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Sony’s PSVR 2 Would Be My Favorite Headset... If It Worked With PC

Sony’s Playstation VR 2 is the most convincing mid-range VR hardware I’ve ever used. I’ve always had a shaky history with entry level standalone headsets like the Meta Quest 2, and that experience has left me unwilling to invest in four-figure solutions like the Quest Pro. But the PSVR 2 strikes a perfect middle ground, adding just $150 to the Quest 2’s current base price and, in exchange, eliminating or mitigating most VR pain points, including discomfort, blurry or low fidelity visuals, battery life, and light leakage.

In part, that’s because the PSVR is a dedicated connected headset, much like HP’s Reverb G2. If the headset is always going to be hooked up to more powerful hardware, then it doesn’t need to keep a high-end processor on board, which would add to the weight. It also means it’s going to have access to some beefy computing power.

And yet, it’s that same connectivity that keeps the PSVR 2 from reaching its full potential. Being locked to a PS5 severely limits the headset’s library, and will force you to play where you’ve permanently placed your console. If you live in a small New York apartment like me, that presents an issue when it comes to roomscale VR.

Sony's upgrade to the original PSVR is so good that it's almost disappointing that it's locked to the PS5.

Sony's upgrade to the original PSVR is so good that it's almost disappointing that it's locked to the PS5.

As it is, the PSVR 2 is a fine toy, but the hardware itself has the capability to be much more. A $550 price tag is appealing, and while the jury’s still out on whether VR belongs outside of the rec room, the PSVR 2 is the first headset I’ve used that seems capable of fulfilling that lofty ambition at a sub $1000 price.The clear answer here is to follow in the footsteps of God of War or Marvel’s Spider-Man: Bite the bullet, and give this headset official PC support. Do that, and you’ve got the next logical step up for anyone dissatisfied with Meta’s Quest 2. Stay the course, and at least the PSVR 2 brings Sony’s VR ambitions into this decade.

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When Sony’s first PSVR headset launched in 2016, it was a late entry effort that haphazardly pulled from existing, non-VR accessories like the Playstation Move controllers and the Playstation Camera to complete its ecosystem. The result was a device that could offer a pared down but similar experience to the original HTC Vive with a fraction of the setup or cost, perhaps using gear you might already have on hand. Now, it feels woefully dated.At $550, the PSVR 2 is a much more purpose-built device. Everything you need to play comes with it in the box, helping justify its $150 price bump, and it’s been greatly streamlined. The per eye resolution has been bumped up from 960 x 1,080 to 2,000 x 2,040, the OLED lenses are fresnel, the field of view is now 110 degrees, and you can finally adjust the IPD (how far the lenses sit from each other) to match your eye distance. There’s also no breakout box–you just plug the USB-C cable directly into your PS5 and you’re good to go.

But by far the biggest additions are the built-in cameras, eye tracking, and the new PSVR 2 Sense controllers.

You no longer need a Playstation camera, or controllers designed to rival the Wiimote, to play PSVR with motion controls, since the PSVR 2 is coming for modern headsets like the Quest 2. The headset itself has got 6 IR cameras (4 external, 2 internal) for flawless roomscale movement, and the PSVR 2 Sense controllers can do all the finger and hand-tracking any other modern VR headset can, plus finally give Playstation VR access to analog sticks. That means they’ve got rings surrounding your fingers, but I never found myself bumping up against the arches during play.

Aside from bringing PSVR in line with the competition, the PSVR 2 also throws down a gauntlet by including eye tracking in the base package. Until now, eye tracking has been a luxury feature, limited to headsets like the Vive Pro or Quest Pro, but its use in the PSVR 2 makes it clear that it needs to be a baseline consideration for any headset going forward, regardless of price point. Not only does it let you select menu options or aim in-game simply by adjusting your gaze, but it also allows the headset to lower the fidelity anywhere you’re not actively looking, saving on processing power and allowing what you’re actively seeing to look much prettier. Despite being seen so far as a high-end feature, it actually makes the most sense on lower-end hardware, so it’s nice to see it finally make its way to a consumer-level product.

Basically, if the original PSVR headset was a slapdash but accessible also-ran, the PSVR 2 is slicker and more powerful than its competition. It doesn’t require you to buy any accessories and can do everything the competition can, sometimes better—with the exception of wireless or standalone processing. The result is still comfortable, remarkably so for a corded experience, and there’s certainly a market for always-connected VR experiences. If the headset knows it’s always going to have access to a PS5, that lets developers plan out their graphical load more easily. Not having any processing hardware on board also helps keep the headset’s weight down.

It takes some getting used to, but the PSVR 2’s all-inclusive design extends to comfort. Unlike the Quest 2, which by default comes with a fabric strap and firm facial interface that have led to a bustling market for third party alternatives, the PSVR 2 is built to accommodate almost every user right out of the box.

It still uses a halo style strap that reduces pressure on the face, and thanks to its weight around 1 pound, the headset still feels light and secure hanging from the strap. Compare that to the Quest 2, which weighs around 1.1 pounds with its default strap, but closer to 1.5 pounds if you add on the official Elite Strap. While there are halo style straps you can buy for the Quest 2, that small bit of extra weight can make them feel flimsy.

The default facial interface is great, providing just enough padding to keep your face comfortable, and excelling in keeping light out. It straddles the sides of your nose, but still leaves enough room for glasses if you wear them. You can actually slide the headset farther away from your face if you find you still need yet more room. If you’re farsighted like me, that can also help with blurry images. Because the facial interface stretches like an accordion, it still blocks light even when the headset is completely slid out. The Quest 2, meanwhile, suffers from a noticeable “nose gap.”

An IPD adjustment wheel sits atop the headset, allowing you to freely change it in small increments during use, and the PSVR 2 will actually use its eye tracking to help find the right setting for you. During setup, and later via a menu, a guided calibration will simply instruct you to look directly into the center of the lenses, then will stop you when you’ve spun the IPD wheel to your correct setting.

Again, compare this to the Quest 2, which has no such software tutorial, and simply has 3 IPD settings to choose from, which you must take the headset off to adjust.

The only part of the PSVR 2 hardware experience that still feels like an afterthought is the sound. Like the PSVR 1, the PSVR 2 does not have built-in speakers. Rather, it relies on a separate pair of detachable earbuds, bundled with the device, that wrap around the back of the headset so that a bud is dangling from each side. The solution works well and the buds have 3D audio support, plus the 3.5 mm jack can also take your own earbuds should you prefer to swap them out. I forgot I was wearing buds after a while, but it’s a weirdly cheap feeling step to take on an otherwise premium device. It also means you have to dive into the VR menu on your PS5 every time you want to adjust your volume.

I was worried that the long cord that’s permanently attached to the bottom of the PSVR 2 would present a tripping hazard, or that it would be awkward reaching up from my entertainment center to my play area, but neither proved to be an issue during my review. The only problem the 14.7 inch cord posed was that it was a tempting play target for my cat.

Plugging the PSVR 2 into your PS5 brings you to a simple setup menu where you’ll pair your controllers via an included USB-C cable and set your IPD using the eye tracking tech as a guide to find your perfect setting (if you’re using the sold separately controller charging cradle like I was, you’ll need to remove its USB-C to pogo pin adapters first). The console will then prompt you to set your play area, which you can do either by painting it manually or by simply looking around for a few seconds. The latter method’s a neat party trick and is almost perfectly accurate, but you can also adjust the area it lays out for you after it’s done.It’s an intuitive process, but it’s also where you’ll probably encounter your first problem with the PSVR 2. Because you have to use the PSVR 2 with your PS5, there’s a good chance you’re going to have to use it in your living room. Unfortunately, that means there’s also a good chance that the headset will warn you that your play area’s not big enough for roomscale after you set it.

No matter how I adjusted it, I just could not get the requisite 6.7 x 6.7 feet required for roomscale within my New York living room without moving my couches. This is a distinct downside to other connected headsets like the HP Reverb G2, because when you’re able to Source: Gizmodo

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