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Console-Powered VR

From VR & AR Wiki

Console-powered VR (also called console VR) is a category of virtual reality in which a head-mounted display draws its processing power from a games console rather than from a personal computer or from compute built into the headset itself. It is one of three common ways to describe how a VR system is powered, alongside PC-Powered VR, where the headset is tethered to a desktop or laptop, and Standalone VR, where the processor, memory and battery are inside the headset.[1]

In practice the category is defined by a single product line. The principal examples are Sony's PlayStation VR (PSVR), released for the PlayStation 4 in 2016, and PlayStation VR2 (PSVR2), released for the PlayStation 5 in 2023.[2][3] Like a PC-powered headset, a console headset is tethered by cable to its host and acts mainly as a display and tracking device while the console renders the image; unlike a PC headset, the host is a fixed-specification consumer appliance sold at a mass-market price, which removes the need to assemble or upgrade a VR-capable computer.[1][4]

Definition and place in VR taxonomy

VR headsets are often grouped by where their computing happens. Tethered headsets, including both PC-powered and console-powered models, contain no application processor of their own; they connect to an external machine that runs the software and feeds video to the display, and they rely on that machine's CPU, GPU and memory.[4] Standalone headsets such as Meta Quest devices integrate a mobile processor, storage and a battery, so they run untethered at the cost of the lower graphics performance of a mobile chip.[4]

Console-powered VR is a sub-case of the tethered model in which the host is a games console. The defining trait is the host hardware rather than any property of the headset: a console is a sealed, fixed-specification device, so every unit of a given console offers the same performance, and the headset is engineered around that one target rather than around a range of PC configurations.[1] Because the console is a familiar living-room product priced well below a gaming PC, console VR has been positioned as a lower-cost entry point into tethered, high-fidelity VR.[1][5]

PlayStation VR (2016)

PlayStation VR launched on 13 October 2016 at $399 in the United States (399 euros, 349 pounds, 44,980 yen).[3] It connected to the PlayStation 4 and the more powerful PS4 Pro, with the console doing all rendering.[3] The headset used a single 5.7-inch OLED panel giving 1920x1080 total resolution (960x1080 per eye), a refresh rate of up to 120 Hz, and roughly a 100-degree field of view.[3]

PSVR shipped with a separate breakout box, the PSVR processor unit, that sat between the headset and the console and handled video output to the television and 3D audio processing.[3] Positional tracking was outside-in: nine visible-light LEDs on the headset were tracked by the PlayStation Camera, which also tracked the illuminated spheres of the PlayStation Move motion controllers.[3] Input came from the standard DualShock 4 gamepad, two PlayStation Move controllers, or the rifle-shaped PlayStation VR Aim Controller.[3]

PSVR was the best-selling tethered VR headset of its generation. Sony reported 1 million units sold by June 2017, 2 million by December 2017, 3 million by August 2018, and 5 million sold as of 31 December 2019, a figure announced on 6 January 2020.[3][6] The original headset can run on the PlayStation 5 through backward compatibility, but it requires a free PlayStation Camera adapter because the PS5's own camera is incompatible. Sony stopped offering that adapter on 26 November 2024, after which the original PSVR cannot be used on a PS5 without a third-party adapter or a retained PS4.[7]

PlayStation VR2 (2023)

PlayStation VR2 launched worldwide on 22 February 2023 at $549.99 (599.99 euros, 529.99 pounds, 74,980 yen) and works only with the PlayStation 5.[2][8] It connects to the console with a single USB Type-C cable, removing the separate breakout box that the first headset needed.[8]

PSVR2 uses two OLED panels at 2000x2040 per eye, an HDR-capable image, refresh rates of 90 Hz and 120 Hz, and a field of view of about 110 degrees.[8] It was Sony's first VR headset with eye tracking, implemented with an infrared camera per eye, hardware supplied by Tobii.[8][9] Eye tracking enables foveated rendering, which renders the area the user is looking at in full detail while reducing detail in the periphery; a Unity talk at the Game Developers Conference reported that GPU frame times were up to 3.6x faster with eye-tracked foveated rendering, or 2.5x faster with fixed foveated rendering alone.[10] The headset also has a built-in vibration motor for headset haptics.[8]

Tracking is inside-out through four cameras built into the headset, so PSVR2 needs no external camera, unlike the original PSVR.[8][11] The same cameras track the two PlayStation VR2 Sense controllers, which have adaptive triggers, per-controller haptic feedback and capacitive finger-touch detection.[8]

Sony said PSVR2 sold about 8 percent more than the original PSVR in its first six weeks (roughly 600,000 units from launch through 5 April 2023).[12] Developer estimates and reporting put cumulative units shipped at roughly 2 million by 2024.[13] In March 2024 Bloomberg reported that PSVR2 sales had slowed progressively since launch and that Sony had paused production while it cleared a backlog of unsold units.[14]

Tradeoffs versus PC and standalone VR

The case for console-powered VR rests on cost and predictability. Buyers reach tethered, console-grade graphics without owning a VR-capable PC, which typically costs far more than a console, and developers target one fixed hardware specification instead of many PC configurations.[1][5] Like PC VR, a console headset has no battery to deplete and offloads heat and weight to the host, so sessions are limited only by comfort.[4]

The drawbacks follow from being a fixed, closed platform. A console cannot be upgraded the way a PC GPU can, so graphics are capped at the console's capability for the device's lifetime, and the library is restricted to titles published for that console, which is smaller than the PC VR catalogue.[1][5] The headset is also tied to its host generation: PSVR2 does not work on PS4, and the original PSVR's PS5 support depended on an adapter that has since been discontinued.[8][7] Compared with Standalone VR, a console headset is not portable and requires the console and a television or display.[4]

The boundary with PC VR has narrowed. In August 2024 Sony released the PlayStation VR2 PC Adapter ($59.99), which, with a DisplayPort 1.4 cable and the PlayStation VR2 app on Steam, lets the headset run SteamVR titles on a Windows PC.[15] When driven by a PC, several PS VR2 features are disabled, including eye tracking, foveated rendering, HDR, the headset vibration, the adaptive triggers and Sony's Tempest 3D audio; Sony states that the most complete experience remains on the PS5.[15]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 "Which Headset Should You Buy? PCVR vs Standalone vs Console". https://www.vr-wave.store/blogs/virtual-reality-prescription-lenses/which-headset-should-you-buy-pcvr-vs-standalone-vs-console.
  2. 2.0 2.1 "PlayStation VR2 Launches Globally with Dozens of Stunning Virtual Reality Games Available". 2023-02-22. https://sonyinteractive.com/en/press-releases/2023/playstation-vr2-launches-globally-with-dozens-of-stunning-virtual-reality-games-available/.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 "PlayStation VR". https://en.wikipedia.org/wiki/PlayStation_VR.
  4. 4.0 4.1 4.2 4.3 4.4 "What are the differences between tethered and standalone VR headsets?". https://milvus.io/ai-quick-reference/what-are-the-differences-between-tethered-and-standalone-vr-headsets.
  5. 5.0 5.1 5.2 "Stand Alone VR and PC VR: What are the Differences?". https://www.picoxr.com/global/blog/standalone-vr-pc-vr.
  6. "5 Million PlayStation VR Units Sold, Sony Announces". 2020-01-06. https://www.roadtovr.com/playstation-vr-sales-5-million-milestone-psvr-units-sold/.
  7. 7.0 7.1 "Sony is discontinuing its free PS5 PlayStation Camera adapter for PS VR". 2024-11-10. https://www.engadget.com/gaming/playstation/sony-is-discontinuing-its-free-ps5-playstation-camera-adapter-for-ps-vr-171350519.html.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 "PS VR2 Tech Specs". https://www.playstation.com/en-us/ps-vr2/ps-vr2-tech-specs/.
  9. "PlayStation VR 2: Sony chooses Tobii as eye-tracking supplier". https://mixed-news.com/en/playstation-vr-2-sony-chooses-tobii-as-eye-tracking-supplier/.
  10. "PSVR 2 Eye Tracking Foveated Rendering Provides 3.6x Faster Performance". https://www.uploadvr.com/psvr-2-eye-tracking-foveated-rendering-gdc/.
  11. "PlayStation VR2: The ultimate FAQ". 2023-02-06. https://blog.playstation.com/2023/02/06/playstation-vr2-the-ultimate-faq/.
  12. "PSVR 2 Outsold Original PSVR in First 6 Weeks, Sony Confirms". https://www.roadtovr.com/psvr-2-sales-figures-units-sony/.
  13. "PlayStation VR 2: VR studio gives approximate sales figures". https://mixed-news.com/en/psvr-2-sales-figures-estimation-toast-interactive/.
  14. "Sony Reportedly Pauses PSVR 2 Production Due to Low Sales". 2024-03-18. https://www.roadtovr.com/report-sony-psvr-2-pauses-production-low-sales/.
  15. 15.0 15.1 "PlayStation VR2 players can access games on PC with adapter starting on August 7". 2024-06-03. https://blog.playstation.com/2024/06/03/playstation-vr2-players-can-access-games-on-pc-with-adapter-starting-on-august-7/.