation VR Worlds
- Batman: Arkham VR
- RIGS: Mechanized Combat League
- EVE: Valkyrie
- Job Simulator
Exclusive Games
Platform-defining titles:
- Astro Bot Rescue Mission
- Blood & Truth
- Resident Evil 7 (full game)
- Gran Turismo Sport (VR mode)
- Firewall Zero Hour
Third-Party Support
Wide content library:
- Beat Saber
- Superhot VR
- No Man's Sky VR
- Skyrim VR
- 500+ VR titles
PlayStation 5 Compatibility
PS5 Support
Backward compatibility:
- Plays PSVR games on PS5
- Free camera adapter required
- Enhanced performance some games
- Legacy support
Adapter Required
Camera connection:
- PS5 doesn't have PS4 camera port
- Free adapter from Sony
- Same tracking system
- Functional on next-gen
Commercial Success
Sales Performance
Strong adoption:
- Over 5 million units (by October 2019)
- Best-selling VR headset at launch
- Console audience reached
- Market expansion
Market Impact
Industry significance:
- Proved console VR viable
- Mainstream VR exposure
- Developer support
- Platform longevity
Comparison with PC VR
| Feature | PlayStation VR | Oculus Rift CV1 | HTC Vive |
|---|---|---|---|
| Price | $399 | $599 | $799 |
| Platform | PS4 ($299+) | Gaming PC ($900+) | Gaming PC ($900+) |
| Resolution/eye | 960×1080 | 1080×1200 | 1080×1200 |
| Refresh Rate | 90/120Hz | 90Hz | 90Hz |
| FOV | 100° | 110° | 110° |
| Tracking | Camera (visible) | Constellation (IR) | Lighthouse (IR) |
| Room-scale | Limited | With sensors | Native |
Legacy
Console VR Establishment
Proved market:
- 5+ million units sold
- Console VR viable
- Developer support
- Mainstream reach
Comfort Innovation
Design influence:
- Halo band design copied
- Face-pressure-free concept
- Glasses compatibility
- Extended wear comfort
PlayStation VR2 Foundation
Successor development:
- Lessons applied
- Technology advancement
- PS5-native design
- Next generation
Technical Specifications Summary
| Specification | Details |
|---|---|
| Display | 5.7" OLED, 960 × 1080 per eye |
| Total Resolution | 1920 × 1080 |
| Refresh Rate | 90Hz, 120Hz |
| FOV | ~100° |
| Tracking | PlayStation Camera (visible LEDs) |
| Subpixels | RGB stripe |
| Audio | 3D audio, earbuds included |
| Controllers | DualShock 4, PS Move |
| Weight | 600g |
| Platform | PlayStation 4, PlayStation 5 |
| Price | $399 (headset) |
See Also
- Sony Interactive Entertainment
- PlayStation VR2
- PlayStation 4
- PlayStation Move
- Console VR
- Virtual Reality