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PSVR2 full specs and details

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You have to start somewhere. If we all waited for the tech to catch up, we wouldnt invent anything new.
we need singularity, hive-mind superintelligence with over a 1000 members with equivalent knowledge of over a 1000 Ph'ds, and if it could be measured over 1000 IQ operating over 1000 times faster than realtime. Then the engine of progress, the engine of change, the engine of evolution, the brain, its limitations would be overcome and the limit to the rate of progress surpassed.

We'd have sword art online's nervegear, matrix tech, fulldive vr in short order.

sword art online sao GIF by Channel Frederator

Matrix GIF by memecandy
 
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HawarMiran

Banned
Well most games are probably delayed to 2022 so they are in no rush, considering even Xbox doesnt have steong lineup yet.

Maybe we'll get some PSX event in December
Oh don't get me wrong. I know there is no reason for them to show off all the cool things they are working on right now. But I miss the excitement :(.
 
I don't understand 90% of the words in this thread.

The Quest 2 was the first VR headset that I thought was actually impressive and no longer a gimmick. Is this better, worse, comparable, impossible to say?
 

kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
Wasn't it the best selling VR headset until the Quest 2?

If the PS Vita with 16 million sold was a giant flop, then what should I make of PSVR with 5 million sold? That's how niche PSVR is.
 

nemiroff

Gold Member
With eye tracking you can make the high resolution area smaller, saving power, and quickly move it around the screen to where the user is looking. If it works it will be much better and harder to notice than the fixed way of old headsets.

The sweet spot issue will unfortunately not go away with foveated rendering - if that's what you meant by "fixed way".

Laws of physics. If you don't use them, then the headset would have to be physically bigger as the lenses would be thicker.

And heavier, look at this chart f.ex., up to 80-90% weight savings..?

XPiqten.png


In addition to size and weight there is also a advantage in making a larger sweet spot and FOV because you can put the eye closer to the lens/screen. Also the lens configuration has an impact on the needed size of the screens themselves, which is important for the form factor.
 

Perrott

Gold Member
Read the descrip Perrott, said there was no info on BC. VR games right now can be played via BC on ps5 for PSVR, I think it will be a title by title basis if developer wants to update the game with haptic controller config and updated resolution textures.

So if you have some VR titles you probably will be able to play them, I just dont know if they will be enhanced? Not a lot of people bought VR so if they are going to remaster those with better character models, resolution, fps, and haptic configs Im all for it.
Depends on the developer and scope of work. A lot of the games were made targeting specific specs, but those that are on both PC and PSVR should scale if developer want to put in the work to update it on PSVR2.
Oh, I know what it says in the OP in regards to "no info on BC", that's why I'm actually saying that it won't be BC based on what's known about NGVR behind the scenes. There will be remasters and ports of some of PSVR's greatest hits, but not native compatibility with old VR titles.
 
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Darius87

Member
Okay but the user shouldn't be looking around the screen with their eyes. If you keep your eyes forward and look with your head you won't get sick.
i always get sick when walking backwards or to the side even without moving my eyes that's not the reason why we get sick it's because of locomotion when you walk but body doesn't move this fucks with brain and that's why it's called motion sickness.
 

GuinGuin

Banned
i always get sick when walking backwards or to the side even without moving my eyes that's not the reason why we get sick it's because of locomotion when you walk but body doesn't move this fucks with brain and that's why it's called motion sickness.

Well, keeping my eyes forward and only looking with my head eliminated VR sickness for me.
 

ZoukGalaxy

Member
Wireless would increase the price and/or decrease quality. Premium expensive headset will never be a mass success, they need to balance between cheap enough and good enough.
My thoughts, exactly, I don't want wireless and manage another battery in my life shorting my playing sessions with low quality experience.
ONE wire is not a big deal, people really needs to stop with this stupidity "OH MY GOD, there is A WIRE ! I can't handle it"
 
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BabyYoda

Banned
Without fresnel lenses it would be bulkier and heavy. Form factor is important for VR. But lens technology has come a long way since PSVR1, the first fresnel lenses for VR was indeed easy to spot, but no so much anymore...
I'll take a heavier and larger form factor every time, if it still gives glare and have a more fiddly sweet spot, then they still aren't good enough imho, it really threw me out of the experience. As a predominantly PC centric player, I was astounded at how much of a superior headset the PSVR was to the Vive, I expected the opposite considering the price gap it had (mind you, Sony have far more hardware experience, so shouldn't have surprised me).

Of course the PSVR tracking was woeful and the controllers dated, so there was that I guess. But as heavy as the PSVR headset was, it was far more comfortable and despite it's lower resolution, everything was clearer, the sweetspot easier to find and the immersion greater, not having glare was the icing on the cake, that totally destroyed any immersion on the Vive for me.

I really hope you're right about the Fresnel lenses, they better be radically better than they were, I doubt it though, plastic crap aint gonna cut it compared to glass.
 

Romulus

Member
I obviously enjoy made for VR games, but Hybrid games are the way to go. Most wouldn't be made without it so why not.
Hitman VR had its issues but it absolutely ruined the nonVR hitman for me. Loved it.
Elite Dangerous is mind blowing in VR.
Wipeout VR was fucking incredible.
RE7 VR was one of my favorite games last generation, but only average without VR.
But made for VR stuff like Alyx, Asgard's Wrath, Walking Dead was amazing too.
The more the better I say.
 
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RoadHazard

Gold Member
The sweet spot issue will unfortunately not go away with foveated rendering - if that's what you meant by "fixed way".

He means fixed foveated rendering, where the area toward the edges of the display is lower resolution than the center. Very common in Quest games, and very noticeable if you look there. With eye tracking the area you're looking at can always be high resolution, while things in your periphery can be lower resolution to save on resources.
 
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Didn't click the links, is this real or just a rumor as usual?

I did hear from *someone* here that PSVR2 was the real stuff tho (over a year ago)
 

Romulus

Member
I just saw where the Astrobot devs are hinting they're working on their biggest project ever.

Would be a good launch to have RE8 with full-motion controls, Gran Turismo, Astrobot, and Alyx
 
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aclar00

Member
It would be interesting if Sony put enough effort into this headset to be cross compatible with the PC. I like the competition in the PC space. I loathe Facebook but you have to hand it to Zuckerberg and co., a lot of Steam players are using Oculus products to game in VR. I love the fact that I can choose between Oculus, Vive, Index, Pimax, and HP, and some other competitors. Adding Sony on the list may not please many Sony only console fans, but would make many PC VR fans happy if they come up with a good PS5/PC cross platform VR solution. It probably won't happen but it would be nice for the growth of VR gaming. These specs though look really good and if I ever get into the PlayStation ecosystem again I may have to give this a go.

Given Sony push toward PC ports, i wouldnt be surprised. I actually expect it. However, i think it would just be for PC games and not PS VR games...that is until theyre ported to PC some years down the road.

If they want to be a real competitor in the VR market i think they'll donthis.
 

Reallink

Member
I'll take a heavier and larger form factor every time, if it still gives glare and have a more fiddly sweet spot, then they still aren't good enough imho, it really threw me out of the experience. As a predominantly PC centric player, I was astounded at how much of a superior headset the PSVR was to the Vive, I expected the opposite considering the price gap it had (mind you, Sony have far more hardware experience, so shouldn't have surprised me).

Of course the PSVR tracking was woeful and the controllers dated, so there was that I guess. But as heavy as the PSVR headset was, it was far more comfortable and despite it's lower resolution, everything was clearer, the sweetspot easier to find and the immersion greater, not having glare was the icing on the cake, that totally destroyed any immersion on the Vive for me.

I really hope you're right about the Fresnel lenses, they better be radically better than they were, I doubt it though, plastic crap aint gonna cut it compared to glass.
PSVRs lenses also have ungodly levels of pupil swim (perspective warping and distortion), which is why a sense of genuine real world scale is effectively impossible and nonexistent in PSVR. There are much better reasons for fresnels besides weight, everyone doesn't use them by chance.
 

BabyYoda

Banned
PSVRs lenses also have ungodly levels of pupil swim (perspective warping and distortion), which is why a sense of genuine real world scale is effectively impossible and nonexistent in PSVR. There are much better reasons for fresnels besides weight, everyone doesn't use them by chance.
Well I haven't used more recent iterations of the fresnel lenses, the earlier ones look far inferior to me, hopefully they've come a long way, because I definitely want VR headsets to get smaller and lighter, but not at the expense of clarity. Honestly, I can't wait till someone finds a way to project the image straight into our eyes or brain (without anything physically intrusive), cos the whole sticking a screen in front of your face screams "placeholder", until the real thing arrives for the masses!
 
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The biggest thing Sony need to focus on is comfort. They need to make this headset light (Under 300g) and very comfortable to wear. I really wish we were getting a bigger FOV than 110, but I'll hold judgement on that until we see it.
 

longdi

Banned
VR just dont seem to progress over the years. As in, it is still highly priced and a cumbersome unit to wear, that only a select few would pay for it. 🤷‍♀️
 
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Keihart

Member
Eye tracking it's like the biggest feature of the headset if true, it would give a huge performance advantage to PS5 and would leverage the base line for VR way up.
 
The PS5's Geometry Engine says hello. The customizations Sony made to RDNA2 on the Geometry Engine were all about this. The ability to cull geometry before it hits the graphics pipeline is key to their "Flexible Scaling Resolution (FSR)" for VR. Looking forward to how well this works.
 
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