PlayStation VR: Difference between revisions
Appearance
Improving page with detailed specifications, history, features, and references Tag: Reverted |
Improving page with detailed specifications, history, features, and references |
||
| (One intermediate revision by one other user not shown) | |||
| Line 1: | Line 1: | ||
{{Device Infobox | {{Device Infobox | ||
|name = PlayStation VR | |||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = Console VR | |Subtype = [[Console VR]] | ||
|Platform = [[PlayStation 4]], [[PlayStation 5]] | |Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter) | ||
|Creator = [[Sony Interactive Entertainment]] | |Creator = [[Sony Interactive Entertainment]] | ||
| | |Developer = [[Sony Interactive Entertainment]] | ||
|Release = October 13, 2016 | |Manufacturer = [[Sony Interactive Entertainment]] | ||
|Price = $399 | |Announcement Date = March 18, 2014 (GDC, as "Project Morpheus") | ||
|Website = https://www.playstation.com | |Release Date = October 13, 2016 | ||
| | |Price = $399 (headset), $499 (Launch Bundle) | ||
|CPU = PS4/PS5 | |Website = https://www.playstation.com/ps-vr/ | ||
|GPU = PS4/PS5 | |Versions = CUH-ZVR1 (original), CUH-ZVR2 (revised 2017) | ||
|Storage = | |Requires = PlayStation 4 or PlayStation 5 (with adapter), PlayStation Camera | ||
| | |Predecessor = None | ||
|Display = 5.7" OLED | |Successor = [[PlayStation VR2]] | ||
|Resolution = | |Operating System = PlayStation system software | ||
|Refresh = | |Chipset = External Processing Unit (EPU) | ||
| | |CPU = N/A (PS4/PS5-powered) | ||
| | |GPU = N/A (PS4/PS5-powered) | ||
|PPD = | |HPU = | ||
| | |Storage = N/A | ||
|IPD = Adjustable | |Memory = N/A | ||
|Eye Tracking = | |SD Card Slot = No | ||
|Hand Tracking = | |Display = Single 5.7" OLED | ||
|Tracking = | |Subpixel Layout = RGB stripe | ||
| | |Peak Brightness = Not specified | ||
| | |Resolution = 960 × 1080 per eye (1920 × 1080 total) | ||
|Microphone = | |Pixel Density = ~10 PPD | ||
|Audio Jack = | |Refresh Rate = 90Hz, 120Hz (reprojection) | ||
|Connectivity = HDMI, USB | |Persistence = Low persistence | ||
|Ports = HDMI, USB, | |Field of View = 100° | ||
|Battery = | |Horizontal FoV = ~96° | ||
|Weight = | |Vertical FoV = ~96° | ||
| | |Average Pixel Density = ~10 PPD | ||
| | |Peak Pixel Density = ~10 PPD | ||
|Sensors = 9 LEDs, gyroscope | |Foveated Rendering = No | ||
|Input = DualShock 4, | |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 | |||
}} | }} | ||
The '''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 == | == History and Development == | ||
=== Project Morpheus === | === Project Morpheus === | ||
Sony | Initial development: | ||
* Internal Sony research since 2010 | |||
* "Project Morpheus" codename | |||
* Named after Greek god of dreams | |||
* GDC 2014 reveal | |||
=== PlayStation | === 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 === | === October 2016 Launch === | ||
PlayStation VR | 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 | * 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 == | == Tracking System == | ||
=== PlayStation Camera Tracking === | === PlayStation Camera Tracking === | ||
* 9 | 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 == | == Audio == | ||
=== Included Earbuds === | |||
Standard audio: | |||
* Stereo earbuds included | |||
* 3D audio capable | |||
* Inline microphone | |||
* Removable | |||
=== 3D Audio === | === 3D Audio === | ||
* | Spatial sound: | ||
* | * Custom audio engine | ||
* 3.5mm headphone | * 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" | {| 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 | ||
|} | |} | ||
== Specifications == | == 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" | {| class="wikitable" | ||
| Line 148: | Line 455: | ||
! Specification !! Details | ! Specification !! Details | ||
|- | |- | ||
| Display || 5.7" OLED | | Display || 5.7" OLED, 960 × 1080 per eye | ||
|- | |- | ||
| Resolution || 1920 | | Total Resolution || 1920 × 1080 | ||
|- | |- | ||
| | | Refresh Rate || 90Hz, 120Hz | ||
|- | |- | ||
| | | FOV || ~100° | ||
|- | |- | ||
| | | Tracking || PlayStation Camera (visible LEDs) | ||
|- | |- | ||
| | | Subpixels || RGB stripe | ||
|- | |- | ||
| Audio || 3D audio | | Audio || 3D audio, earbuds included | ||
|- | |- | ||
| | | Controllers || DualShock 4, PS Move | ||
|- | |- | ||
| | | Weight || 600g | ||
|- | |- | ||
| Price || $399 | | Platform || PlayStation 4, PlayStation 5 | ||
|- | |||
| Price || $399 (headset) | |||
|} | |} | ||
| Line 173: | Line 482: | ||
* [[PlayStation VR2]] | * [[PlayStation VR2]] | ||
* [[PlayStation 4]] | * [[PlayStation 4]] | ||
* [[PlayStation Move]] | |||
* [[Console VR]] | * [[Console VR]] | ||
* [[Virtual Reality]] | |||
== References == | == References == | ||
| Line 182: | Line 493: | ||
[[Category:Head-mounted displays]] | [[Category:Head-mounted displays]] | ||
[[Category:Console VR]] | [[Category:Console VR]] | ||
[[Category:Sony]] | |||
[[Category:PlayStation]] | [[Category:PlayStation]] | ||
[[Category:2010s VR]] | [[Category:2010s VR]] | ||