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{{Device Infobox
{{Device Infobox
|image = [[file:playstation vr211.jpg|350px]]
|name = PlayStation VR2
|VR/AR=[[Virtual Reality]]
|image =
|Type=[[Head-mounted display]]
|VR/AR = [[Virtual Reality]]
|Subtype=[[Console-Powered VR]]
|Type = [[Head-mounted display]]
|Subtype = [[Console VR]]
|Platform = [[PlayStation 5]]
|Platform = [[PlayStation 5]]
|Creator = [[Sony Interactive Entertainment]]
|Creator = [[Sony Interactive Entertainment]]
|Developer = Sony Interactive Entertainment
|Developer = [[Sony Interactive Entertainment]]
|Manufacturer = [[Sony]]
|Manufacturer = [[Sony]]
|Announcement Date = February 23, 2021 (Initial reveal); January 4, 2022 (Full name/details)
|Announcement Date = January 4, 2022
|Release Date = February 22, 2023
|Release Date = February 22, 2023
|Price = US$549.99 / £529.99 / €599.99 (Launch) (Current price may vary, for example $399 reported)
|Price = $549.99
|Website = [https://www.playstation.com/en-us/ps-vr2/ playstation.com/ps-vr2]
|Website = https://www.playstation.com/ps-vr2/
|Versions = Standard, [[Horizon Call of the Mountain Bundle]]
|Versions = PlayStation VR2, PlayStation VR2 Horizon Call of the Mountain Bundle
|Requires = PlayStation 5
|Requires = [[PlayStation 5]] console
|Predecessor = [[PlayStation VR]]
|Predecessor = [[PlayStation VR]]
|Successor =
|Successor =
|Operating System = [[PlayStation 5 system software]]
|Operating System = PlayStation 5 OS (integrated)
|Chipset = Uses PS5
|Chipset = Powered by PS5 (AMD custom SoC)
|CPU = Uses PS5
|CPU = PS5 custom AMD Zen 2 (8-core, 3.5 GHz)
|GPU = Uses PS5
|GPU = PS5 custom AMD RDNA 2 (10.28 TFLOPS)
|HPU =
|HPU =
|Storage = Uses PS5
|Storage = Uses PS5 storage
|Memory = Uses PS5
|Memory = Uses PS5 memory (16GB GDDR6)
|SD Card Slot = No
|SD Card Slot = No
|Display = [[OLED]]
|Display = Dual OLED
|Subpixel Layout = [[PenTile Diamond]]
|Subpixel Layout = RGB stripe
|Peak Brightness = Supports HDR
|Peak Brightness = Not specified
|Resolution = 2000 x 2040 per eye (4K total)
|Resolution = 2000 × 2040 per eye (4000 × 2040 combined)
|Pixel Density = ~20 PPD
|Refresh Rate = 90Hz, 120Hz
|Refresh Rate = 90Hz, 120Hz
|Pixel Density =
|Persistence = Low persistence
|Persistence =
|Field of View = 110°
|Precision =
|Horizontal FoV = ~110°
|Field of View = Approx. 110 degrees
|Vertical FoV = ~110°
|Horizontal FoV =
|Average Pixel Density = ~20 PPD
|Vertical FoV =
|Peak Pixel Density = ~20 PPD
|Visible FoV = 110° diagonal
|Foveated Rendering = Yes (eye-tracked dynamic)
|Rendered FoV =
|Optics = Fresnel lenses
|Binocular Overlap =
|Average Pixel Density =
|Peak Pixel Density =
|Foveated Rendering = Yes (Eye-tracked)
|Optics = [[Fresnel lenses]]
|Ocularity = Binocular
|Ocularity = Binocular
|IPD Range = 58-73 mm hardware adjustable (manual dial, assisted via eye tracking)
|IPD Range = Adjustable (via dial)
|Adjustable Diopter = No
|Adjustable Diopter = No (glasses compatible)
|Passthrough = Yes (Grayscale via tracking cameras)
|Passthrough = Yes (monochrome, see-through mode)
|Tracking = [[Inside-out tracking]], (6DoF)
|Tracking = 6DoF inside-out
|Tracking Frequency =
|Tracking Frequency = 60Hz (eye tracking)
|Base Stations = No
|Base Stations = None required
|Eye Tracking = Yes (IR camera per eye)
|Eye Tracking = Yes (infrared cameras)
|Face Tracking = No
|Face Tracking = No
|Hand Tracking = No (Controller-based finger detection only)
|Hand Tracking = No
|Body Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes (Six-axis motion sensing system)
|Rotational Tracking = Yes
|Positional Tracking = Yes (via 4 embedded cameras)
|Positional Tracking = Yes
|Update Rate = 90Hz / 120Hz
|Update Rate = 120Hz (display), 60Hz (eye tracking)
|Tracking Volume = Room-scale capable (Recommended 2m x 2m min)
|Tracking Volume = Room-scale
|Play Space = Room-scale, Standing, Seated
|Play Space = Roomscale
|Latency =
|Latency = <20ms motion-to-photon
|Audio = Stereo headphone jack (Input: Built-in microphone)
|Audio = Integrated stereo headphones, 3D Audio
|Microphone = Yes (Built-in)
|Microphone = Yes (built-in)
|3.5mm Audio Jack = Yes
|3.5mm Audio Jack = Yes
|Camera = 4 embedded tracking cameras, 2 IR eye-tracking cameras
|Camera = 4× inside-out tracking cameras, eye tracking cameras per eye
|Connectivity = USB Type-C (to PS5), Bluetooth 5.1 (Controllers)
|Connectivity = USB-C (to PS5)
|Ports = USB Type-C (Headset connection), 3.5mm audio jack
|Ports = USB-C, 3.5mm audio
|Wired Video = USB Type-C
|Wired Video = Yes (USB-C single cable to PS5)
|Wireless Video = No
|Wireless Video = No
|WiFi = No
|WiFi = No (uses PS5 connectivity)
|Bluetooth = Yes (Version 5.1 for controllers)
|Bluetooth = No (uses PS5 connectivity)
|Power = Via USB-C from PS5
|Power = USB-C powered (from PS5)
|Battery Capacity = Built-in lithium-ion rechargeable (Controllers)
|Battery Capacity = N/A (controllers have internal batteries)
|Battery Life = Approx. 4-6.5 hours (Controllers, varies with haptics)
|Battery Life = N/A (headset tethered)
|Charge Time =
|Charge Time = Controllers charge via USB-C
|Dimensions =
|Dimensions = 212mm × 277mm × 164mm
|Weight = 560g (Headset with strap); 168g (Per Controller)
|Weight = 560g (without cable)
|Material = Plastic, Rubber facial interface
|Material = Plastic, rubber
|Headstrap = Hard padded retractable halo strap
|Headstrap = Integrated halo design with dial adjustment
|Haptics = Headset vibration, Controller haptics, [[Adaptive Triggers]]
|Haptics = Yes (headset motor, controller adaptive triggers)
|Color = White / Black
|Color = White/Black
|Sensors = '''Headset:''' Six-axis motion sensing system (gyroscope, accelerometer), IR proximity sensor, 4 tracking cameras, 2 IR eye-tracking cameras '''Controllers:''' Six-axis motion sensing system, Capacitive finger touch detection, IR LED position tracking
|Sensors = 4× external tracking cameras, eye tracking cameras, accelerometer, gyroscope, IR proximity sensor
|Input = [[PlayStation VR2 Sense controllers]], [[Eye tracking]], [[DualSense]]
|Input = PlayStation VR2 Sense controllers, eye tracking, voice
|Compliance =
|Compliance = FCC, CE, various regional certifications
|Size =
|Cable Length = 4.5m / 14.7 feet
}}
}}
The '''PlayStation VR2''' ('''PS VR2''') is a [[virtual reality]] [[VR headsets|headset]] developed by [[Sony Interactive Entertainment]] for the [[PlayStation 5]] (PS5) console. <ref name="psspecs">[https://www.playstation.com/en-us/ps-vr2/ps-vr2-tech-specs/ PlayStation VR2 tech specs]. ''PlayStation.com''. Accessed December 16, 2024.</ref> It was released worldwide on February 22, 2023, serving as the successor to the original [[PlayStation VR]] headset released in 2016. <ref name="tomsguide">[https://www.tomsguide.com/gaming/playstation/psvr-2-one-year-later-heres-the-good-and-the-bad-after-12-months PSVR 2 one year later - here’s the good and the bad after 12 months]. ''Tom's Guide''. Published February 22, 2024.</ref><ref name="verge">[https://www.theverge.com/23601368/sony-playstation-ps-vr2-review-virtual-reality PSVR 2 review: love on a leash]. ''The Verge''. Published February 16, 2023.</ref> The PS VR2 represents a significant technological leap over its predecessor, incorporating modern VR features like [[inside-out tracking]], high-resolution [[HDR]] displays, [[eye tracking]], advanced controller [[haptics]], and [[foveated rendering]]. <ref name="ign">[https://www.ign.com/articles/playstation-vr2-review PlayStation VR2 Review]. ''IGN''. Updated September 13, 2024.</ref><ref name="wired">[https://www.wired.com/review/playstation-vr-2/ Review: Sony PSVR 2]. ''Wired''. Published February 16, 2023.</ref><ref name="verge"/><ref name="pcmag">[https://www.pcmag.com/reviews/sony-playstation-vr2 Sony PlayStation VR2 Review]. ''PCMag''. Published February 16, 2023.</ref> It requires a connection to a PS5 via a single [[USB Type-C]] cable to function and is not backward compatible with original PSVR games. <ref name="ign"/><ref name="verge"/><ref name="cnet">[https://www.cnet.com/tech/gaming/psvr-2-review-the-best-vr-gaming-experience-with-strings-attached/ PSVR 2 Review: The Best VR Gaming Experience With Strings Attached]. ''CNET''. Updated February 23, 2023.</ref>


==Hardware==
The '''PlayStation VR2''' (PS VR2) is a [[virtual reality]] [[head-mounted display]] developed by [[Sony Interactive Entertainment]] for the [[PlayStation 5]] console, announced on January 4, 2022, and released worldwide on February 22, 2023 at a price of $549.99. Representing a complete generational leap over the original PlayStation VR, the PS VR2 features dual OLED displays with 2000 × 2040 resolution per eye, integrated eye tracking enabling dynamic foveated rendering, haptic feedback built into the headset itself, and revolutionary Sense controllers with adaptive triggers inheriting technology from the DualSense controller. The single USB-C cable connection dramatically simplifies setup compared to the original PSVR's complex cable arrangement, while inside-out tracking eliminates the need for the PlayStation Camera.
===Headset Design & Comfort===
The PS VR2 features a design aesthetic similar to the PS5 console and its accessories, primarily in black and white. <ref name="ign"/> It utilizes a halo-style headband that distributes weight across the forehead and back of the head, rather than resting heavily on the face, enhancing comfort for extended use. <ref name="ign"/><ref name="wired"/><ref name="uploadvr-review">[https://www.uploadvr.com/playstation-vr2-review/ PlayStation VR2 Review: Next-Generation VR Gaming For PS5]. ''UploadVR''. Published February 16, 2023.</ref> The headband is adjustable via a rear dial and a button release mechanism, while the visor itself can slide closer to or further from the user's eyes using a scope adjustment button. <ref name="ign"/><ref name="wired"/><ref name="pcmag"/> The headset weighs approximately 560 grams, making it slightly lighter than the original PS VR (600g) and significantly lighter than competitors like the [[Valve Index]] (809g). <ref name="verge"/><ref name="pcmag"/><ref name="vrcompare">[https://vr-compare.com/headset/playstationvr2 PlayStation VR2 Specs]. ''VR Compare''. Accessed December 16, 2024.</ref>


The face mask employs a soft, concertina-style rubber gasket designed to block external light effectively. <ref name="pcmag"/><ref name="verge"/> Many reviewers have noted its comfortable fit, even for users wearing glasses, often citing it as one of the most glasses-friendly headsets available due to the wide eyepiece and adjustable visor distance. <ref name="npr">[https://www.npr.org/2023/02/21/1158486910/playstation-vr2-horizon-call-of-the-mountain-review 'PlayStation VR2' Review: A strong foundation with a questionable future]. ''NPR''. Published February 21, 2023.</ref><ref name="cnet"/><ref name="pcmag"/> The headset connects to the PS5 via a single, non-detachable 4.5-meter (14.7-foot) USB-C cable. <ref name="ign"/><ref name="cnet"/><ref name="pcmag"/> While simplifying setup compared to the original PSVR's complex wiring and breakout box, the tethered nature can sometimes lead to the cable getting tangled or underfoot during room-scale experiences. <ref name="npr"/><ref name="cnet"/><ref name="verge"/>
== History and Development ==


===PlayStation VR2 Sense Controllers===
=== Original PlayStation VR Legacy ===
A major upgrade from the original PSVR's [[PlayStation Move]] wands, the PS VR2 includes two dedicated [[PlayStation VR2 Sense controller]]s. <ref name="ign"/><ref name="wired"/><ref name="pcmag"/> These controllers feature an ergonomic, orb-like design with tracking rings that wrap around the user's wrists. <ref name="ign"/><ref name="pcmag"/> Each controller includes an analog stick, two face buttons (Circle/Cross on right, Triangle/Square on left), a grip button (L1/R1), an adaptive trigger (L2/R2), Options/Create buttons, and a PS button. <ref name="psspecs"/><ref name="pcmag"/> Each controller weighs 168g. <ref name="vrcompare"/>
Sony launched the original PlayStation VR in October 2016 for PlayStation 4, becoming the first major console VR platform. Despite technical limitations compared to PC VR headsets, PSVR sold over 5 million units by 2020, validating consumer interest in console VR and establishing Sony's commitment to the VR market.


The Sense controllers incorporate the advanced haptic feedback and [[adaptive triggers]] found in the PS5's [[DualSense]] controller, allowing for nuanced vibrations and variable trigger resistance that enhance immersion in games like feeling the tension of a bowstring or the recoil of a weapon. <ref name="ign"/><ref name="wired"/><ref name="uploadvr-review"/> They also feature [[capacitive sensor]]s for basic finger touch detection on the analog sticks, face buttons, and triggers, allowing virtual hands to mimic simple gestures like pointing or making a fist, though it's not full finger tracking. <ref name="ign"/><ref name="wired"/><ref name="psspecs"/> Controller tracking is handled by the headset's cameras via [[IR LED]]s on the controllers' rings. <ref name="psspecs"/> Battery life is rated at approximately 4 to 6.5 hours, depending on haptic intensity, and the controllers are charged via USB-C. <ref name="ign"/><ref name="verge"/><ref name="pcmag"/><ref name="uploadvr-review"/> An optional charging dock that charges both controllers simultaneously is available separately. <ref name="verge"/><ref name="cnet"/>
=== PlayStation VR Limitations ===
The first PSVR, while successful, had notable limitations:
* 1920 × 1080 total resolution (960 × 1080 per eye)
* External PlayStation Camera required for tracking
* Complex multi-cable setup
* Motion controllers originally designed for PS3 (PlayStation Move)
* No integrated headphones
* LCD display with significant motion blur


==Technology & Features==
=== PS VR2 Development ===
===Display & Optics===
Sony began developing PS VR2 alongside PlayStation 5, enabling tight integration:
The PS VR2 utilizes dual [[OLED]] panels, providing a resolution of 2000 x 2040 pixels per eye, totaling a [[4K resolution]]. <ref name="ign"/><ref name="wired"/><ref name="psspecs"/> This is a significant increase from the original PSVR's 960 x 1080 per eye resolution. The displays support [[HDR]] for richer colors, higher contrast, and deeper blacks, and operate at selectable refresh rates of 90Hz or 120Hz for smooth motion. <ref name="ign"/><ref name="psspecs"/><ref name="pcmag"/> The headset offers an approximate [[field of view]] (FoV) of 110 degrees, wider than the original PSVR and comparable to many modern headsets. <ref name="ign"/><ref name="psspecs"/><ref name="vrcompare"/> It employs [[Fresnel lenses]], which help achieve the wide FoV while keeping weight down. While generally providing a clear image, some users have noted a relatively small "sweet spot" where the image is sharpest, requiring precise headset adjustment to avoid blurriness at the edges. <ref name="verge"/> Lens separation ([[Interpupillary distance|IPD]]) is manually adjustable via a dial on the headset (ranging from 58mm to 73mm), with the eye-tracking system providing visual feedback to assist the user in finding the optimal setting for clarity. <ref name="ign"/><ref name="cnet"/><ref name="vrcompare"/>
* Hardware designed specifically for PS5 capabilities
* Single-cable connection leveraging USB-C bandwidth
* Inside-out tracking eliminating external camera
* New purpose-built controllers from the ground up
* Eye tracking standard for all units


===Tracking System===
=== Announcement and Launch ===
Unlike the original PSVR which required an external [[PlayStation Camera]], the PS VR2 uses [[inside-out tracking]]. <ref name="ign"/><ref name="t3">[https://www.t3.com/reviews/playstation-vr2-review-psvr2 PSVR2 review: is Sony PlayStation VR2 the best virtual reality ever?]. ''T3''. Published February 16, 2023.</ref> Four cameras embedded in the headset track the surrounding environment and the position of the Sense controllers, enabling [[6DoF]] ([[six degrees of freedom]]) movement without external sensors. <ref name="ign"/><ref name="psspecs"/> This system allows for [[room-scale]] play spaces, with Sony recommending a minimum area of 2m x 2m (approx. 6.7ft x 6.7ft) for standing or room-scale experiences, although seated play is also supported. <ref name="cnet"/><ref name="t3"/><ref name="uploadvr-review"/> During setup, the cameras scan the room, creating a [[3D mesh]] of the environment to automatically suggest safe play boundaries (the Guardian system). These boundaries can then be manually adjusted by the user using the Sense controllers. <ref name="ign"/><ref name="verge"/><ref name="cnet"/><ref name="pcgamer">[https://www.pcgamer.com/sony-ps-vr2-review/ Sony PS VR2 Review]. ''PC Gamer''. Published March 17, 2023.</ref> The headset also features a [[passthrough]] view, accessible via a dedicated button on the underside of the visor, which displays the real world in grayscale through the tracking cameras. This is useful for locating controllers, checking surroundings, or interacting briefly with the physical environment without removing the headset. <ref name="ign"/><ref name="verge"/><ref name="t3"/><ref name="uploadvr-review"/>
Sony revealed PS VR2 details throughout 2022:
* January 2022: Name and key specifications announced at CES
* February 2022: Final headset design revealed
* September 2022: Launch lineup and pricing announced
* February 2023: Global launch


===Eye Tracking & Foveated Rendering===
== Design Philosophy ==
A key technological advancement in the PS VR2 is its integrated [[eye tracking]], implemented via [[infrared]] cameras inside the headset monitoring each eye. <ref name="ign"/><ref name="npr"/><ref name="psspecs"/> This enables [[foveated rendering]], a rendering optimization technique where the headset renders the exact area the user is looking at in full, sharp resolution, while dynamically lowering the resolution of the peripheral areas outside the user's gaze. <ref name="ign"/><ref name="verge"/><ref name="cnet"/> This significantly reduces the processing load on the PS5's GPU, allowing developers to achieve higher overall graphical fidelity and performance without a noticeable impact on the user's perceived visual quality, as the human eye only sees sharp detail in its central focus area. <ref name="ign"/><ref name="npr"/><ref name="uploadvr-review"/> Eye tracking is also utilized for gameplay mechanics and user interface interactions in some titles, such as allowing players to select menu options by looking at them or enabling unique interactions like aiming weapons or having game characters react to the player's gaze. <ref name="ign"/><ref name="wired"/><ref name="cnet"/><ref name="uploadvr-review"/>


===Haptics===
=== Console Integration ===
The PS VR2 ecosystem features multiple layers of haptic feedback designed to increase immersion. <ref name="ign"/> The Sense controllers provide detailed vibrations capable of simulating various textures and impacts, and utilize adaptive triggers for realistic resistance feedback during actions like pulling a trigger or drawing a bow. <ref name="ign"/><ref name="pcmag"/><ref name="uploadvr-review"/> Uniquely, the headset itself includes a single vibration motor located in the headband, adding another layer of physical sensation by providing feedback directly to the user's head during impactful in-game moments, such as explosions, large creature footsteps, or sudden impacts. <ref name="ign"/><ref name="npr"/><ref name="cnet"/><ref name="psspecs"/>
PS VR2 is designed as a PlayStation 5 peripheral:
* Leverages PS5's full AMD custom SoC
* Single USB-C cable carries video, data, and power
* Seamless integration with PS5 UI
* No standalone capability—requires PS5


===Audio===
=== Sense Controller Innovation ===
Audio is delivered via a standard [[3.5mm audio jack]] located on the back of the headband. <ref name="psspecs"/><ref name="pcmag"/> Sony includes a pair of simple stereo earbuds specifically designed to attach neatly to integrated holders on the headband, minimizing dangling wires. <ref name="wired"/><ref name="pcmag"/><ref name="verge"/> Users can plug in their own headphones, although the headband design might interfere with some larger over-ear models. <ref name="wired"/><ref name="pcmag"/> The headset supports the PS5's [[Tempest 3D AudioTech]] engine for immersive [[spatial audio]], allowing sounds to be accurately positioned around the player based on their head orientation. <ref name="pcmag"/><ref name="wiki-psvr2">[https://en.wikipedia.org/wiki/PlayStation_VR2 PlayStation VR2]. ''Wikipedia''. Accessed December 16, 2024.</ref> It is also compatible with Sony's [[Pulse 3D Wireless Headset]] (via USB dongle connected to the PS5). <ref name="ign"/><ref name="cnet"/> A built-in [[microphone]] array allows for voice chat and commands within games and the PS5 system. <ref name="psspecs"/> Unlike the revised original PSVR model, the PS VR2 lacks physical volume control buttons on the headset itself; volume must be adjusted through the PS5's quick menu or system settings. <ref name="uploadvr-review"/><ref name="wired"/>
Sony designed new controllers borrowing from DualSense technology:
* '''Adaptive Triggers''': Variable resistance feedback
* '''Haptic Feedback''': Precise vibration patterns
* '''Finger Touch Detection''': Capacitive sensing
* '''Ergonomic Design''': Purpose-built for VR interaction


==Setup & User Experience==
=== Haptic Headset ===
Setting up the PS VR2 is significantly streamlined compared to its predecessor. <ref name="ign"/><ref name="wired"/><ref name="pcmag"/> It connects to the PlayStation 5 via a single USB-C cable plugged into the front port, eliminating the need for the breakout box and multiple [[HDMI]] cables of the original PSVR. <ref name="ign"/><ref name="verge"/><ref name="cnet"/> The PS5 automatically detects the headset upon connection and guides the user through a brief on-screen initial setup process. This includes pairing the Sense controllers (which requires connecting them via USB initially), calibrating eye tracking by following on-screen prompts, adjusting the IPD dial using visual feedback, and defining the play area by scanning the room with the passthrough cameras and customizing the automatically generated boundaries. <ref name="ign"/><ref name="verge"/><ref name="pcmag"/><ref name="uploadvr-review"/> The headset integrates seamlessly with the PS5 dashboard, displaying the standard system menu within the virtual view when the headset is active. <ref name="ign"/><ref name="pcmag"/>
Unique among consumer VR headsets, PS VR2 includes headset haptics:
* Motor built into the headset housing
* Vibration feedback synchronized with content
* Enhances immersion for explosions, environments, etc.
* First consumer VR headset with this feature


The PS VR2 also offers a '''[[Cinematic Mode]]''' which allows users to play non-VR PS5 and PS4 games, watch movies, or use media apps on a large virtual screen projected within the headset. <ref name="verge"/><ref name="cnet"/><ref name="pcmag"/> This mode supports HDR and up to 120Hz playback for compatible content, but outputs at a maximum resolution of 1920x1080 (1080p). <ref name="verge"/><ref name="cnet"/><ref name="wiki-psvr2"/> Users need to use a standard [[DualSense]] controller to play non-VR games in this mode. <ref name="cnet"/>
== Display System ==


==Software & Games==
=== OLED Panels ===
===Launch Library===
Dual OLED displays deliver premium visuals:
The PS VR2 launched with over 30 titles, a mix of new games, ports from other VR platforms, and VR modes for existing PS5 games. <ref name="uploadvr-review"/><ref name="pcmag"/> Key launch titles included the exclusive [[Horizon Call of the Mountain]], a visually impressive adventure game designed to showcase the headset's capabilities, and free VR updates for major PS5 releases like [[Gran Turismo 7]] and [[Resident Evil Village]]. <ref name="tomsguide"/><ref name="npr"/><ref name="pcmag"/> Other notable games available at or near launch included ports of popular VR titles like [[Moss]] and [[Moss: Book II]], [[Star Wars: Tales from the Galaxy's Edge]] (Enhanced Edition), [[Rez Infinite]], [[Tetris Effect: Connected]], [[Kayak VR: Mirage]], [[Pistol Whip]], [[Pavlov VR]], [[No Man's Sky]] (VR update), and [[Demeo]]. <ref name="tomsguide"/><ref name="verge"/><ref name="npr"/><ref name="pcmag"/><ref name="uploadvr-review"/>
* '''Resolution''': 2000 × 2040 per eye (approximately 4K total)
* '''Panel Type''': OLED with true blacks
* '''Color Depth''': HDR support
* '''Pixel Arrangement''': RGB stripe for clarity


===Lack of Backward Compatibility===
=== Refresh Rate ===
A significant point of criticism is that the PS VR2 is not [[backward compatible]] with games designed for the original PlayStation VR. <ref name="wired"/><ref name="verge"/><ref name="cnet"/><ref name="pcmag"/> Sony stated that the fundamental differences in tracking technology (inside-out vs. external camera), controller input (Sense vs. Move/DualShock 4), and features like eye tracking necessitated a different development approach, preventing direct compatibility. <ref name="pcmag"/><ref name="wiki-psvr2"/> While some developers have released ports or upgrades of their original PSVR games for PS VR2 (sometimes offered for free or at a discount to existing owners), the extensive library of the original headset remains inaccessible on the new hardware unless specifically updated by the developer. <ref name="ign"/><ref name="cnet"/><ref name="uploadvr-review"/>
Multiple refresh rate options:
* '''90Hz''': Standard mode
* '''120Hz''': High refresh mode
* Games can target either rate


===Content Concerns & Future Developments===
=== HDR Support ===
Despite a technically strong launch, ongoing concerns have been raised regarding the breadth and depth of the PS VR2 software library, particularly the perceived lack of consistent, high-budget first-party exclusive titles beyond the initial launch window. <ref name="tomsguide"/><ref name="uploadvr-yoshida">[https://www.uploadvr.com/shuhei-yoshida-sorry-playstation-vr2/ Sony's Shuhei Yoshida: "I'm Sorry I Was Wrong" About PlayStation VR2]. ''UploadVR''. Published December 13, 2024.</ref> Many available games are ports from other VR platforms like [[Meta Quest]] or [[PC VR]], leading some reviewers and users to question Sony's long-term commitment to funding major, system-selling exclusives specifically for the platform. <ref name="tomsguide"/><ref name="verge"/><ref name="npr"/> Events such as layoffs at Sony's VR-focused studios (including the closure of [[London Studio]], developer of PSVR's [[Blood & Truth]]) and reports of paused production in early 2024 due to unsold inventory further fueled these concerns. <ref name="uploadvr-yoshida"/> However, Sony has stated over 100 games were in development<ref name="verge"/>, and the platform continues to receive ports of popular indie and third-party VR titles, such as [[Metro Awakening]] and [[Alien: Rogue Incursion]].<ref name="uploadvr-yoshida"/>
PS VR2 supports HDR content:
* Wide dynamic range
* Enhanced contrast with OLED blacks
* Improved highlight detail
* Matches PS5's HDR gaming capability


In February 2024, Sony announced it was testing official PC support for the PS VR2.<ref name="wiki-psvr2"/> This feature launched on August 7, 2024, requiring a separately sold PC adapter ($59.99). This allows PS VR2 owners to access the [[SteamVR]] library on compatible PCs. However, certain PS VR2 features like HDR, eye tracking, adaptive triggers, and headset haptics are not supported when used on PC.<ref name="wiki-psvr2"/> Reports in December 2024 also suggested Sony was in talks with Apple regarding potential compatibility of the Sense controllers with the [[Apple Vision Pro]].<ref name="wiki-psvr2"/>
=== Field of View ===
Approximately 110° field of view:
* Significant improvement over original PSVR (~100°)
* Wide enough for peripheral awareness
* Good balance of immersion and clarity


==Reception & Sales==
== Eye Tracking ==
The PlayStation VR2 received generally positive reviews upon launch, with critics widely praising it as a significant technological advancement over the original PSVR and a high-quality, immersive VR system for the PS5. <ref name="ign"/><ref name="wired"/><ref name="t3"/><ref name="pcmag"/> The high-resolution OLED HDR display, comfortable and glasses-friendly design, advanced Sense controllers with adaptive triggers and haptics, reliable inside-out tracking, and the innovative inclusion of eye tracking with foveated rendering were frequently highlighted as major strengths. <ref name="ign"/><ref name="wired"/><ref name="npr"/><ref name="cnet"/><ref name="pcmag"/> The simplified setup process using a single cable was also seen as a vast improvement over the original. <ref name="ign"/><ref name="wired"/><ref name="verge"/> It was often lauded as offering a premium VR experience comparable to high-end PC VR, but with the convenience of a console ecosystem. <ref name="ign"/><ref name="pcmag"/><ref name="uploadvr-review"/>


However, the high launch price of $549.99, costing more than the PS5 console itself, was a common and significant point of concern, potentially limiting its mainstream appeal compared to more affordable standalone options like the [[Meta Quest 2]]/[[Meta Quest 3]]. <ref name="wired"/><ref name="verge"/><ref name="t3"/><ref name="cnet"/> The lack of backward compatibility with the large library of original PSVR games and ongoing questions about the strength, frequency, and exclusivity of its future software library were also significant criticisms. <ref name="tomsguide"/><ref name="wired"/><ref name="verge"/><ref name="cnet"/>
=== Integrated Eye Tracking ===
Every PS VR2 unit includes eye tracking:
* '''Technology''': IR cameras tracking each eye
* '''Refresh Rate''': 60Hz sampling
* '''Accuracy''': Suitable for foveated rendering and gaze interaction
* '''Calibration''': Quick setup process in PS5 settings


Sales figures indicated a strong start, with Sony reporting nearly 600,000 units sold in the first six weeks.<ref name="wiki-psvr2"/> However, subsequent reports suggested demand slowed, leading to the temporary production pause in early 2024.<ref name="wiki-psvr2"/><ref name="uploadvr-yoshida"/> Former Sony executive Shuhei Yoshida expressed some disappointment in a December 2024 interview, stating he was "wrong" about PS VR2 becoming the "PS2" of VR, implying it hadn't met high market expectations, though he praised titles like [[Synapse]] and [[Before Your Eyes]]. <ref name="uploadvr-yoshida"/> Temporary price drops to $350 during holiday sales reportedly led to significant increases in sales velocity, suggesting high price sensitivity among potential buyers. <ref name="uploadvr-yoshida"/>
=== Foveated Rendering ===
Eye tracking enables performance optimization:
* Full resolution only at gaze point
* Reduced quality in peripheral vision
* Significant GPU savings
* Maintains visual quality while improving performance
* Allows higher base quality than otherwise possible
 
=== Gaze-Based Interaction ===
Games can use eye tracking for gameplay:
* Look-to-aim mechanics
* Social interaction with NPCs
* UI navigation
* Enhanced immersion and presence
 
== Tracking System ==
 
=== Inside-Out Tracking ===
Four external cameras provide head tracking:
* 6 degrees of freedom (6DoF)
* No external sensors required
* Room-scale play space support
* Works in varied lighting conditions
 
=== Controller Tracking ===
Sense controllers tracked by the same camera system:
* Full 6DoF per controller
* Ring design optimized for camera visibility
* Maintains tracking in most orientations
* Slight occlusion possible in extreme positions
 
=== Play Space Setup ===
PS5 interface guides room setup:
* Boundary definition
* Guardian system
* Quick adjustment for different spaces
 
== Sense Controllers ==
 
=== Design ===
Purpose-built VR controllers featuring:
* '''Orb Design''': Tracking ring surrounds hand
* '''Ergonomic Grip''': Comfortable extended use
* '''Buttons''': PlayStation standard (Options, Create, etc.)
* '''Analog Stick''': Per controller
* '''Triggers''': With adaptive resistance
 
=== Adaptive Triggers ===
Inherited from DualSense:
* Variable resistance feedback
* Different tension patterns
* Context-sensitive feedback (bow tension, trigger pull, etc.)
* Programmable by developers
 
=== Haptic Feedback ===
Advanced vibration system:
* Precise localized feedback
* Texture simulation
* Impact feedback
* Environmental effects
 
=== Finger Touch Detection ===
Capacitive sensors detect:
* Finger presence on buttons
* Grip position
* Enables more natural hand poses
* Social gestures (thumbs up, pointing)
 
== Audio System ==
 
=== Integrated Headphones ===
Built-in stereo earphones:
* Included with headset
* Designed for 3D Audio
* Click into position
* Can be removed if preferred
 
=== 3D Audio (Tempest) ===
PS5's Tempest 3D AudioTech:
* Object-based spatial audio
* HRTF processing
* Personalization options
* Matches PS5's 3D Audio implementation
 
=== 3.5mm Jack ===
Alternative audio connection:
* Use preferred headphones
* Higher quality options available
* Maintains 3D Audio processing
 
=== Built-in Microphone ===
Integrated microphone enables:
* Voice chat
* Voice commands
* In-game communication
* No additional accessories needed
 
== Headset Haptics ==
 
=== Immersive Feedback ===
Unique haptic motor in headset housing:
* Vibration feedback directly to head
* Synchronized with visual content
* Explosions, environmental rumble, etc.
* Enhances sense of presence
 
=== Developer Integration ===
Games can trigger headset haptics for:
* Environmental effects (rain, wind)
* Vehicle vibration
* Combat impact
* Ambient atmosphere
 
== Connection and Setup ==
 
=== Single Cable Design ===
Dramatically simplified versus original PSVR:
* '''One USB-C cable''': Connects headset to PS5 front port
* '''Cable length''': Approximately 4.5 meters
* '''Carries''': Video, audio, tracking data, power
* '''No breakout box''': Direct connection
 
=== Setup Process ===
Quick initial setup:
* Connect cable to PS5
* Run calibration (IPD, eye tracking, play space)
* Download VR games
* Play
 
== Passthrough ==
 
=== See-Through View ===
Cameras enable passthrough mode:
* '''Type''': Monochrome (black and white)
* '''Purpose''': Quick environment check without removing headset
* '''Quality''': Functional but not immersive
* '''Access''': Quick toggle via function button
 
== Software and Content ==
 
=== PlayStation VR2 Games ===
Dedicated library of PS VR2 titles:
* '''Horizon Call of the Mountain''': Flagship launch title
* '''Gran Turismo 7 VR''': Racing simulation
* '''Resident Evil Village VR''': Horror experience
* '''No Man's Sky''': Space exploration
* Growing library of exclusive and multiplatform titles
 
=== Backward Compatibility ===
Original PSVR games NOT directly compatible:
* Different tracking and controller system
* Some games receive PS VR2 upgrades
* Must be specifically updated for PS VR2
 
=== PC Compatibility (2024+) ===
Sony announced PC adapter in 2024:
* Enables PS VR2 use with gaming PCs
* SteamVR compatibility
* Separate adapter purchase required
* Some features (eye tracking, HDR, haptics) may be limited
 
== Physical Design ==
 
=== Headset Construction ===
Premium build quality:
* Matte white plastic matching PS5 aesthetic
* Adjustable headband with dial fit system
* Integrated vent design for air circulation
* Front-loading design for glasses compatibility
 
=== Weight ===
Reasonable weight distribution:
* '''Headset''': 560g (without cable)
* Halo strap distributes weight
* Balanced design reduces face pressure
 
=== Lens Adjustment ===
* '''IPD''': Adjustable via dial mechanism
* '''Eye Relief''': Scope for glasses wearers
* '''Lens Type''': Fresnel lenses
 
== Pricing and Bundles ==


===Review Scores===
{| class="wikitable"
{| class="wikitable"
|+ Critical Review Scores
|-
|-
! Publication
! Configuration !! Price !! Contents
! Score
|-
| PlayStation VR2 || $549.99 || Headset, Sense controllers, earphones
|-
| Horizon Bundle || $599.99 || Above + Horizon Call of the Mountain
|-
| PlayStation VR2 PC Adapter || $59.99 || Enables PC gaming (sold separately)
|}
 
Note: Requires PlayStation 5 console (sold separately, ~$499-$549).
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
! Specification !! Details
|-
| Display || Dual OLED, 2000 × 2040 per eye
|-
| Total Resolution || ~4K (4000 × 2040)
|-
| Refresh Rate || 90Hz / 120Hz
|-
| Field of View || ~110°
|-
| Eye Tracking || Yes (IR cameras)
|-
|-
| [[IGN]]
| Tracking || 6DoF inside-out
| 9/10<ref name="ign"/>
|-
|-
| [[Wired (magazine)|Wired]]
| Headset Haptics || Yes
| 8/10<ref name="wired"/>
|-
|-
| [[The Verge]]
| Controllers || Sense controllers with adaptive triggers
| 7/10<ref name="verge"/>
|-
|-
| [[CNET]]
| Audio || Integrated headphones, 3D Audio
| 8.0/10<ref name="cnet"/>
|-
|-
| [[PC Magazine|PCMag]]
| Connection || Single USB-C cable to PS5
| 4.5/5 (Outstanding)<ref name="pcmag"/>
|-
|-
| [[T3 (magazine)|T3]]
| Weight || 560g (headset)
| 4/5<ref name="t3"/>
|-
|-
| [[UploadVR]]
| Requires || PlayStation 5
| Recommended<ref name="uploadvr-review"/>
|-
|-
| [[PC Gamer]]
| Price || $549.99
| 88/100<ref name="pcgamer"/>
|}
|}


==Images==
== See Also ==
<gallery mode="packed">
* [[Sony Interactive Entertainment]]
File:playstation vr27.jpg
* [[PlayStation VR]]
File:playstation vr211.jpg
* [[PlayStation 5]]
File:playstation vr210.jpg
* [[Console VR]]
File:playstation vr29.jpg
* [[Eye Tracking]]
File:playstation vr28.jpg
* [[Foveated Rendering]]
File:playstation vr26.jpg
* [[OLED]]
File:playstation vr25.jpg
File:playstation vr24.jpg
File:playstation vr23.jpg
File:playstation vr22.jpg
File:playstation vr21.jpg
</gallery>


==See Also==
== References ==
* [[Virtual reality headset]]
{{Reflist}}
* [[List of PlayStation VR games]]
* [[List of PlayStation VR2 games]]
* [[Meta Quest 2]] / [[Meta Quest 3]]
* [[Valve Index]]
* [[Comparison of virtual reality headsets]]


==References==
[[Category:Devices]]
<references>
[[Category:VR Headsets]]
<ref name="tomsguide">[https://www.tomsguide.com/gaming/playstation/psvr-2-one-year-later-heres-the-good-and-the-bad-after-12-months PSVR 2 one year later - here’s the good and the bad after 12 months]. ''Tom's Guide''. Published February 22, 2024.</ref>
[[Category:Head-mounted displays]]
<ref name="ign">[https://www.ign.com/articles/playstation-vr2-review PlayStation VR2 Review]. ''IGN''. Updated September 13, 2024.</ref>
[[Category:Console VR]]
<ref name="wired">[https://www.wired.com/review/playstation-vr-2/ Review: Sony PSVR 2]. ''Wired''. Published February 16, 2023.</ref>
[[Category:Sony]]
<ref name="verge">[https://www.theverge.com/23601368/sony-playstation-ps-vr2-review-virtual-reality PSVR 2 review: love on a leash]. ''The Verge''. Published February 16, 2023.</ref>
[[Category:PlayStation]]
<ref name="npr">[https://www.npr.org/2023/02/21/1158486910/playstation-vr2-horizon-call-of-the-mountain-review 'PlayStation VR2' Review: A strong foundation with a questionable future]. ''NPR''. Published February 21, 2023.</ref>
[[Category:Eye Tracking]]
<ref name="uploadvr-yoshida">[https://www.uploadvr.com/shuhei-yoshida-sorry-playstation-vr2/ Sony's Shuhei Yoshida: "I'm Sorry I Was Wrong" About PlayStation VR2]. ''UploadVR''. Published December 13, 2024.</ref>
[[Category:OLED]]
<ref name="t3">[https://www.t3.com/reviews/playstation-vr2-review-psvr2 PSVR2 review: is Sony PlayStation VR2 the best virtual reality ever?]. ''T3''. Published February 16, 2023.</ref>
[[Category:2020s VR]]
<ref name="cnet">[https://www.cnet.com/tech/gaming/psvr-2-review-the-best-vr-gaming-experience-with-strings-attached/ PSVR 2 Review: The Best VR Gaming Experience With Strings Attached]. ''CNET''. Updated February 23, 2023.</ref>
<ref name="pcmag">[https://www.pcmag.com/reviews/sony-playstation-vr2 Sony PlayStation VR2 Review]. ''PCMag''. Published February 16, 2023.</ref>
<ref name="pcgamer">[https://www.pcgamer.com/sony-ps-vr2-review/ Sony PS VR2 Review]. ''PC Gamer''. Published March 17, 2023.</ref>
<ref name="psspecs">[https://www.playstation.com/en-us/ps-vr2/ps-vr2-tech-specs/ PlayStation VR2 tech specs]. ''PlayStation.com''. Accessed December 16, 2024.</ref>
<ref name="uploadvr-review">[https://www.uploadvr.com/playstation-vr2-review/ PlayStation VR2 Review: Next-Generation VR Gaming For PS5]. ''UploadVR''. Published February 16, 2023.</ref>
<ref name="vrcompare">[https://vr-compare.com/headset/playstationvr2 PlayStation VR2 Specs]. ''VR Compare''. Accessed December 16, 2024.</ref>
<ref name="wiki-psvr2">[https://en.wikipedia.org/wiki/PlayStation_VR2 PlayStation VR2]. ''Wikipedia''. Accessed December 16, 2024.</ref>
</references>

Revision as of 03:11, 8 January 2026

PlayStation VR2
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype Console VR
Platform PlayStation 5
Creator Sony Interactive Entertainment
Developer Sony Interactive Entertainment
Manufacturer Sony
Announcement Date January 4, 2022
Release Date February 22, 2023
Price $549.99
Website https://www.playstation.com/ps-vr2/
Versions PlayStation VR2, PlayStation VR2 Horizon Call of the Mountain Bundle
Requires PlayStation 5 console
Predecessor PlayStation VR
System
Operating System PlayStation 5 OS (integrated)
Chipset Powered by PS5 (AMD custom SoC)
CPU PS5 custom AMD Zen 2 (8-core, 3.5 GHz)
GPU PS5 custom AMD RDNA 2 (10.28 TFLOPS)
Storage
Storage Uses PS5 storage
Memory Uses PS5 memory (16GB GDDR6)
SD Card Slot No
Display
Display Dual OLED
Subpixel Layout RGB stripe
Peak Brightness Not specified
Resolution 2000 × 2040 per eye (4000 × 2040 combined)
Pixel Density ~20 PPD
Refresh Rate 90Hz, 120Hz
Persistence Low persistence
Image
Field of View 110°
Horizontal FoV ~110°
Vertical FoV ~110°
Average Pixel Density ~20 PPD
Peak Pixel Density ~20 PPD
Foveated Rendering Yes (eye-tracked dynamic)
Optics
Optics Fresnel lenses
Ocularity Binocular
IPD Range Adjustable (via dial)
Adjustable Diopter No (glasses compatible)
Passthrough Yes (monochrome, see-through mode)
Tracking
Tracking 6DoF inside-out
Tracking Frequency 60Hz (eye tracking)
Base Stations None required
Eye Tracking Yes (infrared cameras)
Face Tracking No
Hand Tracking No
Body Tracking No
Rotational Tracking Yes
Positional Tracking Yes
Update Rate 120Hz (display), 60Hz (eye tracking)
Tracking Volume Room-scale
Play Space Roomscale
Latency <20ms motion-to-photon
Audio
Audio Integrated stereo headphones, 3D Audio
Microphone Yes (built-in)
3.5mm Audio Jack Yes
Camera 4× inside-out tracking cameras, 2× eye tracking cameras per eye
Connectivity
Connectivity USB-C (to PS5)
Ports USB-C, 3.5mm audio
Wired Video Yes (USB-C single cable to PS5)
Wireless Video No
WiFi No (uses PS5 connectivity)
Bluetooth No (uses PS5 connectivity)
Power USB-C powered (from PS5)
Battery Capacity N/A (controllers have internal batteries)
Battery Life N/A (headset tethered)
Charge Time Controllers charge via USB-C
Device
Dimensions 212mm × 277mm × 164mm
Weight 560g (without cable)
Material Plastic, rubber
Headstrap Integrated halo design with dial adjustment
Haptics Yes (headset motor, controller adaptive triggers)
Color White/Black
Sensors 4× external tracking cameras, eye tracking cameras, accelerometer, gyroscope, IR proximity sensor
Input PlayStation VR2 Sense controllers, eye tracking, voice
Compliance FCC, CE, various regional certifications

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The PlayStation VR2 (PS VR2) is a virtual reality head-mounted display developed by Sony Interactive Entertainment for the PlayStation 5 console, announced on January 4, 2022, and released worldwide on February 22, 2023 at a price of $549.99. Representing a complete generational leap over the original PlayStation VR, the PS VR2 features dual OLED displays with 2000 × 2040 resolution per eye, integrated eye tracking enabling dynamic foveated rendering, haptic feedback built into the headset itself, and revolutionary Sense controllers with adaptive triggers inheriting technology from the DualSense controller. The single USB-C cable connection dramatically simplifies setup compared to the original PSVR's complex cable arrangement, while inside-out tracking eliminates the need for the PlayStation Camera.

History and Development

Original PlayStation VR Legacy

Sony launched the original PlayStation VR in October 2016 for PlayStation 4, becoming the first major console VR platform. Despite technical limitations compared to PC VR headsets, PSVR sold over 5 million units by 2020, validating consumer interest in console VR and establishing Sony's commitment to the VR market.

PlayStation VR Limitations

The first PSVR, while successful, had notable limitations:

  • 1920 × 1080 total resolution (960 × 1080 per eye)
  • External PlayStation Camera required for tracking
  • Complex multi-cable setup
  • Motion controllers originally designed for PS3 (PlayStation Move)
  • No integrated headphones
  • LCD display with significant motion blur

PS VR2 Development

Sony began developing PS VR2 alongside PlayStation 5, enabling tight integration:

  • Hardware designed specifically for PS5 capabilities
  • Single-cable connection leveraging USB-C bandwidth
  • Inside-out tracking eliminating external camera
  • New purpose-built controllers from the ground up
  • Eye tracking standard for all units

Announcement and Launch

Sony revealed PS VR2 details throughout 2022:

  • January 2022: Name and key specifications announced at CES
  • February 2022: Final headset design revealed
  • September 2022: Launch lineup and pricing announced
  • February 2023: Global launch

Design Philosophy

Console Integration

PS VR2 is designed as a PlayStation 5 peripheral:

  • Leverages PS5's full AMD custom SoC
  • Single USB-C cable carries video, data, and power
  • Seamless integration with PS5 UI
  • No standalone capability—requires PS5

Sense Controller Innovation

Sony designed new controllers borrowing from DualSense technology:

  • Adaptive Triggers: Variable resistance feedback
  • Haptic Feedback: Precise vibration patterns
  • Finger Touch Detection: Capacitive sensing
  • Ergonomic Design: Purpose-built for VR interaction

Haptic Headset

Unique among consumer VR headsets, PS VR2 includes headset haptics:

  • Motor built into the headset housing
  • Vibration feedback synchronized with content
  • Enhances immersion for explosions, environments, etc.
  • First consumer VR headset with this feature

Display System

OLED Panels

Dual OLED displays deliver premium visuals:

  • Resolution: 2000 × 2040 per eye (approximately 4K total)
  • Panel Type: OLED with true blacks
  • Color Depth: HDR support
  • Pixel Arrangement: RGB stripe for clarity

Refresh Rate

Multiple refresh rate options:

  • 90Hz: Standard mode
  • 120Hz: High refresh mode
  • Games can target either rate

HDR Support

PS VR2 supports HDR content:

  • Wide dynamic range
  • Enhanced contrast with OLED blacks
  • Improved highlight detail
  • Matches PS5's HDR gaming capability

Field of View

Approximately 110° field of view:

  • Significant improvement over original PSVR (~100°)
  • Wide enough for peripheral awareness
  • Good balance of immersion and clarity

Eye Tracking

Integrated Eye Tracking

Every PS VR2 unit includes eye tracking:

  • Technology: IR cameras tracking each eye
  • Refresh Rate: 60Hz sampling
  • Accuracy: Suitable for foveated rendering and gaze interaction
  • Calibration: Quick setup process in PS5 settings

Foveated Rendering

Eye tracking enables performance optimization:

  • Full resolution only at gaze point
  • Reduced quality in peripheral vision
  • Significant GPU savings
  • Maintains visual quality while improving performance
  • Allows higher base quality than otherwise possible

Gaze-Based Interaction

Games can use eye tracking for gameplay:

  • Look-to-aim mechanics
  • Social interaction with NPCs
  • UI navigation
  • Enhanced immersion and presence

Tracking System

Inside-Out Tracking

Four external cameras provide head tracking:

  • 6 degrees of freedom (6DoF)
  • No external sensors required
  • Room-scale play space support
  • Works in varied lighting conditions

Controller Tracking

Sense controllers tracked by the same camera system:

  • Full 6DoF per controller
  • Ring design optimized for camera visibility
  • Maintains tracking in most orientations
  • Slight occlusion possible in extreme positions

Play Space Setup

PS5 interface guides room setup:

  • Boundary definition
  • Guardian system
  • Quick adjustment for different spaces

Sense Controllers

Design

Purpose-built VR controllers featuring:

  • Orb Design: Tracking ring surrounds hand
  • Ergonomic Grip: Comfortable extended use
  • Buttons: PlayStation standard (Options, Create, etc.)
  • Analog Stick: Per controller
  • Triggers: With adaptive resistance

Adaptive Triggers

Inherited from DualSense:

  • Variable resistance feedback
  • Different tension patterns
  • Context-sensitive feedback (bow tension, trigger pull, etc.)
  • Programmable by developers

Haptic Feedback

Advanced vibration system:

  • Precise localized feedback
  • Texture simulation
  • Impact feedback
  • Environmental effects

Finger Touch Detection

Capacitive sensors detect:

  • Finger presence on buttons
  • Grip position
  • Enables more natural hand poses
  • Social gestures (thumbs up, pointing)

Audio System

Integrated Headphones

Built-in stereo earphones:

  • Included with headset
  • Designed for 3D Audio
  • Click into position
  • Can be removed if preferred

3D Audio (Tempest)

PS5's Tempest 3D AudioTech:

  • Object-based spatial audio
  • HRTF processing
  • Personalization options
  • Matches PS5's 3D Audio implementation

3.5mm Jack

Alternative audio connection:

  • Use preferred headphones
  • Higher quality options available
  • Maintains 3D Audio processing

Built-in Microphone

Integrated microphone enables:

  • Voice chat
  • Voice commands
  • In-game communication
  • No additional accessories needed

Headset Haptics

Immersive Feedback

Unique haptic motor in headset housing:

  • Vibration feedback directly to head
  • Synchronized with visual content
  • Explosions, environmental rumble, etc.
  • Enhances sense of presence

Developer Integration

Games can trigger headset haptics for:

  • Environmental effects (rain, wind)
  • Vehicle vibration
  • Combat impact
  • Ambient atmosphere

Connection and Setup

Single Cable Design

Dramatically simplified versus original PSVR:

  • One USB-C cable: Connects headset to PS5 front port
  • Cable length: Approximately 4.5 meters
  • Carries: Video, audio, tracking data, power
  • No breakout box: Direct connection

Setup Process

Quick initial setup:

  • Connect cable to PS5
  • Run calibration (IPD, eye tracking, play space)
  • Download VR games
  • Play

Passthrough

See-Through View

Cameras enable passthrough mode:

  • Type: Monochrome (black and white)
  • Purpose: Quick environment check without removing headset
  • Quality: Functional but not immersive
  • Access: Quick toggle via function button

Software and Content

PlayStation VR2 Games

Dedicated library of PS VR2 titles:

  • Horizon Call of the Mountain: Flagship launch title
  • Gran Turismo 7 VR: Racing simulation
  • Resident Evil Village VR: Horror experience
  • No Man's Sky: Space exploration
  • Growing library of exclusive and multiplatform titles

Backward Compatibility

Original PSVR games NOT directly compatible:

  • Different tracking and controller system
  • Some games receive PS VR2 upgrades
  • Must be specifically updated for PS VR2

PC Compatibility (2024+)

Sony announced PC adapter in 2024:

  • Enables PS VR2 use with gaming PCs
  • SteamVR compatibility
  • Separate adapter purchase required
  • Some features (eye tracking, HDR, haptics) may be limited

Physical Design

Headset Construction

Premium build quality:

  • Matte white plastic matching PS5 aesthetic
  • Adjustable headband with dial fit system
  • Integrated vent design for air circulation
  • Front-loading design for glasses compatibility

Weight

Reasonable weight distribution:

  • Headset: 560g (without cable)
  • Halo strap distributes weight
  • Balanced design reduces face pressure

Lens Adjustment

  • IPD: Adjustable via dial mechanism
  • Eye Relief: Scope for glasses wearers
  • Lens Type: Fresnel lenses

Pricing and Bundles

Configuration Price Contents
PlayStation VR2 $549.99 Headset, Sense controllers, earphones
Horizon Bundle $599.99 Above + Horizon Call of the Mountain
PlayStation VR2 PC Adapter $59.99 Enables PC gaming (sold separately)

Note: Requires PlayStation 5 console (sold separately, ~$499-$549).

Technical Specifications Summary

Specification Details
Display Dual OLED, 2000 × 2040 per eye
Total Resolution ~4K (4000 × 2040)
Refresh Rate 90Hz / 120Hz
Field of View ~110°
Eye Tracking Yes (IR cameras)
Tracking 6DoF inside-out
Headset Haptics Yes
Controllers Sense controllers with adaptive triggers
Audio Integrated headphones, 3D Audio
Connection Single USB-C cable to PS5
Weight 560g (headset)
Requires PlayStation 5
Price $549.99

See Also

References