lordlad0
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This is the official thread for Playstation VR2 owners or would-be owners or people interested on it, a separation from the main PS5 thread.
What is PlayStation VR2?
PSVR2 is Sony's latest virtual reality headset made for the PS5 console. It is the successor to the PSVR1 which launched in October of 2016 and over the course of its lifespan had more than 600 games released for it. PSVR2 will enable you to play PSVR2 games running on the PS5. The headset is connected to the front USB-C port on the console via a 4.5m/14.7 feet cable.
Release date: February 22nd 2023
Singapore MSRP: SGD869
What's in the box?
Headset, controllers, earbuds, USB-A to USB-C charging cable for Sense controller, and wrist straps (use them, trust me).
If you do not wish to use the included ear buds you can use any headphones with a 3.5mm minijack cable or any wireless headset that is PS5 compatible.
Why only one charging cable? You already have one – it came with your Dual Sense.
Headset specs
Panels: OLED HDR panels with a resolution of 2000 x 2040 per eye.
Refresh rate: 90hz and 120hz.
Lenses: Custom Fresnel lenses with a field of view of 110 degrees. (10 more than PSVR1 and 20 more than Quest 2)
Tracking solution: Inside-out tracking with four front facing cameras on the headset which see your room and controllers. No external sensors needed. Gyroscope and accelerometer provide additional data.
Headset feedback: The headset has built in rumble to aid in game immersion as well as reducing risk of motion sickness.
Eye-tracking: Tiny sensors around the edges of the lenses detect your eye movements – in essence, the headset knows exactly where on the screen panel you are looking all the time. This has two uses:
Controller features
Like the Dual Sense that comes with the PS5, the new VR Sense controllers have adaptive triggers. Game developers can simulate you pulling a bowstring or pulling a trigger with different levels of resistance. Or make picking something up even more tactile. No other consumer headset has controllers with these features.
On both controllers, the face buttons, thumb stick, trigger and grip button are capacitive. That means, the controller knows when you rest your fingers on them or lift them. Make a fist, open your hand, do thumbs-ups or point with your index finger – it's possible if the game developers incorporate it.
Setup and play space
PSVR2 like its predecessor employs a halo design with a soft cushion cupping the back of your neck and your forehead. The vizor part can be pulled out in increments to help with putting it on as well as making space for glasses in the headset. Sitting lightly on your face will be a soft rubber gasket called the Light Shield which makes sure no outside light gets in and spoils the image quality. The light shield can be removed and is washable. Do not use soap or alcohol – water will be just fine.
PSVR2 will support both sitting and standing playstyles as well as full roomscale. The majority of games will not require more space than being able to stretch out your arms in all directions, but check the requirements for any given game on the PSN store before buying. During the setup process, the headset will scan your room to determine where your floor is and its dimensions. You can then use the controllers to make any corrections. This includes enlarging the play space beyond the headset's estimation if you feel it was too conservative.
During playing, when getting too close to the edge of your play space, a Holodeck-like grid will popup in the game to let you know you are getting dangerously close to your wall. The grid will disappear again when you move away from it.
For advice regarding wearing glasses and how to avoid motion sickness, check out the FAQ at the end of the OT.
The social screen (TV output)
If you have the TV on while gaming in VR, what you see and hear in VR will be shown on the tv. This is handy if you have guests over who want to try VR. Nothing is more frustrating than trying to guide someone who are in VR when you can't see what they see. Since PSVR1 supported it, it should also be possible to do local multiplayer games where different views are shown in the headset and on the TV.
After having setup the PSVR2 for the first time, you do not need a TV to use it if you don't care about the social screen.
Audio
While PSVR2 comes with ear buds, that type of audio solution is not for everyone and it's not optimal if more than one person is going to use the headset. Enter headphones. You might have seen the term "Tempest 3D Audio" thrown around. This is something done in software on the PS5. Any stereo headphones connected to the audio jack on the PSVR2 will support 3D audio just fine. The same goes for any PS5 compatible wireless headphones.
If you want to have the sound play back on your speaker system instead, this is possible too, though the directionality will be less precise than headphones. You can designate a sound anchor ("my TV is here!") which means the headset will know roughly where you are in relation to your front speakers and therefore let the PS5 know which speaker to use when you turn around. Sounds coming from higher and lower elevations will not be correct though. You'll get a somewhat accurate 360 degree sound experience but not a 3D one.
There are no volume controls on the headset itself apart from the See-through button which can be optionally reconfigured as "Mute microphone", so you might want to get headphones with integrated volume controls if you don't want to adjust volume via the PS5 device menu.
The headset also has an integrated microphone for multiplayer chat.
Cinema Mode
Did you know that apart from VR games, you can also watch any 2D content in your PSVR2 headset? Why would you do that though?
John Linnemann from Digital foundry said cinema mode was "infinitely more viable than on PSVR1" and in some ways comparable to a nice (but giant) 120hz OLED TV.
When in Cinema mode, the game or media part is like a giant screen situated in a perfectly black void. Combined with the light blocker on your face, you will be immersed like in the darkest of cinemas.
The Notable Launch Window games
Horizon: Call of The Mountain
Resident Evil 8: Village (free for owners of the PS5 version
Gran Turismo 7 (free for owners of the PS5 version)
Song in The Smoke (free for owners of the PSVR1 version)
Kayak VR: Mirage
Star Wars: Tales from The Galaxy's Edge
No Man's Sky (free for owners of the PS5 version)
The Walking Dead: Saints & Sinners Chapter 2 – Retribution (March 21st)
Crossfire: Sierra Squad (summer 2023)
The Dark Pictures: Switchback (March 16th)
Among many others.....
What is PlayStation VR2?
PSVR2 is Sony's latest virtual reality headset made for the PS5 console. It is the successor to the PSVR1 which launched in October of 2016 and over the course of its lifespan had more than 600 games released for it. PSVR2 will enable you to play PSVR2 games running on the PS5. The headset is connected to the front USB-C port on the console via a 4.5m/14.7 feet cable.
Release date: February 22nd 2023
Singapore MSRP: SGD869
What's in the box?
Headset, controllers, earbuds, USB-A to USB-C charging cable for Sense controller, and wrist straps (use them, trust me).
If you do not wish to use the included ear buds you can use any headphones with a 3.5mm minijack cable or any wireless headset that is PS5 compatible.
Why only one charging cable? You already have one – it came with your Dual Sense.
Headset specs
Panels: OLED HDR panels with a resolution of 2000 x 2040 per eye.
Refresh rate: 90hz and 120hz.
Lenses: Custom Fresnel lenses with a field of view of 110 degrees. (10 more than PSVR1 and 20 more than Quest 2)
Tracking solution: Inside-out tracking with four front facing cameras on the headset which see your room and controllers. No external sensors needed. Gyroscope and accelerometer provide additional data.
Headset feedback: The headset has built in rumble to aid in game immersion as well as reducing risk of motion sickness.
Eye-tracking: Tiny sensors around the edges of the lenses detect your eye movements – in essence, the headset knows exactly where on the screen panel you are looking all the time. This has two uses:
- Gameplay: The developers can use it as a gameplay device. Menu selection, aid with throwing, enemy targeting, social interactions ("eyes up here, Mister!") etc. Some of the cooler implementations in the launch lineup are Song in the Smoke (precise jumping), Switchback (enemies move when you blink), Rez Infinite (enemy targeting) and Before Your Eyes (scene changes when you blink).
- Eye-tracked foveated rendering: By only rendering what your eyes are focused on in full resolution, precious resources can be saved by rendering the remaining portions of the image in a lower resolution. The eyetracking is so fast that you never notice it. Everything you look at will always be sharp. This is primarily what enables the PS5 to output visuals in the headset which are just as good as what it can output to your TV screen.
Controller features
Like the Dual Sense that comes with the PS5, the new VR Sense controllers have adaptive triggers. Game developers can simulate you pulling a bowstring or pulling a trigger with different levels of resistance. Or make picking something up even more tactile. No other consumer headset has controllers with these features.
On both controllers, the face buttons, thumb stick, trigger and grip button are capacitive. That means, the controller knows when you rest your fingers on them or lift them. Make a fist, open your hand, do thumbs-ups or point with your index finger – it's possible if the game developers incorporate it.
Setup and play space
PSVR2 like its predecessor employs a halo design with a soft cushion cupping the back of your neck and your forehead. The vizor part can be pulled out in increments to help with putting it on as well as making space for glasses in the headset. Sitting lightly on your face will be a soft rubber gasket called the Light Shield which makes sure no outside light gets in and spoils the image quality. The light shield can be removed and is washable. Do not use soap or alcohol – water will be just fine.
PSVR2 will support both sitting and standing playstyles as well as full roomscale. The majority of games will not require more space than being able to stretch out your arms in all directions, but check the requirements for any given game on the PSN store before buying. During the setup process, the headset will scan your room to determine where your floor is and its dimensions. You can then use the controllers to make any corrections. This includes enlarging the play space beyond the headset's estimation if you feel it was too conservative.
During playing, when getting too close to the edge of your play space, a Holodeck-like grid will popup in the game to let you know you are getting dangerously close to your wall. The grid will disappear again when you move away from it.
For advice regarding wearing glasses and how to avoid motion sickness, check out the FAQ at the end of the OT.
The social screen (TV output)
If you have the TV on while gaming in VR, what you see and hear in VR will be shown on the tv. This is handy if you have guests over who want to try VR. Nothing is more frustrating than trying to guide someone who are in VR when you can't see what they see. Since PSVR1 supported it, it should also be possible to do local multiplayer games where different views are shown in the headset and on the TV.
After having setup the PSVR2 for the first time, you do not need a TV to use it if you don't care about the social screen.
Audio
While PSVR2 comes with ear buds, that type of audio solution is not for everyone and it's not optimal if more than one person is going to use the headset. Enter headphones. You might have seen the term "Tempest 3D Audio" thrown around. This is something done in software on the PS5. Any stereo headphones connected to the audio jack on the PSVR2 will support 3D audio just fine. The same goes for any PS5 compatible wireless headphones.
If you want to have the sound play back on your speaker system instead, this is possible too, though the directionality will be less precise than headphones. You can designate a sound anchor ("my TV is here!") which means the headset will know roughly where you are in relation to your front speakers and therefore let the PS5 know which speaker to use when you turn around. Sounds coming from higher and lower elevations will not be correct though. You'll get a somewhat accurate 360 degree sound experience but not a 3D one.
There are no volume controls on the headset itself apart from the See-through button which can be optionally reconfigured as "Mute microphone", so you might want to get headphones with integrated volume controls if you don't want to adjust volume via the PS5 device menu.
The headset also has an integrated microphone for multiplayer chat.
Cinema Mode
Did you know that apart from VR games, you can also watch any 2D content in your PSVR2 headset? Why would you do that though?
- How about watching Netflix, Disney, Apple Plus, Amazon Prime or HBO Max on a 120" OLED HDR screen?
- Or playing God of War Ragnarok on a 120" OLED HDR Screen in 120fps framerate?
- Or a Blu-ray of Thor 2: The Dark World?
John Linnemann from Digital foundry said cinema mode was "infinitely more viable than on PSVR1" and in some ways comparable to a nice (but giant) 120hz OLED TV.
When in Cinema mode, the game or media part is like a giant screen situated in a perfectly black void. Combined with the light blocker on your face, you will be immersed like in the darkest of cinemas.
The Notable Launch Window games
Horizon: Call of The Mountain
Resident Evil 8: Village (free for owners of the PS5 version
Gran Turismo 7 (free for owners of the PS5 version)
Song in The Smoke (free for owners of the PSVR1 version)
Kayak VR: Mirage
Star Wars: Tales from The Galaxy's Edge
No Man's Sky (free for owners of the PS5 version)
The Walking Dead: Saints & Sinners Chapter 2 – Retribution (March 21st)
Crossfire: Sierra Squad (summer 2023)
The Dark Pictures: Switchback (March 16th)
Among many others.....