PlayStation VR2 arrives at a crucial moment for virtual reality gaming. 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. 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. Then there was Sony – launched in 2016, PSVR offered owners of PS4 consoles an opportunity to step into the world of virtual reality. Now, with PS5, we have a companion VR headset that brings cutting-edge technology to the console with a more affordable price-point.
Let’s be clear though. Starting at £529/$549/€599 and with limited availability, PSVR2 is not a casual purchase. It ships in a sizeable box and within you’ll find the headset, two Sense controllers and an accessories box. If you’re coming from the original PSVR, the first thing you’ll notice is the drastic reduction in complexity. 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.
Build quality is fantastic. 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. 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. Furthermore, the new controllers feel premium – they’re dense and just weighty enough to feel good in the hand.
First impressions are also highly favourable. This begins with the headset itself. Like the original and Oculus Rift S, the PS VR2 uses a halo system. 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. The front visor is still controlled by a small button mounted along the top ridge. Press this to move the viewfinder in and out. 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. It’s also comfortable to use with glasses, thankfully.
| PlayStation VR2 | PlayStation VR | Oculus Quest 2 | |
|---|---|---|---|
| Host System | PlayStation 5 | PlayStation 4/PS4 Pro | None Required/PC Optional |
| Screen Type | OLED/HDR – 90Hz/120Hz | OLED/SDR – 90Hz/120Hz | LCD – 90Hz/120Hz |
| Resolution | 2000×2040 Per Eye | 960×1080 Per Eye | 1832×1920 Per Eye |
| Field of View | 110 Degrees | 100 Degrees | 90 Degrees |
| Sensors | Accelerometer, Gyroscope, IR Proximity Sensor | Accelerometer, Gyroscope | Accelerometer, Gyroscope |
| Cameras | Four for headset and controller tracking – two IR for eye-tracking | One (external) | Four for headset and controller tracking |
| Feedback | Internal Motor | None | None |
| Interface | USB-C | USB/HDMI via breakout box | USB-C |
Initial impressions, display quality and HDR support
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. 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. It feels magical and can be tweaked after the fact, if you wish, by simply pointing your controllers and dragging the edges outwardAC. You can even assign temporary spaces if you move the headset around. It’s comparable to the guardian setup with Oculus products but feels even more refined.