PlayStation VR2 Review - PSVR2 Tested In-Depth!

The PlayStation VR 2 Launch: A Mixed Bag of Experiences and Expectations

As I sat down with my PSVR 2 headset, I couldn't help but feel that it was a pretty welcoming platform for new VR users. The controller design is sleek and intuitive, making it easy to navigate the interface. However, in terms of visual fidelity and scope, the game selection leaves much to be desired.

In fact, one can't help but notice that the PSVR 2 launch lineup is more port-heavy than expected. Most games are either ports from other platforms or already available on SteamVR or the Oculus Quest Store. While some games that were exclusive to the Quest may have made their way to PSVR 2 in a remastered form, it's hard not to feel like you're getting a less impressive experience overall.

For someone who has already invested in VR technology, either through a headset like the Quest or Valve Index, there's not a lot of new value to be found in adopting this new platform. The landscape has changed significantly since the first PSVR launch, and with over 200 games available for the original, it may be harder to sell this system to people who were curious about VR before.

In contrast to the first PSVR's more robust lineup, this time around, there seems to be less effort put into creating novel experiences that are unique to the PSVR. There are no free PSVR worlds, and even developers seem to be working off of existing ports rather than pushing the boundaries of what the headset can do.

Even the eye-tracking feature, which is one of the most exciting aspects of this new VR technology, feels underutilized at launch. The only real showcase for its capabilities comes in "Call of Duty: Black Ops Cold War," a game that's still not entirely sold on the idea. While it's essential to have this headset if you already own a PS5, it's hard to see why anyone would want to spend an extra $550 on top of their console just for VR.

As we wrap things up, there are different recommendations for those considering purchasing the PSVR 2. For someone who owns a PS5 and doesn't have a VR headset, this is likely to be a great mid-generation upgrade. The quality of life improvements, image quality enhancements, and ease of setup make this feel like a significant leap forward from the original PSVR.

On the other hand, for those who already own a VR headset, either through the Quest or PC VR, it may be worth holding off on purchasing the PSVR 2. The hardware is designed to work primarily with the PS5, and there's no clear indication that this will work seamlessly with other headsets in the future.

Another consideration is whether to prioritize PSVR 2 over PC VR, which has a much more extensive library of games available. If you're looking forward to seeing how these games port to PSVR 2, it may be worth waiting and monitoring their availability before making any purchase decisions.

Ultimately, the success of the PSVR 2 will depend on whether developers start creating more exclusive content for this platform. Until then, it's hard not to feel like there are better options available for VR enthusiasts. With that said, I want to thank you for watching, and I'll see you next time!

"WEBVTTKind: captionsLanguage: enforeign from tested and today I'll be reviewing the PlayStation VR2 PS VR 2 launching next week this is a review unit that Sony sent me that I've been testing for the past week almost one week and today we'll be covering the hardware the game experiences I've had access to so far and how this headset Compares not only to the first PlayStation VR but also the other headsets on the market today whether they're Standalone headsets like the better Quest 2 or tethered PC VR experiences and really who this headset is for so let's Dive In we're gonna start things off talking about the form factor and ergonomics so this is a tethered VR headset it plugs into the PS5 via One USB C cable so comparably it's very similar to the kind of uh experienced tethered VR experience you get using a headset like the valve index or the HP Reverb this is not like a meta Quest 2 or the meta Quest Pro or even the upcoming HCC uh Vive Elite XR XR Elite in that it's not running a system on a trip processor all the game processing is done on the PS5 and that means that the important parts of this headset are the display the Optics the comfort and fit and its audio solution so form factor wise actually is uh using the same kind of Halo headband strap as the first PS VR and I like this design it's comfortable all the way around has an extendable head strap where you depress this button extends out and then as it clamps around your head you can tighten it using a ratcheting dial in the back you feel the headset pressure on the back of your head as well as on the top of your forehead and I do think it's balanced enough because it doesn't like I said there's no battery on the inside of this that it doesn't feel like you have a lot of front heavy weight which some people using like the metaquest pro have had over long durations because that one does have a lot of hardware on that Standalone headset it weighs just under 600 grams so the first psvr was right at 600 grams not including the cable Sony says this weighs 560 but putting it on a scale holding the cable up red to me is 590 grams which is still much lighter than for example a fully kitted out Quest 2 with Elite head strap and and a custom facial interface but really is about that balance and the big win here is the setup setting the psvr to up is just a complete generational difference than that clunky setup that you had with the first PlayStation VR if you don't recall psvr One require that you buy the headset which was 400 bucks in itself they had a bundle that included the PlayStation I as well as the move controllers but those were data technology that they kind of bootstrapped on to the headset it plugged into the PS4 and the PS4 Pro and still works with the PS5 using a bunch of breakout boxes in fact you can still see on the cables numbered instructions of like what to plug in first uh and it worked but it also meant that getting it set up became a cumbersome task and for that a lot of reasons this sat in the drawer for a couple years I mean it's been a couple years since it's launched as well Sony obviously took that to note designed the PS5 with this in mind in the front of the PS5 there's a USB type a port and as well as a USB type-c port the type C Port is what you plug that into single cable it's about 4.5 meters long so over 14 feet long and that's plenty for sitting close to your entertainment center really depends on what your gaming setup is in my living room even though I have the TV and the PlayStation right up front I'm not sitting with this on the couch I'm sitting at kind of adjacent or maybe on the floor or standing in the area in the carpet in front of the TV with plenty of space to do a little bit of moving around definitely for standing experiences with free Locomotion nothing I tried required a large room scale area though as you're setting this up it does ask that you have a 6.7 foot by 6.7 foot play area if you want to do full room scale the setup process also now doesn't require any cameras looking in it's inside out tracking so on the front of the psvr 2 there are four cameras this allows for the positional tracking of the headset as well as the recognition of the new sense VR controllers which we'll talk about it also allows for a much higher resolution pass-through it is a grayscale pass-through and the setup was actually very impressive and the very first thing you do is you put on the headset and you look around your room and it does kind of a mapping of the room there are some cool visualizations a show that's recognizing your wall ceilings and floors and then after that you can do some Precision Calibration either using the controllers to touch the floor or using the thumb stick to set your height as well as expanding or marking outward Your Guardian area is where the boundaries are so you don't you know knock into your couch it doesn't do any kind of automatic Guardian detection where it recognizes objects and scenes so it doesn't know where your TV is as you know where your coffee table is or your couch is it still just is kind of this nebulous play space that you're generating which then becomes that safe area to play there's a button on the bottom of the headset that you can press anytime it's a function button by default by pressing it once you go into your pass-through view so you can see the world again in a relatively high resolution stereo grayscale but you can also reprogram that as well to mute your microphone so power button which you can hold down to boot up the headset and that activates the rumble motor on uh the headset it's head strap itself and then you're in game so you're you're in the experience you're putting on the headset and you see a floating representation of the PlayStation home menu from here if you're not interested in playing full VR games and we'll talk about the game selection you can enter a cinematic mode so any game that you would be able to play on your TV you can actually play in a virtual display in headset you could do that as well in the psbr1 it was one of I think the best features here the implementation is a little bit different because this is not a mirrored Video Connection you don't get both the video on the TV as well as video in headset if you're using the Cinematic mode if you have the floating flat screen so it's useful for example if someone in your house wants to play a different game console or watch something on TV you can still be in headset playing God of War astrobot Spider-Man whatever you have in your PS Library you can customize the brightness as well as the size of that cinematic mode screen and I found that the size changing was kind of interesting because there are two ways to think about the screen size you can think about a set distance of a large TV and how far you're moving it close or further away from you or you can think of about having difference between having like a you know 36 inch monitor versus a 77 inch monitor bigger screens but kind of in a fixed position the way I experience the screen size change it definitely felt like a large screen leaving move closer to you or further away as I change that scaling which meant that in its largest size it did fill my entire peripheral vision but I felt that it was too close and I found a sweet spot for me was a little bit past 50 in that cinematic mode other adjustments on the headset like psvr one one of my favorite things is there is facial relief here so the gasket is this soft silicone it doesn't really press against your face it's very loose fitting same with the nose flap here and what you do is you press that top button as you put this on and you can slide it closer to your face which not only gets you a tighter fit and blocks out more outside light but also gives you as wide of a field of view as possible also means that with my glasses I can wear this in headset no problem I can press the headset as close to my glasses as possible I read recommend still looking at aftermarket options for prescription lenses as those become available because the thing you don't want to do is have your glasses lenses rub against the interior fresnel lenses that can scuff them up I've done before many times of other headsets it's not something you want to do but you can wear glasses in this really comfortably and you can adjust the facial relief as well you don't want the full widest field of view or you know if you're extending it out and drinking a cup of coffee or a soda or something that works well also also new to psvr 2 is finally ipd adjustment and so there's a dial here and because this headset the Optics and displays are two separate discrete panels rather than one single 1080p panel that was the case with the first psvr that you can have a granular ipd adjustment I don't have an exact range of what that ipd adjustment is but for me my ipd is 68 and I was found able to find a pretty good sweet spot as well as extending pretty far beyond that wider beyond that so I wouldn't be surprised if this comfortably gets people in the 70 71 ipd as well there is an in-headset visualization to let you help you find that ipd but surprisingly they don't show a number so a lot of pcvr headsets as you adjust the IBD you see that distance indicated below here there is no distance and so it kind of makes it difficult if you're constantly putting on the headset and taking it off to find that sweet spot every single time because you don't know where the dial is you kind of have to Tinker with it until your eyes finally see everything pretty clearly there also is much better built-in audio well not really built-in but audio options with the psvr too unlike with uh other headsets you know valve index Quest 2 Quest Pro there's no speakers on the headset itself they don't have kind of the the off-ear headphones what you have though is bundled in the Box a way to plug in these earbuds now if you recall the first psvr you also had to use their bundled earbuds but you plug them into a port that was on the tethered cable it was a cumbersome system you would fumble over plug it in most people just use headphones even using headphones you get tangled in the wires thankfully Sony has addressed that with psvr 2 and there's this interesting custom headphone attachment that plugs into two places there's a soft plug here on one side just to lock in place and then actually a 3.5 millimeter Jack on the other side and then the earbuds just dangle here I found this a very easy to use solution the headphones come with three different sizes of tips so it works great for mine using the small tips and I didn't feel the need to use over the head earphones although you could use those as well plug them in over 3.5 millimeter Jack or use Bluetooth headphones like the one Sony sells and then finally the controllers so these are the Dual sense VR controllers that have and really I think a really interesting design there's your classic tracking ring I think there are 12 IR LEDs on the inside that the headset can see but unlike you know the Quest 2 headset or controllers the tracking ring isn't in front of where your hand is it actually is a larger ring and it's recessed to closer to where your wrist is which I think allows for better tracking and uh which means you can get the controllers closer together in the front without worried about knocking into each other or occlusion and button wise you have have your standard thumbsticks there are two action buttons on the top you have a PlayStation button on both of the sides that gets you into the menu a button that's a menu button that you can also depress to realign and then your trigger and grips the grips here are the only things I didn't like so much because they are a single tap grip with not a lot of not a lot of travel at all they're not analog and the triggers are adaptive triggers much like you'd find in the Dual sense controllers one stage not two stage triggers here but they do have resistance and really nice tactile feedback they're also capacitive sensors on the triggers the grips as well as the top two buttons and the thumb sticks so there's pose recognition so in you know upcoming social applications or even in some of the launch titles here that you'll be able to recognize some basic gestures and your thumbs up your peace signs and I found it comparable to what you'd find in you know the first generation Quest and Quest 2 but there's no full hand tracking here so you're not you're going to be using these controllers or you know playing a game using the Dual sense PlayStation controller one thing that I wish was an option here that they had to let go of because they're not using the PlayStation I is there is no tracking of the Dual sense or here dual sense Edge controllers at all so my favorite games in psbr1 uh like astrobot or even super hypercube was great because you could not you didn't want you didn't have to use the move controllers you could use DualShock controllers and because that had the light in the front it was actually recognized positionally by that PlayStation Eye here if you're playing a cinematic mode game for example using the Dual sense controller you don't see a representation of this which I think is a little bit of a bummer it's a missed opportunity and it kind of Narrows the uh input options for VR experiences to these new dual sense VR controllers not bad but there's no button parity here between this you can't use these controllers as a direct replacement for your dual sense controllers because you still need your d-pad you still need the four buttons on the right side and so you have to use one or the other I just wish that the Dual sense controllers could be tracked somehow maybe a future version or they're going to put some LED lights on here I don't know the motion controllers here also don't feel too heavy thankfully and they charge via a USB C cable although Sony does sell a charging dock that allows you to plug in a USB C adapter and then you just drop that into the charging dock uh battery life on controllers for me was about four and a half hours five hours basically about two play sessions looking at the in a UI battery indicator those three bars after about two hours of play it dropped down to two bars another hour and a half or so dropped down to one bar and so it's kind of the story with the uh PS5 era of controllers battery life not so great you want to throw this on to the dock or plug it into USBC uh and charge it overnight and unfortunately you cannot charge it and play it the same time so if you plug this into USBC have a battery pack it won't charge you'll still be able to see the controller in headset only when it recognizes when there's no motion uh and you're not in a game will then start charging I also found that the haptics while they're effective in games like Horizon called the mountain or you know some of my kayak VR you can actually get the old nice sensitive rumbles when you're moving your stick and hitting objects I wasn't as granular or kind of world-changing and groundbreaking as I found the Dual sense haptics you know playing the Astro brought game that comes with the PS5 and be able to recognize what type of surface you're walking the astrobot over you don't feel that kind of nuance with at least I didn't feel those kind of that kind of nuance using these controllers and maybe that's developers not tapping into the motors and the haptics here as much with this launch lineup but even the rumble on the headset wasn't a big game changer to me they're more subtle cues and the biggest thing is you know when you're pressing the power our button you can hear that Rumble but it wasn't something that I felt like was a completely groundbreaking experience tracking Fidelity wise I think it's great I think it's kind of what you expect from an inside out modern inside out tracking system where I never lost tracking on the headset I tried it in a bunch of different rooms so with open windows with nice lighting dimmer lighting and it was able to navigate those environments pretty well you have the option of doing CD experience Sandy experience changing that boundary that Guardian boundary and then recognizing the controllers I'd say very comparable to what you find in the quest 2. I did find moving the controllers maybe a little bit close to my face I noticed some drift on them and I do find a little bit of occlusion if I'm holding them in a specific pose but never did I find that when I move the controller out to the peripheral of my field of view was I losing any of that tracking also none of the experiences were like a beat saver type experience where I was waving them while the outside my feel The View either so definitely good enough and tracking was not an issue with any of the experiences I played speaking of tracking though something that's new to psvr2 is it does have eye tracking very interesting that PlayStation and Sony decided to include eye tracking with this headset it's implemented in a couple of ways you do a little bit of calibration in the headset look at your standard look yet moving dots and then it can recognize not only where you're gazing but whether your eyes are closed it's a nice interface element where you can see whether you're blinking or not and in a game like Horizon call the mountain you can use that gaze tracking to navigate menus and very quickly I found this much preferred over your standard kind of head tracked look pointer so in classic VR you're moving your maybe you're moving your head as a as a pointer to select icons and you can turn off gaze tracking at any time to to do that I found it so much easier and so much more intuitive and natural to just use my eyes to move the cursor and it wasn't a wildly moving cursor that you smooth it out to highlight items in a menu option uh in game though the most biggest the biggest benefit of eyes tracking engage tracking is fove rendering so this is something that was really interesting in tests it's the idea that knowing where your eyes are looking the system can render objects outside or in your periphery in a lower Fidelity whether it's lower resolution lower textures but in lower detail because you don't need to see all that detail in your periphery so in headset turning that on it was something I didn't notice right like I what because I'm looking where I'm looking I couldn't tell what outside my uh Center of focus was uh changing in image quality but because it does mirror in VR mode what you see uh one off of one of your eyes onto your TV I was able to test with some outside assistance the foveator rendering and it actually does work so in a game like kayak VR if I'm looking at the beach ball and I'm focusing right in the center of it then that beach ball is gonna look perfectly smooth with no aliasing but as soon as I Dart my eyes either to the far left far right up or down you can actually see that that very quickly that beach ball the jaggy start appearing the aliasing on that Circle starts appearing and Not only was that in kayak VR but also in Horizon call of the mountain something that was very noticeable to Spectators was that photo of your rendering I could point my hand and say I'm actually gazing here my head's hold held still my eyes are looking to the right and they would say wow the objects the left definitely look more blurry now what that performance Improvement generates though that's harder to test and turning gaze tracking off I also wasn't able to notice a massive performance decrease so maybe it's running the system up more efficiently maybe it's generating a more consistent frame rates but it wasn't like turning on fovia rendering suddenly a loud difference between 90 Hertz rendering and 120 hertz rendering most of the time I could still tell when something was running at 120 hertz they were using reprojection and you can see the kind of telltale signs of an image being rendered actually at 60 hertz then doubled over to 120 hertz all right let's talk about Optics and image quality what you've been waiting for what people have been waiting for so uh it's using two separate panels here they are 2 000 by 2040 resolution each and these are OLED panels like they use with the First psvr with an RGB substripe so it's not pentile subpixel Arrangement it's going to be a Hypixel fill not necessarily no screen door effect but you don't notice the space between the pixels now if you follow VR you know it's not about resolution it's not about necessarily even the pixels per inch of the panel it's about pixels per degree which is how dense the pixels are how dense the image quality is relative to the field of view here the field of view is rated at 110 degrees diagonally so it's up from 100 degrees and the psvr1 and up from the 90 or so degrees of the Quest 2 2 and the metaquest pro and the current generation of headsets using pancake lenses and so we're off we're starting to see these trade-offs uh between types of panel and types of Optics in modern day VR Sony here is using like I said an OLED panel two OLED panels and using fresnel Optics which means that gives them that slightly wider field of view but with that wide field of view and that's what you get if you use press the headset right up to your face the pixels per degree here are basically around 19 pixels per degree so less than the PPD of the Quest 2 and The Meta Quest Pro although the rendering here is made up for uh because you're running the full processing power of uh of a gaming PC basically a PS5 so it's not running off of a mobile chipset so you're getting games that are running closer to Native resolution or have higher resolution textures it's not doing scaling and so even though the pixels per degree might be lower than the quest 2. I actually found the image quality much nicer than that of the quest 2. doing comparison in a demio for example looking at demio in Quest 2 versus in the psvr 2. holding up those cards in front of me the text looked almost exactly the same what was different though was with the ps42 being an OLED the black levels were pitch black the colors look so vibrant and the brightness is maybe the best part of the display system here Sony calls them HDR I wouldn't say it's as high quality as HDR as like a nice OLED TV so I have an LG OLED TV and playing God of War and that in full HDR versus in cinematic mode and headset here I'm still going to prefer the the full 4K resolution of my of my actual TV but in headset comparing to other mobile headsets desktop headsets the brightness is noticeable and it is really vibrant um using uh the image that you see here these are two photos taken with a camera with the same exposure settings same shutter same ISO between the Quest 2 and psvr 2 and psvr to much much brighter it is a noticeable quality of life Improvement but there are trade-off so because they're using fresnel lenses there are some God Rays I'd say less than that what I've noticed in the Quest 2 so whatever Optical stack they're using diminish some of those even with pitch black screens and really bright logos and icons noticeable that glare but not distracting not as bad as what you'd see in like the the valve index for example um and I did notice a mirror so Mira is the effect of the screen looking a little bit dirty and you notice this in uh like gray screen so when the screen is kind of really near pitch black and dark gray sometimes you can it looks like not chromatic aberration but looks like it's almost discolored um Grime that's on the screen if you look for it it's there wasn't distracting and vast majority of games especially bright games but do notice it in some dark scenes and then finally The Sweet Spot for these Optics and we'll talk about these in two different ways there's the eye box which is how big of a volume of a sweet spot there is for your eyes relative to the lenses so how much adjustment do you need to do to find that sweet spot and here I think the eye box is kind of small so which is why the ipd adjustment is necessary and a good fit into your head is necessary I did find sometimes the headset jostle left or right I did have to adjust it because once my eyes move out of alignment with that eye box things start looking blurry fast in terms of The Sweet Spot of visuals once you are in that eye box though it is a pretty wide seat Sweet Spot not as wide as what you get out of pancake Optics like in the quest Pro but here it's a relatively wide sweet spot you do notice some that chromatic aberration and some of the blurring near the periphery on the outside but I do think combined with that brightness of these panels and the true black levels uh it's a better image quality overall than a quest 2. I did want to take a moment to talk about this cable and the image quality you get out of a tethered VR experience now if you have a quest you know you can plug that into your PC over the USB cable and get the link experience a pcvr experience over a quest link but that is image compression so what's happening there is your video card is taking these images and compressing them and then sending them over a data connection at a very high bit rate something that you can maybe customize and you can sometimes notice the artifacts of that in the image compression and sometimes in some of the reprojection and the latency which isn't how the first couple Generations of VR headsets worked if you plugged it in over HDMI or DisplayPort connection I think and Sony hasn't been clear about this but this is a DisplayPort connection and this USBC is using USBC with either a DisplayPort alt or Sony's own protocol the way I was able to set out I plugged in my unreal heirs right into this port and I was able to get audio not video so I think there was some type of encryption but audio which you wouldn't be able to do just plugging in like USB headphones so I do think it's using more than just the USBC data connection it's in some kind of DisplayPort alt mode which gives them more Lanes in this connection for image quality and in headset I didn't notice any of that Telltale image compression of uh in any high quality game no latency no reprojection artifacts this feels like a true PC VR style tethered gaming experience and in all the best ways possible and the fact that this is just that single USBC cable it's kind of fulfilling the promise of virtual link remember that standard that VR headsets makers try to adopt where you could just plug a USBC display Link cable right into your video card and have data power and video you're getting that here in the PS5 and psvr2 all right let's talk about the games and experiences and here's where I think compared to the psvr one launch Sony fell a little bit short here first of all there aren't many exclusives to psvr2 at launch here they say they're working on you know 100 games and titles in this launch window but really there's about half dozen uh games that are gonna be unique to pspr2 one is Verizon called the mountain set in the Horizon universe developed by Gorilla Games and that is a launch title full 60 title uh the other two are ports so Gran Turismo 7 gt7 as well as Resident Evil Village both have full VR ports also on launch day unfortunately it's not launch day yet and reviewers don't have access to those VR patches so I'm unable to test gt7 and Resident Evil Village even though I really want to play both of those in VR there's also Switchback VR and fantivision VR they're exclusive to a psvr too but their Flagship is a horizon eyes and call the mountain think of this as their their Half-Life Alex which I'm also shocked isn't a part of this launch lineup Sony valve get it done uh it is a full game so call the mountain isn't I was afraid it's going to be kind of like a tech demo you know two to three hour experience showcasing some of the the controllers some of the functionality no there's a full story here it's about six hours to be you don't play as Eloy uh but you do play in that world and the best way to describe it is it's a kind of like cry checks The Climb it's a climbing game primarily you're traversing the world through Locomotion whether it's swinging your arms or free Locomotion but you're really getting around doing these climbing using these uh rock climbing Maneuvers um in which you're grabbing you're using pickaxes you're sliding through ropes and it's quite fun the traversal uh interspersed with a lot of interesting uh evasion and combat so a few puzzles to solve not terribly difficult and the action is I think uh really suited for VR it's not open world action which I know a lot of people were wanting and maybe concerned about but it's the circle strafe actions where you have your bow or a slingshot you're changing between arrows and you're fighting these giant mechanical beasts that look incredibly awesome in VR scale so you're soaking around maybe three or four of these robots are coming at you and you using your strafing to dodge your text and your weapons to Target their specific armor parts so location damage on all the enemies which end up being really fun and pretty challenging as well I don't think it pushes the limits of the kind of tension and immersion that VR can really bring so it does Hold Your Hand a little bit and it's pretty welcoming I think for new VR users but in terms of visual Fidelity and scope of the game it is well worth it I think as a launch title for psvr too but other couple dozen games or so are really ports of games available already on other platforms whether on steamvr or in the quest store and some games that were on Quest only and now have made it in a kind of a remastered mode for psvr yeah they look great but it's nothing that for someone who's already experiencing VR already had a has a quest already maybe already has a valve index you're not getting a lot of extra value out of adopting this new VR platform which might be okay if Sony knows that you know like with psvr1 they're really going for core Gamers who have the console and maybe don't have uh an alternate VR headset but the landscape has kind of changed since psvr1 you know a lot of people did buy the Quest 2 over the past couple holidays and they'd maybe tried psvr1 and were okay with it there were a couple hundred games that came out for that so selling psvr 2 to people who were VR curious might be a harder sell this time and compared to the first psvr's launch lineup it does feel like there's less effort this time around in creating novel experiences unique to psvr too you're not getting that free pspr worlds there's no astrobot on this system yet and even the you know developers they've worked with no one's really because a lot are working off of ports maybe no one's really tapped into all of the features of this headset of the controllers uh of that eye tracking I feel like at this launch there isn't a great Showcase of that stuff outside of call the mountain which is that singular title and wouldn't call it necessarily a system seller and it's essential game yes if you have the headset but not a game that's good enough to Warrant going out and buying a PS5 in addition to spending 550 bucks on a psvr 2. so as we wrap things up they're really a couple different audiences out there who may be watching this well I have different recommendations for if you are a PS5 owner and you don't have a VR headset and maybe you didn't get PSP R1 or maybe you did this is going to be kind of a great mid-generation uh upgrade to the PS5 I mean the PS4 and psvr2 had several hundred games by end of life and it's unlikely Sony's going to come out with another VR headset for the PS5 so this is it you know and getting in on this early you're gonna get be able to get all the new games and follow the whole generation of psvr all that quality of life improvements improve image quality tracking ease of setup makes this just a Leaps and Bounds generational leap over that first psvr now if you have a VR headset like you might have a Quest 2 or you might be curious about moving into like a PC VR space I'd say you could probably hold off look at where what games are announced in the coming months look at what games might come out toward the holiday season uh before thinking about buying a PS5 which are now more widely available just for the psvr too and if you are a big VR Enthusiast and you have all the headsets and you are playing PC VR I think you probably hold off as well I mean this is not a headset that's going to work in PC VR by all accounts because of the way it's doing its tracking and all the provide proprietary technology there's no way that someone's getting able to reverse engineer putting this and plugging into a PC and so you're locked into PS5 and that money might better be spent with another PC VR headset because there are so many other games also on that platform on cmvr so really it does come down to those games and experiences and gt7 Resident Evil Village may be going forward Sony instructs developers to make their uh flat screen games with VR in mind for VR ports if that becomes a trend then I could absolutely see this taking off but the thing that has made consoles so strong over the past couple decades compared to maybe a PC option are the exclusives are the unique experiences that are allowed by those consoles and at launch right now they're just not enough of those I think I think the hardware is solid it's great I haven't been having a great time with it and the ease of setup is amazing uh but I'm still waiting for those games come on astrobot where are you I need you in psvr too but thank you so much for watching if you have questions about the headset please post them in the comments below oh but I will see you next time byeforeign from tested and today I'll be reviewing the PlayStation VR2 PS VR 2 launching next week this is a review unit that Sony sent me that I've been testing for the past week almost one week and today we'll be covering the hardware the game experiences I've had access to so far and how this headset Compares not only to the first PlayStation VR but also the other headsets on the market today whether they're Standalone headsets like the better Quest 2 or tethered PC VR experiences and really who this headset is for so let's Dive In we're gonna start things off talking about the form factor and ergonomics so this is a tethered VR headset it plugs into the PS5 via One USB C cable so comparably it's very similar to the kind of uh experienced tethered VR experience you get using a headset like the valve index or the HP Reverb this is not like a meta Quest 2 or the meta Quest Pro or even the upcoming HCC uh Vive Elite XR XR Elite in that it's not running a system on a trip processor all the game processing is done on the PS5 and that means that the important parts of this headset are the display the Optics the comfort and fit and its audio solution so form factor wise actually is uh using the same kind of Halo headband strap as the first PS VR and I like this design it's comfortable all the way around has an extendable head strap where you depress this button extends out and then as it clamps around your head you can tighten it using a ratcheting dial in the back you feel the headset pressure on the back of your head as well as on the top of your forehead and I do think it's balanced enough because it doesn't like I said there's no battery on the inside of this that it doesn't feel like you have a lot of front heavy weight which some people using like the metaquest pro have had over long durations because that one does have a lot of hardware on that Standalone headset it weighs just under 600 grams so the first psvr was right at 600 grams not including the cable Sony says this weighs 560 but putting it on a scale holding the cable up red to me is 590 grams which is still much lighter than for example a fully kitted out Quest 2 with Elite head strap and and a custom facial interface but really is about that balance and the big win here is the setup setting the psvr to up is just a complete generational difference than that clunky setup that you had with the first PlayStation VR if you don't recall psvr One require that you buy the headset which was 400 bucks in itself they had a bundle that included the PlayStation I as well as the move controllers but those were data technology that they kind of bootstrapped on to the headset it plugged into the PS4 and the PS4 Pro and still works with the PS5 using a bunch of breakout boxes in fact you can still see on the cables numbered instructions of like what to plug in first uh and it worked but it also meant that getting it set up became a cumbersome task and for that a lot of reasons this sat in the drawer for a couple years I mean it's been a couple years since it's launched as well Sony obviously took that to note designed the PS5 with this in mind in the front of the PS5 there's a USB type a port and as well as a USB type-c port the type C Port is what you plug that into single cable it's about 4.5 meters long so over 14 feet long and that's plenty for sitting close to your entertainment center really depends on what your gaming setup is in my living room even though I have the TV and the PlayStation right up front I'm not sitting with this on the couch I'm sitting at kind of adjacent or maybe on the floor or standing in the area in the carpet in front of the TV with plenty of space to do a little bit of moving around definitely for standing experiences with free Locomotion nothing I tried required a large room scale area though as you're setting this up it does ask that you have a 6.7 foot by 6.7 foot play area if you want to do full room scale the setup process also now doesn't require any cameras looking in it's inside out tracking so on the front of the psvr 2 there are four cameras this allows for the positional tracking of the headset as well as the recognition of the new sense VR controllers which we'll talk about it also allows for a much higher resolution pass-through it is a grayscale pass-through and the setup was actually very impressive and the very first thing you do is you put on the headset and you look around your room and it does kind of a mapping of the room there are some cool visualizations a show that's recognizing your wall ceilings and floors and then after that you can do some Precision Calibration either using the controllers to touch the floor or using the thumb stick to set your height as well as expanding or marking outward Your Guardian area is where the boundaries are so you don't you know knock into your couch it doesn't do any kind of automatic Guardian detection where it recognizes objects and scenes so it doesn't know where your TV is as you know where your coffee table is or your couch is it still just is kind of this nebulous play space that you're generating which then becomes that safe area to play there's a button on the bottom of the headset that you can press anytime it's a function button by default by pressing it once you go into your pass-through view so you can see the world again in a relatively high resolution stereo grayscale but you can also reprogram that as well to mute your microphone so power button which you can hold down to boot up the headset and that activates the rumble motor on uh the headset it's head strap itself and then you're in game so you're you're in the experience you're putting on the headset and you see a floating representation of the PlayStation home menu from here if you're not interested in playing full VR games and we'll talk about the game selection you can enter a cinematic mode so any game that you would be able to play on your TV you can actually play in a virtual display in headset you could do that as well in the psbr1 it was one of I think the best features here the implementation is a little bit different because this is not a mirrored Video Connection you don't get both the video on the TV as well as video in headset if you're using the Cinematic mode if you have the floating flat screen so it's useful for example if someone in your house wants to play a different game console or watch something on TV you can still be in headset playing God of War astrobot Spider-Man whatever you have in your PS Library you can customize the brightness as well as the size of that cinematic mode screen and I found that the size changing was kind of interesting because there are two ways to think about the screen size you can think about a set distance of a large TV and how far you're moving it close or further away from you or you can think of about having difference between having like a you know 36 inch monitor versus a 77 inch monitor bigger screens but kind of in a fixed position the way I experience the screen size change it definitely felt like a large screen leaving move closer to you or further away as I change that scaling which meant that in its largest size it did fill my entire peripheral vision but I felt that it was too close and I found a sweet spot for me was a little bit past 50 in that cinematic mode other adjustments on the headset like psvr one one of my favorite things is there is facial relief here so the gasket is this soft silicone it doesn't really press against your face it's very loose fitting same with the nose flap here and what you do is you press that top button as you put this on and you can slide it closer to your face which not only gets you a tighter fit and blocks out more outside light but also gives you as wide of a field of view as possible also means that with my glasses I can wear this in headset no problem I can press the headset as close to my glasses as possible I read recommend still looking at aftermarket options for prescription lenses as those become available because the thing you don't want to do is have your glasses lenses rub against the interior fresnel lenses that can scuff them up I've done before many times of other headsets it's not something you want to do but you can wear glasses in this really comfortably and you can adjust the facial relief as well you don't want the full widest field of view or you know if you're extending it out and drinking a cup of coffee or a soda or something that works well also also new to psvr 2 is finally ipd adjustment and so there's a dial here and because this headset the Optics and displays are two separate discrete panels rather than one single 1080p panel that was the case with the first psvr that you can have a granular ipd adjustment I don't have an exact range of what that ipd adjustment is but for me my ipd is 68 and I was found able to find a pretty good sweet spot as well as extending pretty far beyond that wider beyond that so I wouldn't be surprised if this comfortably gets people in the 70 71 ipd as well there is an in-headset visualization to let you help you find that ipd but surprisingly they don't show a number so a lot of pcvr headsets as you adjust the IBD you see that distance indicated below here there is no distance and so it kind of makes it difficult if you're constantly putting on the headset and taking it off to find that sweet spot every single time because you don't know where the dial is you kind of have to Tinker with it until your eyes finally see everything pretty clearly there also is much better built-in audio well not really built-in but audio options with the psvr too unlike with uh other headsets you know valve index Quest 2 Quest Pro there's no speakers on the headset itself they don't have kind of the the off-ear headphones what you have though is bundled in the Box a way to plug in these earbuds now if you recall the first psvr you also had to use their bundled earbuds but you plug them into a port that was on the tethered cable it was a cumbersome system you would fumble over plug it in most people just use headphones even using headphones you get tangled in the wires thankfully Sony has addressed that with psvr 2 and there's this interesting custom headphone attachment that plugs into two places there's a soft plug here on one side just to lock in place and then actually a 3.5 millimeter Jack on the other side and then the earbuds just dangle here I found this a very easy to use solution the headphones come with three different sizes of tips so it works great for mine using the small tips and I didn't feel the need to use over the head earphones although you could use those as well plug them in over 3.5 millimeter Jack or use Bluetooth headphones like the one Sony sells and then finally the controllers so these are the Dual sense VR controllers that have and really I think a really interesting design there's your classic tracking ring I think there are 12 IR LEDs on the inside that the headset can see but unlike you know the Quest 2 headset or controllers the tracking ring isn't in front of where your hand is it actually is a larger ring and it's recessed to closer to where your wrist is which I think allows for better tracking and uh which means you can get the controllers closer together in the front without worried about knocking into each other or occlusion and button wise you have have your standard thumbsticks there are two action buttons on the top you have a PlayStation button on both of the sides that gets you into the menu a button that's a menu button that you can also depress to realign and then your trigger and grips the grips here are the only things I didn't like so much because they are a single tap grip with not a lot of not a lot of travel at all they're not analog and the triggers are adaptive triggers much like you'd find in the Dual sense controllers one stage not two stage triggers here but they do have resistance and really nice tactile feedback they're also capacitive sensors on the triggers the grips as well as the top two buttons and the thumb sticks so there's pose recognition so in you know upcoming social applications or even in some of the launch titles here that you'll be able to recognize some basic gestures and your thumbs up your peace signs and I found it comparable to what you'd find in you know the first generation Quest and Quest 2 but there's no full hand tracking here so you're not you're going to be using these controllers or you know playing a game using the Dual sense PlayStation controller one thing that I wish was an option here that they had to let go of because they're not using the PlayStation I is there is no tracking of the Dual sense or here dual sense Edge controllers at all so my favorite games in psbr1 uh like astrobot or even super hypercube was great because you could not you didn't want you didn't have to use the move controllers you could use DualShock controllers and because that had the light in the front it was actually recognized positionally by that PlayStation Eye here if you're playing a cinematic mode game for example using the Dual sense controller you don't see a representation of this which I think is a little bit of a bummer it's a missed opportunity and it kind of Narrows the uh input options for VR experiences to these new dual sense VR controllers not bad but there's no button parity here between this you can't use these controllers as a direct replacement for your dual sense controllers because you still need your d-pad you still need the four buttons on the right side and so you have to use one or the other I just wish that the Dual sense controllers could be tracked somehow maybe a future version or they're going to put some LED lights on here I don't know the motion controllers here also don't feel too heavy thankfully and they charge via a USB C cable although Sony does sell a charging dock that allows you to plug in a USB C adapter and then you just drop that into the charging dock uh battery life on controllers for me was about four and a half hours five hours basically about two play sessions looking at the in a UI battery indicator those three bars after about two hours of play it dropped down to two bars another hour and a half or so dropped down to one bar and so it's kind of the story with the uh PS5 era of controllers battery life not so great you want to throw this on to the dock or plug it into USBC uh and charge it overnight and unfortunately you cannot charge it and play it the same time so if you plug this into USBC have a battery pack it won't charge you'll still be able to see the controller in headset only when it recognizes when there's no motion uh and you're not in a game will then start charging I also found that the haptics while they're effective in games like Horizon called the mountain or you know some of my kayak VR you can actually get the old nice sensitive rumbles when you're moving your stick and hitting objects I wasn't as granular or kind of world-changing and groundbreaking as I found the Dual sense haptics you know playing the Astro brought game that comes with the PS5 and be able to recognize what type of surface you're walking the astrobot over you don't feel that kind of nuance with at least I didn't feel those kind of that kind of nuance using these controllers and maybe that's developers not tapping into the motors and the haptics here as much with this launch lineup but even the rumble on the headset wasn't a big game changer to me they're more subtle cues and the biggest thing is you know when you're pressing the power our button you can hear that Rumble but it wasn't something that I felt like was a completely groundbreaking experience tracking Fidelity wise I think it's great I think it's kind of what you expect from an inside out modern inside out tracking system where I never lost tracking on the headset I tried it in a bunch of different rooms so with open windows with nice lighting dimmer lighting and it was able to navigate those environments pretty well you have the option of doing CD experience Sandy experience changing that boundary that Guardian boundary and then recognizing the controllers I'd say very comparable to what you find in the quest 2. I did find moving the controllers maybe a little bit close to my face I noticed some drift on them and I do find a little bit of occlusion if I'm holding them in a specific pose but never did I find that when I move the controller out to the peripheral of my field of view was I losing any of that tracking also none of the experiences were like a beat saver type experience where I was waving them while the outside my feel The View either so definitely good enough and tracking was not an issue with any of the experiences I played speaking of tracking though something that's new to psvr2 is it does have eye tracking very interesting that PlayStation and Sony decided to include eye tracking with this headset it's implemented in a couple of ways you do a little bit of calibration in the headset look at your standard look yet moving dots and then it can recognize not only where you're gazing but whether your eyes are closed it's a nice interface element where you can see whether you're blinking or not and in a game like Horizon call the mountain you can use that gaze tracking to navigate menus and very quickly I found this much preferred over your standard kind of head tracked look pointer so in classic VR you're moving your maybe you're moving your head as a as a pointer to select icons and you can turn off gaze tracking at any time to to do that I found it so much easier and so much more intuitive and natural to just use my eyes to move the cursor and it wasn't a wildly moving cursor that you smooth it out to highlight items in a menu option uh in game though the most biggest the biggest benefit of eyes tracking engage tracking is fove rendering so this is something that was really interesting in tests it's the idea that knowing where your eyes are looking the system can render objects outside or in your periphery in a lower Fidelity whether it's lower resolution lower textures but in lower detail because you don't need to see all that detail in your periphery so in headset turning that on it was something I didn't notice right like I what because I'm looking where I'm looking I couldn't tell what outside my uh Center of focus was uh changing in image quality but because it does mirror in VR mode what you see uh one off of one of your eyes onto your TV I was able to test with some outside assistance the foveator rendering and it actually does work so in a game like kayak VR if I'm looking at the beach ball and I'm focusing right in the center of it then that beach ball is gonna look perfectly smooth with no aliasing but as soon as I Dart my eyes either to the far left far right up or down you can actually see that that very quickly that beach ball the jaggy start appearing the aliasing on that Circle starts appearing and Not only was that in kayak VR but also in Horizon call of the mountain something that was very noticeable to Spectators was that photo of your rendering I could point my hand and say I'm actually gazing here my head's hold held still my eyes are looking to the right and they would say wow the objects the left definitely look more blurry now what that performance Improvement generates though that's harder to test and turning gaze tracking off I also wasn't able to notice a massive performance decrease so maybe it's running the system up more efficiently maybe it's generating a more consistent frame rates but it wasn't like turning on fovia rendering suddenly a loud difference between 90 Hertz rendering and 120 hertz rendering most of the time I could still tell when something was running at 120 hertz they were using reprojection and you can see the kind of telltale signs of an image being rendered actually at 60 hertz then doubled over to 120 hertz all right let's talk about Optics and image quality what you've been waiting for what people have been waiting for so uh it's using two separate panels here they are 2 000 by 2040 resolution each and these are OLED panels like they use with the First psvr with an RGB substripe so it's not pentile subpixel Arrangement it's going to be a Hypixel fill not necessarily no screen door effect but you don't notice the space between the pixels now if you follow VR you know it's not about resolution it's not about necessarily even the pixels per inch of the panel it's about pixels per degree which is how dense the pixels are how dense the image quality is relative to the field of view here the field of view is rated at 110 degrees diagonally so it's up from 100 degrees and the psvr1 and up from the 90 or so degrees of the Quest 2 2 and the metaquest pro and the current generation of headsets using pancake lenses and so we're off we're starting to see these trade-offs uh between types of panel and types of Optics in modern day VR Sony here is using like I said an OLED panel two OLED panels and using fresnel Optics which means that gives them that slightly wider field of view but with that wide field of view and that's what you get if you use press the headset right up to your face the pixels per degree here are basically around 19 pixels per degree so less than the PPD of the Quest 2 and The Meta Quest Pro although the rendering here is made up for uh because you're running the full processing power of uh of a gaming PC basically a PS5 so it's not running off of a mobile chipset so you're getting games that are running closer to Native resolution or have higher resolution textures it's not doing scaling and so even though the pixels per degree might be lower than the quest 2. I actually found the image quality much nicer than that of the quest 2. doing comparison in a demio for example looking at demio in Quest 2 versus in the psvr 2. holding up those cards in front of me the text looked almost exactly the same what was different though was with the ps42 being an OLED the black levels were pitch black the colors look so vibrant and the brightness is maybe the best part of the display system here Sony calls them HDR I wouldn't say it's as high quality as HDR as like a nice OLED TV so I have an LG OLED TV and playing God of War and that in full HDR versus in cinematic mode and headset here I'm still going to prefer the the full 4K resolution of my of my actual TV but in headset comparing to other mobile headsets desktop headsets the brightness is noticeable and it is really vibrant um using uh the image that you see here these are two photos taken with a camera with the same exposure settings same shutter same ISO between the Quest 2 and psvr 2 and psvr to much much brighter it is a noticeable quality of life Improvement but there are trade-off so because they're using fresnel lenses there are some God Rays I'd say less than that what I've noticed in the Quest 2 so whatever Optical stack they're using diminish some of those even with pitch black screens and really bright logos and icons noticeable that glare but not distracting not as bad as what you'd see in like the the valve index for example um and I did notice a mirror so Mira is the effect of the screen looking a little bit dirty and you notice this in uh like gray screen so when the screen is kind of really near pitch black and dark gray sometimes you can it looks like not chromatic aberration but looks like it's almost discolored um Grime that's on the screen if you look for it it's there wasn't distracting and vast majority of games especially bright games but do notice it in some dark scenes and then finally The Sweet Spot for these Optics and we'll talk about these in two different ways there's the eye box which is how big of a volume of a sweet spot there is for your eyes relative to the lenses so how much adjustment do you need to do to find that sweet spot and here I think the eye box is kind of small so which is why the ipd adjustment is necessary and a good fit into your head is necessary I did find sometimes the headset jostle left or right I did have to adjust it because once my eyes move out of alignment with that eye box things start looking blurry fast in terms of The Sweet Spot of visuals once you are in that eye box though it is a pretty wide seat Sweet Spot not as wide as what you get out of pancake Optics like in the quest Pro but here it's a relatively wide sweet spot you do notice some that chromatic aberration and some of the blurring near the periphery on the outside but I do think combined with that brightness of these panels and the true black levels uh it's a better image quality overall than a quest 2. I did want to take a moment to talk about this cable and the image quality you get out of a tethered VR experience now if you have a quest you know you can plug that into your PC over the USB cable and get the link experience a pcvr experience over a quest link but that is image compression so what's happening there is your video card is taking these images and compressing them and then sending them over a data connection at a very high bit rate something that you can maybe customize and you can sometimes notice the artifacts of that in the image compression and sometimes in some of the reprojection and the latency which isn't how the first couple Generations of VR headsets worked if you plugged it in over HDMI or DisplayPort connection I think and Sony hasn't been clear about this but this is a DisplayPort connection and this USBC is using USBC with either a DisplayPort alt or Sony's own protocol the way I was able to set out I plugged in my unreal heirs right into this port and I was able to get audio not video so I think there was some type of encryption but audio which you wouldn't be able to do just plugging in like USB headphones so I do think it's using more than just the USBC data connection it's in some kind of DisplayPort alt mode which gives them more Lanes in this connection for image quality and in headset I didn't notice any of that Telltale image compression of uh in any high quality game no latency no reprojection artifacts this feels like a true PC VR style tethered gaming experience and in all the best ways possible and the fact that this is just that single USBC cable it's kind of fulfilling the promise of virtual link remember that standard that VR headsets makers try to adopt where you could just plug a USBC display Link cable right into your video card and have data power and video you're getting that here in the PS5 and psvr2 all right let's talk about the games and experiences and here's where I think compared to the psvr one launch Sony fell a little bit short here first of all there aren't many exclusives to psvr2 at launch here they say they're working on you know 100 games and titles in this launch window but really there's about half dozen uh games that are gonna be unique to pspr2 one is Verizon called the mountain set in the Horizon universe developed by Gorilla Games and that is a launch title full 60 title uh the other two are ports so Gran Turismo 7 gt7 as well as Resident Evil Village both have full VR ports also on launch day unfortunately it's not launch day yet and reviewers don't have access to those VR patches so I'm unable to test gt7 and Resident Evil Village even though I really want to play both of those in VR there's also Switchback VR and fantivision VR they're exclusive to a psvr too but their Flagship is a horizon eyes and call the mountain think of this as their their Half-Life Alex which I'm also shocked isn't a part of this launch lineup Sony valve get it done uh it is a full game so call the mountain isn't I was afraid it's going to be kind of like a tech demo you know two to three hour experience showcasing some of the the controllers some of the functionality no there's a full story here it's about six hours to be you don't play as Eloy uh but you do play in that world and the best way to describe it is it's a kind of like cry checks The Climb it's a climbing game primarily you're traversing the world through Locomotion whether it's swinging your arms or free Locomotion but you're really getting around doing these climbing using these uh rock climbing Maneuvers um in which you're grabbing you're using pickaxes you're sliding through ropes and it's quite fun the traversal uh interspersed with a lot of interesting uh evasion and combat so a few puzzles to solve not terribly difficult and the action is I think uh really suited for VR it's not open world action which I know a lot of people were wanting and maybe concerned about but it's the circle strafe actions where you have your bow or a slingshot you're changing between arrows and you're fighting these giant mechanical beasts that look incredibly awesome in VR scale so you're soaking around maybe three or four of these robots are coming at you and you using your strafing to dodge your text and your weapons to Target their specific armor parts so location damage on all the enemies which end up being really fun and pretty challenging as well I don't think it pushes the limits of the kind of tension and immersion that VR can really bring so it does Hold Your Hand a little bit and it's pretty welcoming I think for new VR users but in terms of visual Fidelity and scope of the game it is well worth it I think as a launch title for psvr too but other couple dozen games or so are really ports of games available already on other platforms whether on steamvr or in the quest store and some games that were on Quest only and now have made it in a kind of a remastered mode for psvr yeah they look great but it's nothing that for someone who's already experiencing VR already had a has a quest already maybe already has a valve index you're not getting a lot of extra value out of adopting this new VR platform which might be okay if Sony knows that you know like with psvr1 they're really going for core Gamers who have the console and maybe don't have uh an alternate VR headset but the landscape has kind of changed since psvr1 you know a lot of people did buy the Quest 2 over the past couple holidays and they'd maybe tried psvr1 and were okay with it there were a couple hundred games that came out for that so selling psvr 2 to people who were VR curious might be a harder sell this time and compared to the first psvr's launch lineup it does feel like there's less effort this time around in creating novel experiences unique to psvr too you're not getting that free pspr worlds there's no astrobot on this system yet and even the you know developers they've worked with no one's really because a lot are working off of ports maybe no one's really tapped into all of the features of this headset of the controllers uh of that eye tracking I feel like at this launch there isn't a great Showcase of that stuff outside of call the mountain which is that singular title and wouldn't call it necessarily a system seller and it's essential game yes if you have the headset but not a game that's good enough to Warrant going out and buying a PS5 in addition to spending 550 bucks on a psvr 2. so as we wrap things up they're really a couple different audiences out there who may be watching this well I have different recommendations for if you are a PS5 owner and you don't have a VR headset and maybe you didn't get PSP R1 or maybe you did this is going to be kind of a great mid-generation uh upgrade to the PS5 I mean the PS4 and psvr2 had several hundred games by end of life and it's unlikely Sony's going to come out with another VR headset for the PS5 so this is it you know and getting in on this early you're gonna get be able to get all the new games and follow the whole generation of psvr all that quality of life improvements improve image quality tracking ease of setup makes this just a Leaps and Bounds generational leap over that first psvr now if you have a VR headset like you might have a Quest 2 or you might be curious about moving into like a PC VR space I'd say you could probably hold off look at where what games are announced in the coming months look at what games might come out toward the holiday season uh before thinking about buying a PS5 which are now more widely available just for the psvr too and if you are a big VR Enthusiast and you have all the headsets and you are playing PC VR I think you probably hold off as well I mean this is not a headset that's going to work in PC VR by all accounts because of the way it's doing its tracking and all the provide proprietary technology there's no way that someone's getting able to reverse engineer putting this and plugging into a PC and so you're locked into PS5 and that money might better be spent with another PC VR headset because there are so many other games also on that platform on cmvr so really it does come down to those games and experiences and gt7 Resident Evil Village may be going forward Sony instructs developers to make their uh flat screen games with VR in mind for VR ports if that becomes a trend then I could absolutely see this taking off but the thing that has made consoles so strong over the past couple decades compared to maybe a PC option are the exclusives are the unique experiences that are allowed by those consoles and at launch right now they're just not enough of those I think I think the hardware is solid it's great I haven't been having a great time with it and the ease of setup is amazing uh but I'm still waiting for those games come on astrobot where are you I need you in psvr too but thank you so much for watching if you have questions about the headset please post them in the comments below oh but I will see you next time byeforeign from tested and today I'll be reviewing the PlayStation VR2 PS VR 2 launching next week this is a review unit that Sony sent me that I've been testing for the past week almost one week and today we'll be covering the hardware the game experiences I've had access to so far and how this headset Compares not only to the first PlayStation VR but also the other headsets on the market today whether they're Standalone headsets like the better Quest 2 or tethered PC VR experiences and really who this headset is for so let's Dive In we're gonna start things off talking about the form factor and ergonomics so this is a tethered VR headset it plugs into the PS5 via One USB C cable so comparably it's very similar to the kind of uh experienced tethered VR experience you get using a headset like the valve index or the HP Reverb this is not like a meta Quest 2 or the meta Quest Pro or even the upcoming HCC uh Vive Elite XR XR Elite in that it's not running a system on a trip processor all the game processing is done on the PS5 and that means that the important parts of this headset are the display the Optics the comfort and fit and its audio solution so form factor wise actually is uh using the same kind of Halo headband strap as the first PS VR and I like this design it's comfortable all the way around has an extendable head strap where you depress this button extends out and then as it clamps around your head you can tighten it using a ratcheting dial in the back you feel the headset pressure on the back of your head as well as on the top of your forehead and I do think it's balanced enough because it doesn't like I said there's no battery on the inside of this that it doesn't feel like you have a lot of front heavy weight which some people using like the metaquest pro have had over long durations because that one does have a lot of hardware on that Standalone headset it weighs just under 600 grams so the first psvr was right at 600 grams not including the cable Sony says this weighs 560 but putting it on a scale holding the cable up red to me is 590 grams which is still much lighter than for example a fully kitted out Quest 2 with Elite head strap and and a custom facial interface but really is about that balance and the big win here is the setup setting the psvr to up is just a complete generational difference than that clunky setup that you had with the first PlayStation VR if you don't recall psvr One require that you buy the headset which was 400 bucks in itself they had a bundle that included the PlayStation I as well as the move controllers but those were data technology that they kind of bootstrapped on to the headset it plugged into the PS4 and the PS4 Pro and still works with the PS5 using a bunch of breakout boxes in fact you can still see on the cables numbered instructions of like what to plug in first uh and it worked but it also meant that getting it set up became a cumbersome task and for that a lot of reasons this sat in the drawer for a couple years I mean it's been a couple years since it's launched as well Sony obviously took that to note designed the PS5 with this in mind in the front of the PS5 there's a USB type a port and as well as a USB type-c port the type C Port is what you plug that into single cable it's about 4.5 meters long so over 14 feet long and that's plenty for sitting close to your entertainment center really depends on what your gaming setup is in my living room even though I have the TV and the PlayStation right up front I'm not sitting with this on the couch I'm sitting at kind of adjacent or maybe on the floor or standing in the area in the carpet in front of the TV with plenty of space to do a little bit of moving around definitely for standing experiences with free Locomotion nothing I tried required a large room scale area though as you're setting this up it does ask that you have a 6.7 foot by 6.7 foot play area if you want to do full room scale the setup process also now doesn't require any cameras looking in it's inside out tracking so on the front of the psvr 2 there are four cameras this allows for the positional tracking of the headset as well as the recognition of the new sense VR controllers which we'll talk about it also allows for a much higher resolution pass-through it is a grayscale pass-through and the setup was actually very impressive and the very first thing you do is you put on the headset and you look around your room and it does kind of a mapping of the room there are some cool visualizations a show that's recognizing your wall ceilings and floors and then after that you can do some Precision Calibration either using the controllers to touch the floor or using the thumb stick to set your height as well as expanding or marking outward Your Guardian area is where the boundaries are so you don't you know knock into your couch it doesn't do any kind of automatic Guardian detection where it recognizes objects and scenes so it doesn't know where your TV is as you know where your coffee table is or your couch is it still just is kind of this nebulous play space that you're generating which then becomes that safe area to play there's a button on the bottom of the headset that you can press anytime it's a function button by default by pressing it once you go into your pass-through view so you can see the world again in a relatively high resolution stereo grayscale but you can also reprogram that as well to mute your microphone so power button which you can hold down to boot up the headset and that activates the rumble motor on uh the headset it's head strap itself and then you're in game so you're you're in the experience you're putting on the headset and you see a floating representation of the PlayStation home menu from here if you're not interested in playing full VR games and we'll talk about the game selection you can enter a cinematic mode so any game that you would be able to play on your TV you can actually play in a virtual display in headset you could do that as well in the psbr1 it was one of I think the best features here the implementation is a little bit different because this is not a mirrored Video Connection you don't get both the video on the TV as well as video in headset if you're using the Cinematic mode if you have the floating flat screen so it's useful for example if someone in your house wants to play a different game console or watch something on TV you can still be in headset playing God of War astrobot Spider-Man whatever you have in your PS Library you can customize the brightness as well as the size of that cinematic mode screen and I found that the size changing was kind of interesting because there are two ways to think about the screen size you can think about a set distance of a large TV and how far you're moving it close or further away from you or you can think of about having difference between having like a you know 36 inch monitor versus a 77 inch monitor bigger screens but kind of in a fixed position the way I experience the screen size change it definitely felt like a large screen leaving move closer to you or further away as I change that scaling which meant that in its largest size it did fill my entire peripheral vision but I felt that it was too close and I found a sweet spot for me was a little bit past 50 in that cinematic mode other adjustments on the headset like psvr one one of my favorite things is there is facial relief here so the gasket is this soft silicone it doesn't really press against your face it's very loose fitting same with the nose flap here and what you do is you press that top button as you put this on and you can slide it closer to your face which not only gets you a tighter fit and blocks out more outside light but also gives you as wide of a field of view as possible also means that with my glasses I can wear this in headset no problem I can press the headset as close to my glasses as possible I read recommend still looking at aftermarket options for prescription lenses as those become available because the thing you don't want to do is have your glasses lenses rub against the interior fresnel lenses that can scuff them up I've done before many times of other headsets it's not something you want to do but you can wear glasses in this really comfortably and you can adjust the facial relief as well you don't want the full widest field of view or you know if you're extending it out and drinking a cup of coffee or a soda or something that works well also also new to psvr 2 is finally ipd adjustment and so there's a dial here and because this headset the Optics and displays are two separate discrete panels rather than one single 1080p panel that was the case with the first psvr that you can have a granular ipd adjustment I don't have an exact range of what that ipd adjustment is but for me my ipd is 68 and I was found able to find a pretty good sweet spot as well as extending pretty far beyond that wider beyond that so I wouldn't be surprised if this comfortably gets people in the 70 71 ipd as well there is an in-headset visualization to let you help you find that ipd but surprisingly they don't show a number so a lot of pcvr headsets as you adjust the IBD you see that distance indicated below here there is no distance and so it kind of makes it difficult if you're constantly putting on the headset and taking it off to find that sweet spot every single time because you don't know where the dial is you kind of have to Tinker with it until your eyes finally see everything pretty clearly there also is much better built-in audio well not really built-in but audio options with the psvr too unlike with uh other headsets you know valve index Quest 2 Quest Pro there's no speakers on the headset itself they don't have kind of the the off-ear headphones what you have though is bundled in the Box a way to plug in these earbuds now if you recall the first psvr you also had to use their bundled earbuds but you plug them into a port that was on the tethered cable it was a cumbersome system you would fumble over plug it in most people just use headphones even using headphones you get tangled in the wires thankfully Sony has addressed that with psvr 2 and there's this interesting custom headphone attachment that plugs into two places there's a soft plug here on one side just to lock in place and then actually a 3.5 millimeter Jack on the other side and then the earbuds just dangle here I found this a very easy to use solution the headphones come with three different sizes of tips so it works great for mine using the small tips and I didn't feel the need to use over the head earphones although you could use those as well plug them in over 3.5 millimeter Jack or use Bluetooth headphones like the one Sony sells and then finally the controllers so these are the Dual sense VR controllers that have and really I think a really interesting design there's your classic tracking ring I think there are 12 IR LEDs on the inside that the headset can see but unlike you know the Quest 2 headset or controllers the tracking ring isn't in front of where your hand is it actually is a larger ring and it's recessed to closer to where your wrist is which I think allows for better tracking and uh which means you can get the controllers closer together in the front without worried about knocking into each other or occlusion and button wise you have have your standard thumbsticks there are two action buttons on the top you have a PlayStation button on both of the sides that gets you into the menu a button that's a menu button that you can also depress to realign and then your trigger and grips the grips here are the only things I didn't like so much because they are a single tap grip with not a lot of not a lot of travel at all they're not analog and the triggers are adaptive triggers much like you'd find in the Dual sense controllers one stage not two stage triggers here but they do have resistance and really nice tactile feedback they're also capacitive sensors on the triggers the grips as well as the top two buttons and the thumb sticks so there's pose recognition so in you know upcoming social applications or even in some of the launch titles here that you'll be able to recognize some basic gestures and your thumbs up your peace signs and I found it comparable to what you'd find in you know the first generation Quest and Quest 2 but there's no full hand tracking here so you're not you're going to be using these controllers or you know playing a game using the Dual sense PlayStation controller one thing that I wish was an option here that they had to let go of because they're not using the PlayStation I is there is no tracking of the Dual sense or here dual sense Edge controllers at all so my favorite games in psbr1 uh like astrobot or even super hypercube was great because you could not you didn't want you didn't have to use the move controllers you could use DualShock controllers and because that had the light in the front it was actually recognized positionally by that PlayStation Eye here if you're playing a cinematic mode game for example using the Dual sense controller you don't see a representation of this which I think is a little bit of a bummer it's a missed opportunity and it kind of Narrows the uh input options for VR experiences to these new dual sense VR controllers not bad but there's no button parity here between this you can't use these controllers as a direct replacement for your dual sense controllers because you still need your d-pad you still need the four buttons on the right side and so you have to use one or the other I just wish that the Dual sense controllers could be tracked somehow maybe a future version or they're going to put some LED lights on here I don't know the motion controllers here also don't feel too heavy thankfully and they charge via a USB C cable although Sony does sell a charging dock that allows you to plug in a USB C adapter and then you just drop that into the charging dock uh battery life on controllers for me was about four and a half hours five hours basically about two play sessions looking at the in a UI battery indicator those three bars after about two hours of play it dropped down to two bars another hour and a half or so dropped down to one bar and so it's kind of the story with the uh PS5 era of controllers battery life not so great you want to throw this on to the dock or plug it into USBC uh and charge it overnight and unfortunately you cannot charge it and play it the same time so if you plug this into USBC have a battery pack it won't charge you'll still be able to see the controller in headset only when it recognizes when there's no motion uh and you're not in a game will then start charging I also found that the haptics while they're effective in games like Horizon called the mountain or you know some of my kayak VR you can actually get the old nice sensitive rumbles when you're moving your stick and hitting objects I wasn't as granular or kind of world-changing and groundbreaking as I found the Dual sense haptics you know playing the Astro brought game that comes with the PS5 and be able to recognize what type of surface you're walking the astrobot over you don't feel that kind of nuance with at least I didn't feel those kind of that kind of nuance using these controllers and maybe that's developers not tapping into the motors and the haptics here as much with this launch lineup but even the rumble on the headset wasn't a big game changer to me they're more subtle cues and the biggest thing is you know when you're pressing the power our button you can hear that Rumble but it wasn't something that I felt like was a completely groundbreaking experience tracking Fidelity wise I think it's great I think it's kind of what you expect from an inside out modern inside out tracking system where I never lost tracking on the headset I tried it in a bunch of different rooms so with open windows with nice lighting dimmer lighting and it was able to navigate those environments pretty well you have the option of doing CD experience Sandy experience changing that boundary that Guardian boundary and then recognizing the controllers I'd say very comparable to what you find in the quest 2. I did find moving the controllers maybe a little bit close to my face I noticed some drift on them and I do find a little bit of occlusion if I'm holding them in a specific pose but never did I find that when I move the controller out to the peripheral of my field of view was I losing any of that tracking also none of the experiences were like a beat saver type experience where I was waving them while the outside my feel The View either so definitely good enough and tracking was not an issue with any of the experiences I played speaking of tracking though something that's new to psvr2 is it does have eye tracking very interesting that PlayStation and Sony decided to include eye tracking with this headset it's implemented in a couple of ways you do a little bit of calibration in the headset look at your standard look yet moving dots and then it can recognize not only where you're gazing but whether your eyes are closed it's a nice interface element where you can see whether you're blinking or not and in a game like Horizon call the mountain you can use that gaze tracking to navigate menus and very quickly I found this much preferred over your standard kind of head tracked look pointer so in classic VR you're moving your maybe you're moving your head as a as a pointer to select icons and you can turn off gaze tracking at any time to to do that I found it so much easier and so much more intuitive and natural to just use my eyes to move the cursor and it wasn't a wildly moving cursor that you smooth it out to highlight items in a menu option uh in game though the most biggest the biggest benefit of eyes tracking engage tracking is fove rendering so this is something that was really interesting in tests it's the idea that knowing where your eyes are looking the system can render objects outside or in your periphery in a lower Fidelity whether it's lower resolution lower textures but in lower detail because you don't need to see all that detail in your periphery so in headset turning that on it was something I didn't notice right like I what because I'm looking where I'm looking I couldn't tell what outside my uh Center of focus was uh changing in image quality but because it does mirror in VR mode what you see uh one off of one of your eyes onto your TV I was able to test with some outside assistance the foveator rendering and it actually does work so in a game like kayak VR if I'm looking at the beach ball and I'm focusing right in the center of it then that beach ball is gonna look perfectly smooth with no aliasing but as soon as I Dart my eyes either to the far left far right up or down you can actually see that that very quickly that beach ball the jaggy start appearing the aliasing on that Circle starts appearing and Not only was that in kayak VR but also in Horizon call of the mountain something that was very noticeable to Spectators was that photo of your rendering I could point my hand and say I'm actually gazing here my head's hold held still my eyes are looking to the right and they would say wow the objects the left definitely look more blurry now what that performance Improvement generates though that's harder to test and turning gaze tracking off I also wasn't able to notice a massive performance decrease so maybe it's running the system up more efficiently maybe it's generating a more consistent frame rates but it wasn't like turning on fovia rendering suddenly a loud difference between 90 Hertz rendering and 120 hertz rendering most of the time I could still tell when something was running at 120 hertz they were using reprojection and you can see the kind of telltale signs of an image being rendered actually at 60 hertz then doubled over to 120 hertz all right let's talk about Optics and image quality what you've been waiting for what people have been waiting for so uh it's using two separate panels here they are 2 000 by 2040 resolution each and these are OLED panels like they use with the First psvr with an RGB substripe so it's not pentile subpixel Arrangement it's going to be a Hypixel fill not necessarily no screen door effect but you don't notice the space between the pixels now if you follow VR you know it's not about resolution it's not about necessarily even the pixels per inch of the panel it's about pixels per degree which is how dense the pixels are how dense the image quality is relative to the field of view here the field of view is rated at 110 degrees diagonally so it's up from 100 degrees and the psvr1 and up from the 90 or so degrees of the Quest 2 2 and the metaquest pro and the current generation of headsets using pancake lenses and so we're off we're starting to see these trade-offs uh between types of panel and types of Optics in modern day VR Sony here is using like I said an OLED panel two OLED panels and using fresnel Optics which means that gives them that slightly wider field of view but with that wide field of view and that's what you get if you use press the headset right up to your face the pixels per degree here are basically around 19 pixels per degree so less than the PPD of the Quest 2 and The Meta Quest Pro although the rendering here is made up for uh because you're running the full processing power of uh of a gaming PC basically a PS5 so it's not running off of a mobile chipset so you're getting games that are running closer to Native resolution or have higher resolution textures it's not doing scaling and so even though the pixels per degree might be lower than the quest 2. I actually found the image quality much nicer than that of the quest 2. doing comparison in a demio for example looking at demio in Quest 2 versus in the psvr 2. holding up those cards in front of me the text looked almost exactly the same what was different though was with the ps42 being an OLED the black levels were pitch black the colors look so vibrant and the brightness is maybe the best part of the display system here Sony calls them HDR I wouldn't say it's as high quality as HDR as like a nice OLED TV so I have an LG OLED TV and playing God of War and that in full HDR versus in cinematic mode and headset here I'm still going to prefer the the full 4K resolution of my of my actual TV but in headset comparing to other mobile headsets desktop headsets the brightness is noticeable and it is really vibrant um using uh the image that you see here these are two photos taken with a camera with the same exposure settings same shutter same ISO between the Quest 2 and psvr 2 and psvr to much much brighter it is a noticeable quality of life Improvement but there are trade-off so because they're using fresnel lenses there are some God Rays I'd say less than that what I've noticed in the Quest 2 so whatever Optical stack they're using diminish some of those even with pitch black screens and really bright logos and icons noticeable that glare but not distracting not as bad as what you'd see in like the the valve index for example um and I did notice a mirror so Mira is the effect of the screen looking a little bit dirty and you notice this in uh like gray screen so when the screen is kind of really near pitch black and dark gray sometimes you can it looks like not chromatic aberration but looks like it's almost discolored um Grime that's on the screen if you look for it it's there wasn't distracting and vast majority of games especially bright games but do notice it in some dark scenes and then finally The Sweet Spot for these Optics and we'll talk about these in two different ways there's the eye box which is how big of a volume of a sweet spot there is for your eyes relative to the lenses so how much adjustment do you need to do to find that sweet spot and here I think the eye box is kind of small so which is why the ipd adjustment is necessary and a good fit into your head is necessary I did find sometimes the headset jostle left or right I did have to adjust it because once my eyes move out of alignment with that eye box things start looking blurry fast in terms of The Sweet Spot of visuals once you are in that eye box though it is a pretty wide seat Sweet Spot not as wide as what you get out of pancake Optics like in the quest Pro but here it's a relatively wide sweet spot you do notice some that chromatic aberration and some of the blurring near the periphery on the outside but I do think combined with that brightness of these panels and the true black levels uh it's a better image quality overall than a quest 2. I did want to take a moment to talk about this cable and the image quality you get out of a tethered VR experience now if you have a quest you know you can plug that into your PC over the USB cable and get the link experience a pcvr experience over a quest link but that is image compression so what's happening there is your video card is taking these images and compressing them and then sending them over a data connection at a very high bit rate something that you can maybe customize and you can sometimes notice the artifacts of that in the image compression and sometimes in some of the reprojection and the latency which isn't how the first couple Generations of VR headsets worked if you plugged it in over HDMI or DisplayPort connection I think and Sony hasn't been clear about this but this is a DisplayPort connection and this USBC is using USBC with either a DisplayPort alt or Sony's own protocol the way I was able to set out I plugged in my unreal heirs right into this port and I was able to get audio not video so I think there was some type of encryption but audio which you wouldn't be able to do just plugging in like USB headphones so I do think it's using more than just the USBC data connection it's in some kind of DisplayPort alt mode which gives them more Lanes in this connection for image quality and in headset I didn't notice any of that Telltale image compression of uh in any high quality game no latency no reprojection artifacts this feels like a true PC VR style tethered gaming experience and in all the best ways possible and the fact that this is just that single USBC cable it's kind of fulfilling the promise of virtual link remember that standard that VR headsets makers try to adopt where you could just plug a USBC display Link cable right into your video card and have data power and video you're getting that here in the PS5 and psvr2 all right let's talk about the games and experiences and here's where I think compared to the psvr one launch Sony fell a little bit short here first of all there aren't many exclusives to psvr2 at launch here they say they're working on you know 100 games and titles in this launch window but really there's about half dozen uh games that are gonna be unique to pspr2 one is Verizon called the mountain set in the Horizon universe developed by Gorilla Games and that is a launch title full 60 title uh the other two are ports so Gran Turismo 7 gt7 as well as Resident Evil Village both have full VR ports also on launch day unfortunately it's not launch day yet and reviewers don't have access to those VR patches so I'm unable to test gt7 and Resident Evil Village even though I really want to play both of those in VR there's also Switchback VR and fantivision VR they're exclusive to a psvr too but their Flagship is a horizon eyes and call the mountain think of this as their their Half-Life Alex which I'm also shocked isn't a part of this launch lineup Sony valve get it done uh it is a full game so call the mountain isn't I was afraid it's going to be kind of like a tech demo you know two to three hour experience showcasing some of the the controllers some of the functionality no there's a full story here it's about six hours to be you don't play as Eloy uh but you do play in that world and the best way to describe it is it's a kind of like cry checks The Climb it's a climbing game primarily you're traversing the world through Locomotion whether it's swinging your arms or free Locomotion but you're really getting around doing these climbing using these uh rock climbing Maneuvers um in which you're grabbing you're using pickaxes you're sliding through ropes and it's quite fun the traversal uh interspersed with a lot of interesting uh evasion and combat so a few puzzles to solve not terribly difficult and the action is I think uh really suited for VR it's not open world action which I know a lot of people were wanting and maybe concerned about but it's the circle strafe actions where you have your bow or a slingshot you're changing between arrows and you're fighting these giant mechanical beasts that look incredibly awesome in VR scale so you're soaking around maybe three or four of these robots are coming at you and you using your strafing to dodge your text and your weapons to Target their specific armor parts so location damage on all the enemies which end up being really fun and pretty challenging as well I don't think it pushes the limits of the kind of tension and immersion that VR can really bring so it does Hold Your Hand a little bit and it's pretty welcoming I think for new VR users but in terms of visual Fidelity and scope of the game it is well worth it I think as a launch title for psvr too but other couple dozen games or so are really ports of games available already on other platforms whether on steamvr or in the quest store and some games that were on Quest only and now have made it in a kind of a remastered mode for psvr yeah they look great but it's nothing that for someone who's already experiencing VR already had a has a quest already maybe already has a valve index you're not getting a lot of extra value out of adopting this new VR platform which might be okay if Sony knows that you know like with psvr1 they're really going for core Gamers who have the console and maybe don't have uh an alternate VR headset but the landscape has kind of changed since psvr1 you know a lot of people did buy the Quest 2 over the past couple holidays and they'd maybe tried psvr1 and were okay with it there were a couple hundred games that came out for that so selling psvr 2 to people who were VR curious might be a harder sell this time and compared to the first psvr's launch lineup it does feel like there's less effort this time around in creating novel experiences unique to psvr too you're not getting that free pspr worlds there's no astrobot on this system yet and even the you know developers they've worked with no one's really because a lot are working off of ports maybe no one's really tapped into all of the features of this headset of the controllers uh of that eye tracking I feel like at this launch there isn't a great Showcase of that stuff outside of call the mountain which is that singular title and wouldn't call it necessarily a system seller and it's essential game yes if you have the headset but not a game that's good enough to Warrant going out and buying a PS5 in addition to spending 550 bucks on a psvr 2. so as we wrap things up they're really a couple different audiences out there who may be watching this well I have different recommendations for if you are a PS5 owner and you don't have a VR headset and maybe you didn't get PSP R1 or maybe you did this is going to be kind of a great mid-generation uh upgrade to the PS5 I mean the PS4 and psvr2 had several hundred games by end of life and it's unlikely Sony's going to come out with another VR headset for the PS5 so this is it you know and getting in on this early you're gonna get be able to get all the new games and follow the whole generation of psvr all that quality of life improvements improve image quality tracking ease of setup makes this just a Leaps and Bounds generational leap over that first psvr now if you have a VR headset like you might have a Quest 2 or you might be curious about moving into like a PC VR space I'd say you could probably hold off look at where what games are announced in the coming months look at what games might come out toward the holiday season uh before thinking about buying a PS5 which are now more widely available just for the psvr too and if you are a big VR Enthusiast and you have all the headsets and you are playing PC VR I think you probably hold off as well I mean this is not a headset that's going to work in PC VR by all accounts because of the way it's doing its tracking and all the provide proprietary technology there's no way that someone's getting able to reverse engineer putting this and plugging into a PC and so you're locked into PS5 and that money might better be spent with another PC VR headset because there are so many other games also on that platform on cmvr so really it does come down to those games and experiences and gt7 Resident Evil Village may be going forward Sony instructs developers to make their uh flat screen games with VR in mind for VR ports if that becomes a trend then I could absolutely see this taking off but the thing that has made consoles so strong over the past couple decades compared to maybe a PC option are the exclusives are the unique experiences that are allowed by those consoles and at launch right now they're just not enough of those I think I think the hardware is solid it's great I haven't been having a great time with it and the ease of setup is amazing uh but I'm still waiting for those games come on astrobot where are you I need you in psvr too but thank you so much for watching if you have questions about the headset please post them in the comments below oh but I will see you next time bye\n"