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Take an early look at PlayStation VR2’s user experience, including see-through view, broadcasting options, and more.

Draugoth

Gold Member


The road to launch for PlayStation VR2 is in full swing, and we can't wait for you to try the exciting new games and experiences you'll be able to explore with our next-generation virtual reality headset. As we continue with our launch efforts, today, we'd like to offer a quick peek at some of the user experience features you'll discover on PS VR2.

Let's take a look.

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See-Through View​

With PS VR2, you can see your surroundings while wearing the headset with our new see-through feature. It comes in handy when you want to easily check where the PS VR2 Sense controllers are in your room without taking the headset off. Thanks to PS VR2's embedded front cameras, users can press the function button on the headset, or use the Card in the Control Center, to switch between viewing your surroundings, or viewing the content on PS VR2. The Card in the Control Center also gives quick access to other PS VR2 settings, such as adjusting your play area.

The see-through view is just for viewing only, so there's no recording option.

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Broadcast Yourself While Playing​

A new broadcast feature for PS VR2 will allow you to film yourself while playing, by connecting a PS5 HD Camera to the console. It's a great way to show your movements and reactions during a boss battle and share your reactions with your fellow gamers as it happens!


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Customized Play Area​

The play area for PS VR2 can be customized by using the PS VR2 Sense controllers and the embedded cameras. The cameras will allow you to scan the room, while the PS VR2 Sense controllers allow you to expand and further customize the play area to fit your play style and room environment.

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While playing, if you get close to the boundary you have set up, you will receive a warning that you are closely approaching the play area boundary. You can modify your settings at any time while PS VR2 is connected. Once you set up your play area, the settings will be saved unless you move into a different play area.

VR Mode and Cinematic Mode

In VR Mode, players can enjoy VR game content in a 360 view in a virtual environment. Content will be displayed in 4000 x 2040 HDR video format (2000 x 2040 per eye) with 90Hz/120Hz frame rate.

In Cinematic Mode, players can view the PS5 system and UI and all non-VR game and media content on a virtual cinema screen. Content in Cinematic Mode will be displayed in 1920×1080 HDR video format with 24/60Hz and also 120Hz frame rate.

PS VR2 game developers will begin to access the latest user experience for PS VR2 in a new system software release coming soon as part of the ongoing development. There are lots of exciting things to look forward to for PS VR2, and we can't wait to share more details about our next-generation virtual reality headset that takes a dramatic leap forward in gameplay innovation. We'll share more information soon, including launch date and additional games coming to the platform.

Design and specification within the images are subject to change without notice.
 
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lh032

I cry about Xbox and hate PlayStation.
is this confirmed that i dont need an exact squarish huge room to play in VR?
My room is rather small, that is why i did not buy the first PSVR.
 
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Punished Miku

Gold Member
is this confirmed that i dont need an exact squarish huge room to play in VR?
My room is rather small, that is why i did not buy the first PSVR.
I can play in my side bedroom with much less than 6x6. On quest 2 you put the headset on, and cameras on the outside show the real world in grey. Then you literally just draw on your floor like spray paint and make an outline of the space you have.

If you get next to it, a little grid overlay shows up to remind you that you're close to the barrier you made. Super easy.

Some games require lots of movement and wouldn't be appropriate. Some games require basically zero movement. Some games require minimal steps in a small area and that works fine as well, like Superhot and others.

Haven't had any real issues.
 

Rivet

Member
I can play in my side bedroom with much less than 6x6. On quest 2 you put the headset on, and cameras on the outside show the real world in grey. Then you literally just draw on your floor like spray paint and make an outline of the space you have.

If you get next to it, a little grid overlay shows up to remind you that you're close to the barrier you made. Super easy.

Some games require lots of movement and wouldn't be appropriate. Some games require basically zero movement. Some games require minimal steps in a small area and that works fine as well, like Superhot and others.

Haven't had any real issues.

Yes. It's the same system as Quest 2 so you definitely don't need a square room. And not a lot of space either.
 

Rudius

Member
Why is the cinematic mode only 1080p?
Nice usage of the HD camera and good way to define your playing zone
Because of the size of the virtual screen. If they were to use the full 4000x2040 pixels you would have to move your head to comfortably see the whole screen. Perhaps 1440p could be doable, but maybe still too big to be usable.
 

onesvenus

Member
Because of the size of the virtual screen. If they were to use the full 4000x2040 pixels you would have to move your head to comfortably see the whole screen. Perhaps 1440p could be doable, but maybe still too big to be usable.
I don't understand how you would have to move your head. 4000x2040 pixels is the resolution you see at every moment. If you move the screen a little farther in you'd get more than 1080p easily
 

aclar00

Member
I don't understand how you would have to move your head. 4000x2040 pixels is the resolution you see at every moment. If you move the screen a little farther in you'd get more than 1080p easily

I dont understand it either. I would think the referenced size of the virtual screen would make a difference. E.g simulating an 100 feet screen to a 100 inch screen.
 

Danknugz

Member
Hopefully they have a TRIP warning for that stupid tether they require.
would be great to see sony or oculus take the initiative and make some kind of slip ring device that allows for infinite turning in one direction. i have wired VR headsets and it becomes second nature to feel when the cord is going to get tangled but sometimes it's inevitable that you'll either step over the cord instead of moving it and then since you can't see, it gets worse. it definitely takes away some of the immersion having to be aware of the cord all the time. seated sim games are not affected by this.
 

Fredrik

Gold Member
If it's sub $1000 USD that's a steal imo.
I don’t see how they can go that far. It’s not stand alone and there is no external box and no speakers, it’s just screens and sensors and controllers.
Maybe if they go with a PS5 with disc drive and include some great headphones. But I think they’ll try to go as low as possible since the total price is the biggest obstacle.
 

Rudius

Member
I don't understand how you would have to move your head. 4000x2040 pixels is the resolution you see at every moment. If you move the screen a little farther in you'd get more than 1080p easily
It would feel like siting very close to a giant cinema screen. If you were to keep your head straight you would have to move your eyes a lot.

A 1080p screen will already be large in the headset. 1440p is probably the limit of usability, but the PS5 don't support native 1440p for monitors. Maybe Sony can be forced to support it in the future.
 
I don’t see how they can go that far. It’s not stand alone and there is no external box and no speakers, it’s just screens and sensors and controllers.
Maybe if they go with a PS5 with disc drive and include some great headphones. But I think they’ll try to go as low as possible since the total price is the biggest obstacle.
I still remember the launch price of the PS3 and I haven't given Sony the benefit of the doubt since. I genuinely wouldn't bat an eye if they bundled it for $1000+.
 

kuncol02

Member
The play area for PS VR2 can be customized by using the PS VR2 Sense controllers and the embedded cameras. The cameras will allow you to scan the room, while the PS VR2 Sense controllers allow you to expand and further customize the play area to fit your play style and room environment
Isn't that most basic safety functionality for VR headset?
 

Neilg

Member
I don't understand how you would have to move your head. 4000x2040 pixels is the resolution you see at every moment. If you move the screen a little farther in you'd get more than 1080p easily

it's not 4k x 2k, it's 2k x 2k. each eye sees the same 2,000 pixels from a slightly different vantage point.

Even if that wasnt the case, they also need some overhead to process the 'screen' in 3d space and at 90fps. some games struggle to hit 1440p. a VR headset is not where you'd want to see maxed out resolutions that can cause frame drops.
 
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hlm666

Member
Doubt it. But maybe this is why PSVR2 has a cable
rift s has a cable and uses the same setup. Mobile is reference to the person/user being mobile/moving.

They are about to drop a video that's gonna be very much like this and the quest versions of it, which Meta has a patent on. We all know how petty zuck the fuck is.

 

SilentUser

Member
Even though those features are not groundbreaking at all, it is a necessity and I'm glad it will be available.

The best part is, though, this one:

We’ll share more information soon, including launch date and additional games coming to the platform. 🤩🤩🤩
 
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