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First Details on New PlayStation 5 VR controllers

DForce

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Nov 23, 2017
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Adaptive triggers: Each VR controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense controller. If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level.

Haptic feedback: The new controller will have haptic feedback optimized for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.

Finger touch detection: The controller can detect your fingers without any pressing in the areas where you place your thumb, index, or middle fingers. This enables you to make more natural gestures with your hands during gameplay.

Tracking: The VR controller is tracked by the new VR headset through a tracking ring across the bottom of the controller.

Action buttons / analog sticks: The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.
 
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Astorian

Member
Feb 11, 2020
498
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The first thing you’ll notice with our next-gen VR controller is the unique design, which takes on an “orb” shape that allows you to hold the controller naturally, while playing with a high degree of freedom. There are no constraints with how you’re moving your hands, providing developers with the ability to create unique gameplay experiences.

We also designed the new controller with great ergonomics in mind, so it’s well-balanced and comfortable to hold in each of your hands. We applied learnings from testing users with a range of hand sizes, as well as the decades of insights from controllers across all PlayStation platforms. The result is an iconic design that will change how VR games are played.

Features

The new VR controller enables players to feel and interact with games in a much more visceral way. There are several features, including key features from the DualSense controller, which match our vision for what next-generation VR games can be.

Adaptive triggers: Each VR controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense controller. If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level.

Haptic feedback: The new controller will have haptic feedback optimized for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.

Finger touch detection: The controller can detect your fingers without any pressing in the areas where you place your thumb, index, or middle fingers. This enables you to make more natural gestures with your hands during gameplay.

Tracking: The VR controller is tracked by the new VR headset through a tracking ring across the bottom of the controller.

Action buttons / analog sticks: The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.
 

Umbasaborne

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Dec 21, 2020
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They look great. The oculus controllers are still my favorite vr controllers but these could give them a run for their money
 
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THEAP99

reposts tweets from kids about console wars
Mar 16, 2020
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Pretty cool looking. But all this hardware shouldn't be announced without any software showcase. Whether or not the PSVR 2 games in the headset make me want to puke or not will get me fully interested.
 

mxbison

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Dec 9, 2020
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Nice. The bad tracking was one of the reasons I barely used PSVR and bought an Oculus.
 

Astorian

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Feb 11, 2020
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I like the design, might be time to finaly try VR this time.

Btw,
The Right controller contains one analog stick, the cross and circle buttons
Rip eks people.
 
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jm89

Member
Jul 29, 2015
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Good stuff. My psvr is collecting dust cause of the inaccuracy of the tracking and faff of setting up, need to sell it soon. Psvr 2 looking like something that will be nice to use regularly.
 
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ethomaz

is mad because DF didn't do a video on a video of a video of a video on PS5
Mar 19, 2013
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Way too early
It fits the reveal and so soon the new details.
It is basically setting the launch date.

Seems like we will get new details every month until holiday release... price and date reveled around June.
 
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Kokoloko85

Member
Sep 26, 2019
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Looks cool. Using the same method as the others. One day it will be finger tracking lol
 

THEAP99

reposts tweets from kids about console wars
Mar 16, 2020
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It fits the reveal and so soon the new details.
It is basically setting the launch date.

Seems like we will get new details every month until holiday release... price and date reveled around June.
But there's not many ps5's out there and we don't know about any psvr 2 games coming. Not to mention, they're just sanding prototypes of this out now
 

rofif

Member
Sep 13, 2019
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oh that's a design alright !!! Could be white though
 
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Hunnybun

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Jun 3, 2020
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I wonder what resolution per eye will PSVR 2 have? PSVR 1 is 1080x960 =1million pixels. For me it was kinda blurry.

It was way too blurry. That was my biggest problem with it. It was ok for stylised games like Astrobot but stuff like GT Sport just didn't work at all.

It needs to be at least double the resolution, I'd have thought.
 
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AV

We ain't outta here in ten minutes, we won't need no rocket to fly through space
May 31, 2018
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Looks like what they should've released in the first place.

For all its faults (and there were a lot) I enjoyed PS VR as the budget VR experience. If they can give me a wireless headset and controllers, none of which rely on sticking a camera on top of my TV, I'm probably back in.
 

Romulus

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Mar 21, 2019
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It was way too blurry. That was my biggest problem with it. It was ok for stylised games like Astrobot but stuff like GT Sport just didn't work at all.

It needs to be at least double the resolution, I'd have thought.

Did you ever play Wipeout on psvr pro? It's one of the only games that shows off its potential in terms of clarity.

Most of the problem was the ps4, not the headset. There were only a couple of games that maxed out the headset resolution and supersampling. Even many stylized games weren't supersampling to max. Having the headset resolution higher will absolutely help tremendously too, especially paired with ps5.
 
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