
Greater than six years after its VR debut, Sony is able to carry next-gen VR to PS5 with PSVR 2. Does PlayStation VR 2 make a considerable enchancment over its predecessor? And the way does it stack as much as different VR headsets in the marketplace? Learn on to search out out.
With PSVR 2, Sony is not only enhancing on the prior headset, it’s additionally elevating some bars for client headsets total as the primary machine in its class to carry eye-tracking, HDR, and new haptic capabilities to the market. Let’s begin out with a have a look at PSVR 2’s specs and the way they examine to the unique PSVR:
PSVR 2 vs. PSVR Specs |
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PSVR 2 | PSVR | |
Decision | 2,000 x 2,040 (4.1MP) per-eye, OLED, HDR | 960 x 1,080 (1.0MP) per-eye, RGB OLED |
Refresh Price | 90Hz, 120Hz | 90Hz, 120Hz |
Lenses | Fresnel | Single ingredient non-Fresnel |
Area-of-view (claimed) | 110° (diagonal presumed) | 100° (diagonal presumed) |
Optical Changes | IPD, eye-relief | Eye-relief |
Connectors | USB-C (no breakout field) | USB, HDMI (breakout field) |
Cable Size | 4.5m | 4.4m |
Monitoring | Inside-out (no exterior beacons) | Exterior-in (exterior digicam) |
On-board cameras | 4x IR (exterior), 2x IR (inner) | None |
Cross-through View | Sure | No |
Enter | PSVR 2 Sense controllers (rechargable), DualShock 5 (rechargable) eye-tracking | DualShock 4 (rechargeable), PS Transfer (rechargeable), PS Intention (rechargeable), voice |
Audio | 3.5mm aux output | 3.5mm aux output |
Microphone | Sure | Sure |
Haptics | Controllers, headset | Controllers |
Weight | 560g | 600g |
Launch Date | February twenty second, 2023 | October thirteenth, 2016 |
Console Compatibility | PS5 | PS4, PS4 Professional, PS5 (with adapter, solely PS4 suitable VR video games) |
PSVR 2 Evaluate
One of the vital essential elements of a VR headset is how issues look whenever you peer by way of the lenses, in order that’s the place we’re going to begin.
Readability

How good issues look within a VR headset is determined by way more than simply decision, so we prefer to boil issues right down to the purpose of speaking about ‘readability’, ie: how clear does the digital world look contained in the headset.
PSVR 2 will get a giant leap in readability over its predecessor thanks initially to a giant leap in decision (from 1.0MP per-eye to 4.1MP per-eye). From a decision standpoint, that places PSVR 2 on par with different headsets in the marketplace like Quest 2.
Whereas the picture by way of PSVR 2’s lenses definitely seems to be significantly better than the unique PSVR, it’s hampered a bit by two notable points: candy spot and movement blur.
PSVR 2’s Fresnel lenses even have pretty good edge-to-edge readability, however provided that you will get your eyes within the headset’s quite small eye-box (AKA candy spot). Sadly not everybody will have the ability to get their eyes into the best place as a result of the candy spot appears to be designed at a distance that makes it so that you’d must cram the headset uncomfortably towards your face so as to hold the lenses within the good spot. Due to an eye-relief adjustment it’s simple to maneuver the lenses far sufficient away that they aren’t crushing your nostril, however for each little bit that you simply do you quit some sharpness on the sides and a few field-of-view.
The small eye-box additionally implies that when you don’t dial the headsets ergonomic changes in good you’ll see issues like chromatic aberration and extra blur across the edges than you’d in any other case.
Fortunately Sony has included a guided calibration step (which makes use of the headset’s eye-tracking) and helps customers discover that splendid spot by guiding them towards the right IPD and lens alignment. This positively helps cut back the problem of getting a small candy spot, and I discover myself working calibration each few instances that I decide up the headset simply to make certain issues haven’t jostled misplaced. Fortunately Sony has made it simple to run the calibration step at any level—even in the midst of a recreation.
I additionally talked about movement blur as one thing that’s holding again the readability on PSVR 2. I nonetheless don’t know precisely why I’m seeing a good bit of movement blur on PSVR 2—whether or not its persistence blur, ghosting, reprojection, or one thing else—however it somwhat reduces the sharpness of the picture each time your head is in movement (which in VR is more often than not). It’s a disgrace as a result of you may see simply how sharp every thing is whenever you head remains to be, after which as quickly as you go to take a look at one thing else, the world round you turns into a bit extra blurry.
And sadly PSVR 2’s Fresnel lenses aren’t an exception to the rule: its nonetheless simple to identify god rays and a few glare in excessive distinction scenes.
Shows & HDR

Candy spot points apart, PSVR 2 is packing a pair of spectacular OLED shows that make colours really feel extra wealthy and saturated whereas permitting darkish elements of the scene to get actually darkish as an alternative of simply darkish gray.
This makes a giant distinction in terms of content material like Horizon Name of the Mountain which goals to immerse gamers in a world filled with lush surroundings.
Whereas it’s nice to have OLED black ranges on a contemporary headset, PSVR 2’s shows do endure from extra mura than seen on its contemporaries, which manifests as a little bit of speckling on the display screen that’s extra seen when seen towards sure colours.
However that’s the value you pay for these deep blacks and purported ‘HDR’ capabilities, although I’ve but to listen to Sony verify key elements of that functionality, like peak brightness.
In my expertise with the headset I can’t say I’ve felt like its displaying considerably extra peak brightness than different headsets, however it feels just like the HDR is paying off extra within the mid and decrease tones.
Area-of-view

Much like the small candy spot, PSVR 2’s field-of-view is technically fairly massive—at instances feeling prefer it meets even Valve’s Index—however that’s provided that you may push the lenses exceptionally (and for me, uncomfortably) near your eyes; so shut that the lenses are placing plenty of stress in your nostril. Between the place it’s really comfy for me to have the lenses sit and the place I’d get the utmost field-of-view, it looks like I’m leaving a non-trivial quantity of FoV on the desk. That mentioned, even the comfy place leaves me with a reasonably sizable field-of-view that exceeds one thing like Quest 2.
IPD & Eye-tracking

PSVR 2 is the primary client VR headset to ship with eye-tracking. Whereas this has the potential to be very helpful throughout a spread of purposes, I’ve but to see any recreation that’s placing it to noticeably good use. To this point the closest any recreation has come is Horizon Name of the Mountain which makes use of eye-tracking to enhance the accuracy of the sport’s delicate auto-aim.
For its half, Sony is making use of the eye-tracking to assist customers set their appropriate IPD (which may be very helpful, particularly contemplating the headset’s small candy spot), and even regulate the lean of the headset on the consumer’s head.
Whereas I recognize that good contact, I want the calibration step would really present a quantity to accompany the IPD setting; that means you could possibly merely keep in mind your quantity and dial it in each time. As a substitute, the guided calibration simply exhibits a visible indicator of how shut your eyes are to the middle of the lenses. It really works properly, however with out a quantity to go by you might want to dial issues in visually each time.