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{{Device Infobox
{{Device Infobox
|image={{#ev:youtube|LMq8gQkljMw|350}}
|name = PlayStation VR
|Type=[[Virtual Reality]]
|image =
|Subtype=[[Head-mounted Display]]
|VR/AR = [[Virtual Reality]]
|Platform=[[PlayStation VR]]
|Type = [[Head-mounted display]]
|Creator=
|Subtype = [[Console VR]]
|Developer=[[Sony]]
|Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter)
|Manufacturer=Sony
|Creator = [[Sony Interactive Entertainment]]
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]
|Developer = [[Sony Interactive Entertainment]]
|Requires=[[PlayStation 4]]
|Manufacturer = [[Sony Interactive Entertainment]]
|Predecessor=[[Project Morpheus]]
|Announcement Date = March 18, 2014 (GDC, as "Project Morpheus")
|Successor=[[PlayStation VR 2]]
|Release Date = October 13, 2016
|Display=5.7 inch OLED
|Price = $399 (headset), $499 (Launch Bundle)
|Resolution=1920 x 1080, 960 x 1080 per eye
|Website = https://www.playstation.com/ps-vr/
|Pixel Density=386 PPI
|Versions = CUH-ZVR1 (original), CUH-ZVR2 (revised 2017)
|Refresh Rate=90 Hz, 120 Hz
|Requires = PlayStation 4 or PlayStation 5 (with adapter), PlayStation Camera
|Field of View=100°
|Predecessor = None
|Optics=??
|Successor = [[PlayStation VR2]]
|Tracking=6DOF
|Operating System = PlayStation system software
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]
|Chipset = External Processing Unit (EPU)
|Positional Tracking=[[PlayStation Camera]]
|CPU = N/A (PS4/PS5-powered)
|Update Rate=?
|GPU = N/A (PS4/PS5-powered)
|Tracking Volume=72°H x 45°V (15 feet range estimated)
|HPU =
|Latency=Less than 18ms
|Storage = N/A
|Audio=[[3D audio]]
|Memory = N/A
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]]
|SD Card Slot = No
|Connectivity=HDMI, USB
|Display = Single 5.7" OLED
|Weight=
|Subpixel Layout = RGB stripe
|Cable Length=??
|Peak Brightness = Not specified
|Release Date=Q2 2016
|Resolution = 960 × 1080 per eye (1920 × 1080 total)
|Website=
|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]], formerly known as '''Project Morpheus''', is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, PlayStation VR is designed to be compatible with PlayStation 4 and PlayStation Vita. PlayStation VR features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a [[3D audio]] output.


PlayStation VR is scheduled to be released in the first half of 2016.
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.


==Advantages and Features==
== History and Development ==
*Fixed spec platform - PS4
*Established controller interface - DualShock 4 controller and PlayStation Move with PlayStation Camera
*Large PS4 player base - over 20 million
*Established content marketplace and ecosystem
*Popular, intuitive and motion tracked controllers


===Technical Features===
=== Project Morpheus ===
*Low [[latency]]
Initial development:
*High [[framerate]] - 120 Hz - renders at 60 Hz, [[reprojection|reprojects]] at 120 Hz
* Internal Sony research since 2010
*More pixels on the center of view to match human visual system.
* "Project Morpheus" codename
*Unified tracking support for all PS VR and Input devices such as the HMD, [[DualShock 4]], [[Move]] and [[Move Navigation]].
* Named after Greek god of dreams
*Multiple devices are tracked in the same coordinate space in any combination.
* GDC 2014 reveal
*VR players and non-VR players playing together.
*[[3D audio]]


{{#ev:youtube|3RNbZpcfAhE|350|right|PSVR presentation}}
=== GDC 2014 Announcement ===
Public unveiling:
* March 18, 2014
* Prototype demonstrated
* PlayStation ecosystem integration
* Developer enthusiasm


==Hardware==
=== Development Iterations ===
PlayStation VR' curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It's edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow PSVR to accurately detect your line of sight.
Multiple prototypes:
* Original 2014 prototype
* Updated 2015 version (GDC)
* Near-final at TGS 2015
* "PlayStation VR" final name (September 2015)


PlayStation VR connects to a PlayStation 4 for information processing and streaming. A small, black box called [[PSVR External Processing Unit|External Processing Unit]] (EPU) is required to be connected to the PS4. EPU distorts the image generated by the PS4 to counteract the lens distortion before sending the image to the HMD. It also provides an optional non-distorted output to an additional monitor, so you can attach a monitor to the EPU to display PSVR's user's view in the undistorted form.
=== E3 2016 Launch Details ===
Commercial launch announced:
* October 13, 2016 release date
* $399 pricing revealed
* Launch game lineup
* Bundle options


PlayStation VR integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. PSVR integrates with the PlayStation Camera to accurately track the user's head movements and positions. With help of the 9 [[LED]]s on the HMD, the PS Camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.
=== October 2016 Launch ===
Global release:
* $399 headset only
* $499 Launch Bundle
* PlayStation Camera required (separate or bundled)
* Strong initial demand


PlayStation VR uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.
== Design Philosophy ==


===Specifications===
=== Console Accessibility ===
'''HMD''':
Living room VR:
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.<ref>http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml</ref>
* No PC required
* Existing PlayStation 4 base
* Lower total cost than PC VR
* Family-friendly environment


{| class="wikitable sortable"
=== 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"
|-
|-
!Part
! Feature !! PlayStation VR !! Oculus Rift CV1 !! HTC Vive
!Spec
|-
|-
|Component || Processor unit, head-mounted unit
| Price || $399 || $599 || $799
|-
|-
|Display || 5.7 inch OLED, low persistence
| Platform || PS4 ($299+) || Gaming PC ($900+) || Gaming PC ($900+)
|-
|-
|Resolution || 1920 x 1080  (960 x 1080 per eye)
| Resolution/eye || 960×1080 || 1080×1200 || 1080×1200
|-
|-
|Frame Rate || 90 Hz, 120 Hz
| Refresh Rate || 90/120Hz || 90Hz || 90Hz
|-
|-
|Field of View || 100°
| FOV || 100° || 110° || 110°
|-
|-
|Tracking || 6 degrees of freedom
| Tracking || Camera (visible) || Constellation (IR) || Lighthouse (IR)
|-
|-
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]
| 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"
|-
|-
|Positional Tracking || PlayStation Camera and 9 LEDs on the HMD
! Specification !! Details
|-
|-
|Latency || <18ms
| Display || 5.7" OLED, 960 × 1080 per eye
|-
|-
|Input || [[DualShock 4 Wireless Controller]]* <br> [[PlayStation Move Motion Controller]]*
| Total Resolution || 1920 × 1080
|-
|-
|Output|| To both VR headset and TV screen <br> Mirrored and Separate Modes
| Refresh Rate || 90Hz, 120Hz
|-
|-
|Connectivity || HDMI, USB
| FOV || ~100°
|-
|-
|Audio || [[3D audio]] with stereo mini jack and mic input
| 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)
|}
|}
<nowiki>*</nowiki>These items are sold separately, they are not part of PSVR.
'''EPU''':
*Size: 140x140x35mm
*Connectivity: HDMI input and output, USB
*
==Setup Tutorial==
==Games==
{{#ev:youtube|peT_qtnatsc|350|right|PSVR games trailer from PlayStation Experience 2015}}
Various games for PlayStation 4 will be compatible with PSVR.
'''List of Games''':
*[[100ft Robot Golf]]
*[[Ace Combat 7]]
*[[ADR1ft]]
*[[Albino Lullaby]]
*[[Aquarian Evol]]
*[[ARK: Survival Evolved]]
*[[Atom Universe]]
*[[Battlezone]]
*[[Bebylon Battle Royale]]
*[[Dead or Alive Xtreme 3]]
*[[Distance]]
*[[DriveClub]]
*[[Dreams]]
*[[Eagle Flight]]
*[[Earthlight]]
*[[Eclipse]]
*[[EVE Valkyrie]]
*[[Faceted Flight]]
*[[Fated]]
*[[Futuridium VR]]
*[[Ghost Machine Golf]]
*[[GNOG]]
*[[Godling]]
*[[Golem]]
*[[Gran Turismo Sport]]
*[[Harmonix Music VR]]
*[[Headmaster]]
*[[Final Fantasy XIV]]
*[[Holodance]]
*[[Impulse Gear]]
*[[Job Simulator]]
*[[Joysound VR]]
*[[Jurassic Encounter]]
*[[Loading Human]]
*[[Lucid Trips]]
*[[Megaton Rainfall]]
*[[Modern Zombie Taxi Co.]]
*[[Omega Agent]]
*[[Paranormal Activity]]
*[[Pollen]]
*[[Project CARS]]
*[[Psychonauts In the Rhombus of Ruin]]
*[[Radial-G]]
*[[Rez Infinite]]
*[[RIGS: Mechanised Combat League]] - Competitive FPS game
*[[Robinson: The Journey]]
*[[SuperHyperCube]]
*[[Surgeon Simulator: Experience Reality]]
*[[Technolust]]
*[[Tekken 7]]
*[[The Apollo 11 Experience]]
*[[The Assembly]]
*[[The PlayRoom VR]]
*[[Trackmania Turbo]]
*[[Until Dawn Rush of Blood]]
*[[Vanguard V]]
*[[Wayward Sky]]
*[[Whiteday]]
*[[World War Toons]]
==Developer==
PlayStation VR SDK is under development.
==Tracking volume==
{{see also|Tracking volume}}
[[File:playstation vr tracking volume1.png|400px]]
72°H x 45°V (15 feet range estimate)
==Features==
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.
==History==
==Images==
[[file:project morpheus1.jpg|350px]]


Image of Project Morpheus, prototype of PlayStation VR. Notice the lack of positional tracking LEDs
== See Also ==
* [[Sony Interactive Entertainment]]
* [[PlayStation VR2]]
* [[PlayStation 4]]
* [[PlayStation Move]]
* [[Console VR]]
* [[Virtual Reality]]


==References==
== References ==
<references />
{{Reflist}}


[[Category:Virtual Reality Devices]]
[[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

Property "Platform" (as page type) with input value "PlayStation 5]] (via adapter)" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process. Property "Latency" (as page type) with input value "" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.


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