Sony announces the PlayStation VR 2

Sony announces the PlayStation VR 2

mark
By mark
Published: 17-01-2022
Updated: 30-01-2023

At CES 2022, Sony officially announced the new PlayStation VR 2, just 5 years after the release of the original version.  Although not specifically designed for business purposes, Sony and the PlayStation brand have always played a major role in pushing the innovation cycle for virtual reality. 

What is the PlayStation VR2?  

The latest VR instalment from Sony builds on the foundation of the first one and brings many of the latest VR advancements to the new model. The most exciting developments include sophisticated eye-tracking, foveated rendering, and high dynamic range (HDR).  These all point towards a device that will provide much-improved graphics and realism without sacrificing performance because only detail in the centre of the field of view will render at the highest possible quality.

vr expert - psvr2

Looking at the hardware itself, the headset is also going to have its own haptic feedback built right in so that it vibrates according to what is happening in the game.  The field of view is going to be 110O and it will have a refresh rate of 120Hz.  All in all, it’s set to be a high-quality mass-market device that will rival the Oculus Quest 2 and offer a completely new dimension to PlayStations’s 104 million monthly active users.

In addition to the headset, users will also get newly improved controllers dubbed the PSVR 2 Sense Controllers.  They’ve gone with a new ‘orb’ shape that wraps around your hands and opens the door for a whole new range of interactions.  It also integrates some exciting new haptic feedback functionality which can only serve to improve the immersion when you’re playing.

Playstation VR 2 Specifications

Headset
Display Method OLED
Panel Resolution 2000 x 2040 per eye.
Panel Refresh Rate 90Hz, 120Hz
Lens Separation Adjustable
Field of View Approximately 110 degrees.
Sensors Motion Sensor: 6-axis motion sensing system (3-axis gyroscope, 3-axis accelerometer)

Attachment Sensor: IR Proximity Sensor

Cameras 4 cameras for headset and controller tracking.  IR camera for eye tracking per eye.
Feedback Vibration on headset.
Communication with PS5 USB Type-C.
Audio Input: Built-in microphone.

Output: Stereo Headphone Jack

Controllers
Buttons Right: PS Button, Options Button, Actions Button, R1 Button, R2 Button, Right Stick / R3 Button.

Left: PS Button, Create Button, Actions Button, L1 Button, L2 Button, Left Stick / L3 Button

Sensing / Tracking Motion Sensor: 6-axis motion sensing system.  (3-asix gyroscope + 3-axis accelerometer)

Capacitive Sensor: Finger Touch Detection, IR LED: Position Tracking.

Feedback Trigger Effect, Haptic Feedback
Port USB Type-C.
Communication Bluetooth v5.1.
Battery Built-In Lithium Rechargeable Battery.

vr expert - playstation vr 2 controllers

How does it compare with the Oculus Quest 2?

The major difference between the two devices is that the PlayStation VR 2 still needs to be connected to the Playstation 5 whereas the Oculus Quest 2 is totally standalone. Beyond that, it all comes down to the ecosystem of games and apps that comes along with each. Developers continue to build for both platforms and we don’t know just how they will compare just yet.

We don’t know enough detail about pricing or some of the other specifics, but one would expect that customers who have been loyal to the PlayStation brand might stick with them as it already fits into the PlayStation ecosystem natively.  However, the Oculus Quest 2 is a very impressive device that threatens Sony’s market share if the device misses the mark.

vr expert - psvr2

Will there be commercial applications?

While the PlayStation system is known for its consumer games,  it’s safe to say that many businesses are keeping a close eye on developments to see if there are viable commercial applications.  For many, gaming can be a wonderful educational tool in a range of different contexts and that makes for many interesting use cases.

Headsets like this will also increase the number of people who are interacting with VR on a regular basis.  This, in turn, pushes the industry forward and encourages more experimentation in a work context.  We should continue to see the line between consumer and business usage blur and as organizations unravel just what is possible – we might just see that the PlayStation VR 2 has a wider reach than just simply gaming.