Announced on the Playstation Blog, no official graphics actually reveal what the headset looks like. They do, however, detail how it works, what new features to expect, and how it will work with a new dedicated VR controller, the VR2 Sense.
The Headset
Lets start with the headset itself. Built for use with the PlayStation 5, itll take greater advantage of the improved hardware (though we can assume it will not work with the PS4). They boast higher visual fidelity, claiming a 110 degree field of view with a resolution of 2000x2040 per eye and a 90/120Hz frame rate. Compared to the original PSVR, giving 100 degree field of view and 960x1080 per eye, thats almost twice the visual sharpness as before (a common low point in the originals design).
One major difference comes from the new form of tracking: its headset based. Instead of using the Playstation camera to track the headset and controllers, an inside-out tracking system is used. This helps simplify the design and requiring less external hardware. And with the entire headset only needing a single cord (the old one needed 2 cords), the system has become notably easier to use and set up.
And lastly, there are new sensory features to create a more immersive experience. This includes eye tracking, headset feedback (built in vibration), 3D audio, and whatever the controllers provide. Details about these features were not expanded on. But we will likely learn more at some point in the future.
The Controllers
Previously, the PSVR used a pair of Playstation Move controllers. This was a clever way to implement older existing technology into the system, saving them and consumers money. This time around, theyve developed their own dedicated controllers called the PSVR2 Sense controllers. We actually saw what these looked like back in March, when Playstation showcased the technology. With a loop that goes around the players wrist, it features a joystick, two buttons, and a trigger in each hand. It features the same adaptive triggers as the PS5s DuelSense controller.
To kick off the new VR system, PlayStation also revealed the first game for the format. Dubbed Horizon: Call of the Mountain. This is a spin-off of the brands hit IP in development by Guerrilla and Firesprite. Not much is known about the title at this time, though large creatures and bow/arrow gameplay are both popular concepts in VR, so we can imagine how well itd fit for the new PSVR2.
I was a huge supporter of the PlayStation VR when it was announced and released. It was one of the most affordable ways to get into genuine VR games and it had a fair selection of interesting titles. Im confident that part of the systems success was due to affordability. By utilizing the Playstation Move controllers and camera, they managed to really reduce the cost of production, and in turn, market cost. The PSVR2 does away with all of that, making me skeptical that the cost will be remarkably higher. Without the appeal of affordability (especially when the standalone systems like the Quest exist), I have concerns for the PSVR2s success. But well know for sure in due time.
Until then, here are the official specs for both the headset and the controllers.
Headset
- Display method: OLED
- Panel resolution: 2000 x 2040 per eye
- Panel refresh rate: 90Hz, 120Hz
- Lens separation: Adjustable
- Field of View: Approx. 110 degrees
- Motion Sensor: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer)
- Attachment Sensor: IR Proximity sensor
- Cameras: 4 cameras for headset and controller trackingIR camera for eye tracking per eye
- Feedback: Vibration on headset
- Communication with PS5: USB Type-C®
- Audio Input: Built-in microphone
- Audio Output: Stereo headphone jack
- [right controller buttons] PS button, Options button, Action buttons (Circle / Cross), R1 button, R2 button, Right Stick / R3 button
- [left controller buttons] PS button, Create button, Action buttons (Triangle / Square), L1 button, L2 button, Left Stick / L3 button
- Motion Sensor: Six-axis motion sensing system (three-axis gyroscope + three-axis accelerometer)
- Capacitive Sensor: Finger Touch Detection
- IR LED: Position Tracking
- Feedback: Trigger Effect (on R2/L2 button)
- Haptic Feedback (by single actuator per unit)
- Port: USB Type-C® Port
- Communication: Bluetooth® Ver5.1
- Battery Type: Built-in Lithium-ion Rechargeable Battery
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