![]() ![]() In the past, especially with older headsets including PSVR1, I always felt that imagery could appear somewhat dim and grainy. Which brings us to perhaps the most important aspect - contrast ratio and support for HDR. It's sharper in practice than any headset I've personally used - alas, I've never had a chance to try the HTC Vive Pro 2 which does boast an even higher pixel count, though that headset uses an LCD panel rather than OLED. It's extremely sharp and clean to the point where small UI elements are perfectly sharp and legible. In terms of image clarity, PSVR2 features four times the number of pixels per eye compared to its predecessor, almost eliminating the screen door effect entirely. Similar to Oculus Quest, the inside-out cameras help to set-up the initial area. Initial calibration is all about defining - and then editing (if you want) the play space. It instantly feels more engaging and immersive. You'll notice the left and right edges of the screens, like most headsets, but vertical visibility is nearly perfect. However, in practice, it crosses that important line between looking through a porthole and having a full view of the action. It's much wider than Oculus Quest and the original PSVR but not quite on par with the Valve Index or Vive Pro 2. PS VR2 has a rated field of view of 110 degrees. There are several key areas to discuss here - field of view, pixel density, panel brightness, contrast ratio and motion clarity. Once inside, however, you'll be given your first glimpse of the new OLED panel driving this headset. It's comparable to the guardian setup with Oculus products but feels even more refined. You can even assign temporary spaces if you move the headset around. It feels magical and can be tweaked after the fact, if you wish, by simply pointing your controllers and dragging the edges outwardAC. To determine the size and shape of your place space, the headset scans your environment as you look around, creating a blue polygonal mesh representing the available area. Once the headset is firmly in place, you're presented with a series of setup steps - unlike PSVR1, this new headset does not rely on external tracking so no camera or sensors are required. Initial impressions, display quality and HDR support PlayStation VR2 - a detailed video review of the system, delivered by John Linneman.Īccelerometer, Gyroscope, IR Proximity Sensorįour for headset and controller tracking - two IR for eye-tracking It's also comfortable to use with glasses, thankfully. PSVR2 also features mechanical Interpupillary distance via a dial on top of the headset - this allows you to perfectly centre the lenses in front of your pupils. Press this to move the viewfinder in and out. The front visor is still controlled by a small button mounted along the top ridge. You push a button on the rear of the headset to release the band, slide it over your head then twist the dial to tighten. ![]() Like the original and Oculus Rift S, the PS VR2 uses a halo system. Furthermore, the new controllers feel premium - they're dense and just weighty enough to feel good in the hand.įirst impressions are also highly favourable. The headset is also noticeably lighter, making long sessions more enjoyable while the single USB-C cable is less bulky than that of the original PSVR. The materials used on the headset are certainly reminiscent of the original PSVR but it addresses many of the original complaints - the rubber surrounding the viewfinder, for instance, provides drastically more light blockage, while offering improved comfort. There's no breakout box or pass-through to worry about - the headset has a single lengthy USB-C cable and that's really all you'll need.īuild quality is fantastic. If you're coming from the original PSVR, the first thing you'll notice is the drastic reduction in complexity. It ships in a sizeable box and within you'll find the headset, two Sense controllers and an accessories box. Starting at £529/$549/€599 and with limited availability, PSVR2 is not a casual purchase. Now, with PS5, we have a companion VR headset that brings cutting-edge technology to the console with a more affordable price-point. Then there was Sony - launched in 2016, PSVR offered owners of PS4 consoles an opportunity to step into the world of virtual reality. Over the next few years, however, the market began to fragment - Oculus transitioned from its own proprietary PC storefront to standalone hardware, while high-end PC software diminished in step with the huge cost of the latest headsets. In 2012 - with a duct-taped prototype in hand, John Carmack demonstrated what was possible: an incredible sense of presence and immersion for PC gamers. PlayStation VR2 arrives at a crucial moment for virtual reality gaming. ![]()
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