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{{Device Infobox
{{Device Infobox
|name = PlayStation VR
|image =
|image =
|VR/AR = [[Virtual Reality]]
|VR/AR = [[Virtual Reality]]
Line 5: Line 6:
|Subtype = [[Console VR]]
|Subtype = [[Console VR]]
|Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter)
|Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter)
|Creator = [[Sony Interactive Entertainment]]
|Developer = [[Sony Interactive Entertainment]]
|Developer = [[Sony Interactive Entertainment]]
|Manufacturer = [[Sony Interactive Entertainment]]
|Manufacturer = [[Sony Interactive Entertainment]]
|Announcement Date = March 2014 (as Project Morpheus)
|Announcement Date = March 18, 2014 (GDC, as "Project Morpheus")
|Release Date = October 13, 2016
|Release Date = October 13, 2016
|End of Production = 2023
|Price = $399 (headset), $499 (Launch Bundle)
|Price = $399 USD (headset), $499 USD (bundle)
|Website = https://www.playstation.com/ps-vr/
|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]]
|Successor = [[PlayStation VR2]]
|Display = 5.7" OLED (single panel)
|Operating System = PlayStation system software
|Resolution = 960x1080 per eye (1920x1080 combined)
|Chipset = External Processing Unit (EPU)
|Pixel Structure = Full RGB subpixels
|CPU = N/A (PS4/PS5-powered)
|Refresh Rate = 90 Hz, 120 Hz
|GPU = N/A (PS4/PS5-powered)
|HPU =
|Storage = N/A
|Memory = N/A
|SD Card Slot = No
|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
|Field of View = 100°
|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
|Ocularity = Binocular
|Optics = Fresnel lenses
|IPD Range = Software adjustment (no physical)
|Tracking = 6DoF (outside-in, PS Camera)
|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
|Eye Tracking = No
|Face Tracking = No
|Hand Tracking = No
|Hand Tracking = No
|Controllers = DualShock 4, PlayStation Move, Aim Controller
|Body Tracking = No
|Audio = Integrated stereo headphones (CUH-ZVR2), 3.5mm jack
|Rotational Tracking = Yes
|Connectivity = HDMI, USB
|Positional Tracking = Yes
|Processor Unit = Yes (external)
|Update Rate = 120Hz (display), 1000Hz (IMU)
|Weight = ~610g (headset)
|Tracking Volume = ~10 ft × 6 ft
|Color = Black/White
|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
}}
}}


The '''PlayStation VR''' ('''PSVR''', originally codenamed '''Project Morpheus''') is a [[console VR]] [[head-mounted display]] developed by [[Sony Interactive Entertainment]], released on October 13, 2016 as the first major console-based VR system. The headset features a 5.7-inch OLED display with full RGB subpixels providing 960x1080 resolution per eye, 120 Hz refresh rate, and 100° field of view. Unlike PC VR competitors, PlayStation VR was designed exclusively for the PlayStation 4, offering an accessible entry point to VR gaming with its $399 price point and integration with existing PlayStation controllers including the DualShock 4 and PlayStation Move.
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 ==
== History and Development ==


Sony first revealed Project Morpheus at GDC in March 2014, positioning the company as a major player in the emerging VR market. After extensive development and multiple prototype iterations, PlayStation VR launched worldwide on October 13, 2016. The headset represented Sony's first VR product and was designed to leverage the existing PlayStation 4 install base of over 40 million consoles.<ref name="playstationblog">{{cite web |url=https://blog.playstation.com/archive/2016/10/03/playstation-vr-the-ultimate-faq |title=PlayStation VR: the ultimate FAQ |publisher=PlayStation Blog |access-date=2025-01-07}}</ref>
=== Project Morpheus ===
Initial development:
* Internal Sony research since 2010
* "Project Morpheus" codename
* Named after Greek god of dreams
* GDC 2014 reveal


An updated model (CUH-ZVR2) was released in 2017 featuring integrated stereo headphones and an updated Processor Unit with HDR passthrough support. PlayStation VR was succeeded by [[PlayStation VR2]] in February 2023, designed exclusively for PlayStation 5.<ref name="wikipedia">{{cite web |url=https://en.wikipedia.org/wiki/PlayStation_VR |title=PlayStation VR |publisher=Wikipedia |access-date=2025-01-07}}</ref>
=== GDC 2014 Announcement ===
Public unveiling:
* March 18, 2014
* Prototype demonstrated
* PlayStation ecosystem integration
* Developer enthusiasm


== Design and Hardware ==
=== Development Iterations ===
Multiple prototypes:
* Original 2014 prototype
* Updated 2015 version (GDC)
* Near-final at TGS 2015
* "PlayStation VR" final name (September 2015)


=== Display ===
=== E3 2016 Launch Details ===
Commercial launch announced:
* October 13, 2016 release date
* $399 pricing revealed
* Launch game lineup
* Bundle options


High-quality OLED with full RGB:
=== October 2016 Launch ===
Global release:
* $399 headset only
* $499 Launch Bundle
* PlayStation Camera required (separate or bundled)
* Strong initial demand


* Single 5.7-inch OLED panel
== Design Philosophy ==
* '''960x1080 resolution per eye''' (1920x1080 combined)
* '''Full RGB subpixels''' (960xRGBx1080)
* Reduced screen door effect vs PenTile displays
* '''90 Hz and 120 Hz''' refresh rates
* '''100° field of view'''
* Low persistence
* Less than 18ms latency


=== Optics ===
=== Console Accessibility ===
Living room VR:
* No PC required
* Existing PlayStation 4 base
* Lower total cost than PC VR
* Family-friendly environment


* Fresnel lenses
=== Comfort Priority ===
* Fixed IPD (software adjustment)
Extended wear design:
* Large eye relief
* Halo-band head mount
* Glasses-friendly design
* Balanced weight distribution
* Doesn't press on face
* Comfortable for glasses


=== Processor Unit ===
=== Social Screen ===
Shared experiences:
* TV shows what VR user sees
* Asymmetric multiplayer possible
* Family participation
* Party game design


External processing box:
== Display Technology ==


* Enables Social Screen TV output
=== Single OLED Panel ===
* Processes 3D audio
Split display approach:
* '''365g weight'''
* '''Size''': 5.7 inches (single panel)
* 150 x 39 x 114mm dimensions
* '''Resolution''': 1920 × 1080 total (960 × 1080 per eye)
* Updated CUH-ZVR2 supports HDR passthrough
* '''Type''': OLED
* Connects between PS4 and headset
* '''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


=== Tracking ===
== External Processing Unit (EPU) ==


PlayStation Camera-based tracking:
=== Breakout Box ===
Required component:
* Connects headset to PS4
* Processes 3D audio
* Handles social screen output
* Powers headset


* '''6 Degrees of Freedom''' (6DoF)
=== Functionality ===
* Outside-in optical tracking
Processing tasks:
* '''9 LEDs''' on headset (front, back, sides)
* Mirror display to TV (social screen)
* Three-axis gyroscope
* 3D audio processing
* Three-axis accelerometer
* Cinematic Mode rendering
* Tracks headset and controllers
* Signal management
* Room-scale limited by camera range


=== Build and Comfort ===
=== Connection Flow ===
System integration:
* PS4 → EPU → Headset
* PS4 → EPU → TV (social screen)
* Seamless switching
* VR/non-VR transitions


Ergonomic halo design:
== Tracking System ==


* '''~610g weight''' (without cable)
=== PlayStation Camera Tracking ===
* 7.4 x 7.3 x 10.9 inches
Visible light LED tracking:
* Halo headband design
* 9 LEDs on headset
* Weight distributed evenly
* Tracked by PlayStation Camera
* Quick-release button
* 6DoF positioning
* Adjustable headband
* Visible light (not IR)
* Comfortable for extended sessions
* Glasses-compatible


=== Audio ===
=== LED Configuration ===
Unique light pattern:
* Front and sides of headset
* Distinctive shape recognition
* 360° challenging
* Best facing camera


Integrated and upgradeable:
=== Tracking Limitations ===
System constraints:
* Front-facing primarily
* Occlusion issues when turning
* Limited tracking volume
* PlayStation Camera limitations


* CUH-ZVR1: Separate earbuds included
=== IMU Integration ===
* '''CUH-ZVR2: Integrated stereo headphones'''
Sensor fusion:
* 3D spatial audio processing
* Accelerometer
* 3.5mm headphone jack
* Gyroscope
* Virtual surround sound
* Combined with camera data
* Smooth tracking


== Controllers ==
== Controllers ==
Multiple input options:


=== DualShock 4 ===
=== DualShock 4 ===
* Standard PS4 controller
Standard gamepad:
* Light bar tracked by camera
* Light bar tracked
* Works with all PSVR games
* 6DoF positioning (limited)
* Familiar controls
* Included with PS4


=== PlayStation Move ===
=== PlayStation Move ===
* Motion controllers (sold separately)
Motion controllers:
* Tracked by PS Camera
* Originally PS3 accessory
* Two controllers for hand presence
* Two controllers recommended
* Originally from PlayStation 3 era
* 6DoF tracking each
* Hand presence in VR


=== PlayStation VR Aim Controller ===
=== PlayStation VR Aim Controller ===
Dedicated accessory:
* Gun-shaped controller
* Gun-shaped controller
* Full motion tracking
* Designed for shooters
* Designed for shooter games
* Accurate aiming
* Bundled with Farpoint
* Immersive experience
* $59.99 separately


== Package Contents ==
== Physical Design ==


Launch bundle included:
=== Halo Band ===
Comfort innovation:
* Band around head
* Visor extends forward
* No pressure on face
* Easy adjustment


* PlayStation VR headset
=== Adjustment System ===
* Processor Unit
Fitting controls:
* HDMI and USB cables
* Rear dial tightening
* Stereo earbuds (CUH-ZVR1)
* Scope button (slides visor)
* AC adapter
* Eye-to-lens adjustment
* Demo disc
* Quick changes


Note: PlayStation Camera sold separately or in bundles
=== Weight Distribution ===
Balanced design:
* 600g headset
* Weight on top of head
* Not face-heavy
* Extended comfort


== System Requirements ==
=== CUH-ZVR2 Revision ===
2017 update:
* Slimmer EPU
* Integrated headphone cable
* Improved cable management
* HDR passthrough


* PlayStation 4 (any model)
== Audio ==
* PlayStation Camera (required)
 
* PlayStation 5 (via free adapter)
=== 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 ==
== Cinematic Mode ==


=== Virtual Screen ===
Non-VR content viewing:
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


* Play any PS4 game on virtual screen
== Commercial Success ==
* Three screen sizes: Small, Medium, Large
* 2D and 3D Blu-ray support
* Media playback


== Technical Specifications ==
=== 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"
{| class="wikitable"
|-
|-
! Specification !! Details
! Feature !! PlayStation VR !! Oculus Rift CV1 !! HTC Vive
|-
| Display || 5.7" OLED (Full RGB)
|-
| Resolution || 960x1080 per eye
|-
| Refresh Rate || 90 Hz / 120 Hz
|-
|-
| Field of View || 100°
| Price || $399 || $599 || $799
|-
|-
| Tracking || 6DoF (outside-in)
| Platform || PS4 ($299+) || Gaming PC ($900+) || Gaming PC ($900+)
|-
|-
| LEDs || 9 tracking lights
| Resolution/eye || 960×1080 || 1080×1200 || 1080×1200
|-
|-
| Sensors || 6-axis (gyro + accelerometer)
| Refresh Rate || 90/120Hz || 90Hz || 90Hz
|-
|-
| Headset Weight || ~610g
| FOV || 100° || 110° || 110°
|-
|-
| Processor Unit || 365g
| Tracking || Camera (visible) || Constellation (IR) || Lighthouse (IR)
|-
|-
| Latency || <18ms
| Room-scale || Limited || With sensors || Native
|-
| Price || $399
|}
|}


== Reception ==
== Legacy ==


'''Praise:'''
=== Console VR Establishment ===
* $399 price accessible vs PC VR
Proved market:
* Full RGB OLED reduces screen door effect
* 5+ million units sold
* 120 Hz refresh rate smooth
* Console VR viable
* Comfortable halo headband design
* Developer support
* Large 100° field of view
* Mainstream reach
* Easy setup with PS4
* Strong exclusive game library
* Glasses-friendly
* Social Screen TV output
* Existing Move controllers supported


'''Criticism:'''
=== Comfort Innovation ===
* PlayStation Camera tracking limited
Design influence:
* External camera required
* Halo band design copied
* Move controllers dated design
* Face-pressure-free concept
* No analog sticks on Move
* Glasses compatibility
* Cable management awkward
* Extended wear comfort
* Processor Unit adds complexity
* Lower resolution than PC VR
* Limited tracking volume
* No room-scale support<ref name="roadtovr">{{cite web |url=https://www.roadtovr.com/psvr-vs-psvr-2-specs-comparison-playstation-vr-2/ |title=PSVR 2 vs. PSVR – How Far Has PlayStation VR Come Since 2016? |publisher=Road to VR |access-date=2025-01-07}}</ref>


<ref name="wevolver">{{cite web |url=https://www.wevolver.com/specs/playstation-vr |title=PlayStation VR |publisher=Wevolver |access-date=2025-01-07}}</ref>
=== PlayStation VR2 Foundation ===
Successor development:
* Lessons applied
* Technology advancement
* PS5-native design
* Next generation


== Legacy ==
== Technical Specifications Summary ==


PlayStation VR proved console VR was viable, selling over 5 million units. It established:
{| class="wikitable"
 
|-
* Console VR as legitimate platform
! Specification !! Details
* Accessible VR pricing ($399)
|-
* Strong exclusive content important
| Display || 5.7" OLED, 960 × 1080 per eye
* Social Screen feature for shared experiences
|-
* Foundation for PlayStation VR2
| 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 ==
== See Also ==
* [[Sony Interactive Entertainment]]
* [[PlayStation VR2]]
* [[PlayStation VR2]]
* [[Oculus Rift CV1]]
* [[PlayStation 4]]
* [[Meta Quest 2]]
* [[PlayStation Move]]
* [[Console VR]]
* [[Virtual Reality]]


== References ==
== References ==
{{reflist}}
{{Reflist}}


[[Category:Devices]]
[[Category:Devices]]
[[Category:Virtual Reality Devices]]
[[Category:VR Headsets]]
[[Category:Console VR Headsets]]
[[Category:Head-mounted displays]]
[[Category:Sony Interactive Entertainment]]
[[Category:Console VR]]
[[Category:Sony]]
[[Category:PlayStation]]
[[Category:PlayStation]]
[[Category:2016 in technology]]
[[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

References