Sony PlayStation VR2 test: a powerful headset, accessible, but too limited
When Sony released the first PSVR for use on its PS4, the virtual reality market was very different. Nobody really knew whether this technology would reach the general public, and the Japanese manufacturer seemed the most likely to do so. Having arrived in 2023, we know that the Meta Quest has fulfilled this function, and that the market hasn’t exploded as much as analysts had imagined. Now comes the PlayStation VR2, or PSVR2 for those in the know, which at 599.99 euros, compared with 399.99 euros for its ancestor, has a very different ambition: to appeal to established and more demanding VR gamers.
Comparative analysis of data sheets
Why more demanding? Because, unlike its first-generation predecessor, the PSVR2 makes almost no sacrifices in terms of technical features. First we have the screens chosen, which use an OLED panel. We have the image definition itself, which, at 2000 x 2040 pixels per eye, simply falls between the Valve Index (1440 x 1600 pixels) and the HTC Vive Pro 2 (2448 x 2448 pixels). We have the 110° field of view, which here lies between the Valve Index (130°) and the Meta Quest 2 (89°). And we have a refresh rate of 90 or 120 Hz, quite simply the current standard for all headsets, with the exception of the HTC Vive Pro 2, which can reach 144 Hz.
The PSVR2 makes an important choice: rather than working with studs to be placed across the room to track the player, it incorporates four cameras to determine the player’s position in space. But above all, it has a very big argument in its favor: it comes standard with its two Sense VR controllers, which incorporate infrared sensors to be easily tracked by the device, in addition to providing the haptic feedback of the original DualSense, i.e. a very precise vibration motor and programmable voltage triggers. Added to all this is a vibration motor built right into the headset.
The highlight of the show: Sony has clearly understood that the biggest weakness of its first model was its complex connectivity. Here, we’re treated to a single USB-C cable to plug into the PlayStation 5, with an appreciable length of around 5 meters. Enough to move around in front of the TV without getting tangled up in wires. The cable is firmly attached to the back of the device, but unfortunately cannot be changed simply by the user. This is a detail we’d have appreciated to increase the PSVR2’s potential longevity, even if the inclusion of a simple jack plug on the back of the headset and the solid attachment system for the in-ear earphones supplied are on the positive side.
All this to underline one thing: while the PSVR2’s 600-euro price tag may seem high, it needs to be put into perspective against its competitors. When a complete Valve Index kit costs 1,079 euros, an HTC Vive 2 Pro 799 euros, and a PC optimized for virtual reality 1,000 euros at the very least, the PS5 and PSVR2 combination at 1,149 euros in total (and even 1,049 euros with a PS5 Digital Edition) is actually… a bargain. Because it’s these products, and not the Meta Quest of this world, that the PSVR2 wants to face today.
Helmet comfort
The real strength of this PlayStation VR2 is its ease of use. Sony’s engineers have really pulled out all the stops to deliver a headset that’s as light as it is easy to use. There are three possible settings. A knob on the left of the glasses lets you manage lens spacing, as is the case with most headsets. A button on the right-hand side of the helmet then lets you release the “bezel” part of the helmet, which slides on a rail to move away from or closer to your face. Finally, the headband can be released by pressing the central button on its back, while the knob closes and tightens it.
When we received the product, our editors mistakenly believed that the headset would rest lightly on the user’s nose. Also, the very soft rubber pads surrounding the PSVR2 seemed far too light to be comfortable. In actual use, this is not the case, as this is not how the headset works. Instead, the hoop is placed low on the back of the skull, and tightened on the forehead, freeing up the possibility of wearing glasses without discomfort. It’s this system that supports the weight of the device, while the movements of the main glasses are there to allow you to adjust your vision, of course, but also to position the rubber protectors properly, which actually act as black curtains for total immersion.
And immersion it is. Light leaks are almost imperceptible, since the black bellows surround the nose quite well. You really have to look down, in a way that’s not particularly natural, to feel the influence of ambient lighting in a gaming session. This is sometimes useful, when looking for a controller for example, and it’s never distracting. The PSVR2 headset also features two buttons on its lower part: a classic power button, and a real vision button, where the camera feed is transmitted to you in black and white to observe your immediate environment.
After that… it’s still a VR headset. After a few hours of play, you won’t miss the big red mark on your forehead, a possible marked crease in your skin, and a certain sense of discomfort associated with having a product resting continuously on your head. That said, on the PSVR2, we’d put it on a par with the discomfort of a traditional headset. We’d have liked to be able to flip up the bezel to get back to real life without too much effort, but by design, Sony’s solution doesn’t seem to be able to do that.
It’s perhaps the Sense VR controllers that are the least remarkable, and we hear this as a positive point. They blend seamlessly into the experience, offering much the same comfort as Quest’s already excellent controllers. What more could you ask of them? Quite simply: better autonomy. At 4/5 hours of autonomy in our tests, they’re not particularly enduring, and since they incorporate batteries rather than relying on an interchangeable source like batteries, game sessions will naturally be limited. Unless you’re willing to add two USB-C cables to your equipment to connect your controllers to their respective chargers, but that’s not quite the idea of virtual reality, is it?
Setup with PS5
It’s not always possible to capture the interface while configuring the PS5’s game space. So sometimes we’ll have to make do with a screenshot to explain how easy it is to set up PSVR2. The PlayStation 5 recognizes it automatically, and guides you clearly and concisely through everything you need to understand. From how to wear your headset correctly, to understanding the headset’s functions, but above all how to determine your play space.
You can play in two different modes: in a circle around you, whether you’re standing or sitting, or in a delimited area. The first is self-explanatory, but the second is particularly interesting, as the PSVR2’s built-in cameras will scan your immediate environment to define your play area over several meters.
Having tested it by moving furniture in a small Parisian apartment, this solution is impressive. You can see it determining the existence and spacing of objects in real time, with a little help from the player at the end of the configuration: simply touch your joystick to the floor to define its position. From there, if you have enough space, the PS5 will determine a game zone in which you can move freely. If you exceed these limits, you’ll be warned in-game.
This is where PlayStation VR2 really shines. As a turnkey solution for virtual reality, the PS5 + PSVR2 combo is simply unbeatable in its power/ease of use ratio. Only the Meta Quest can claim to be as easy to get to grips with, but its possibilities are far more limited than Sony’s offering. At least in terms of power, of course…
Note that the PSVR2 also lets you play classic games or access multimedia content thanks to a cinema mode, which emulates a very large screen in front of you. It’s anecdotal, and certainly not a mode of use we’d recommend over a real screen, but it has the merit of existing.
A real stake at stake
There’s really only one thing left to test: the in-game experience. We were able to get our hands on a number of titles, including Star Wars: Tales from the Galaxy’s Edge Enhanced Edition and Kayak VR: Mirage, but it was Horizon Call of the Mountain that we concentrated on. The reason is simple: this is the flagship title developed by Firesprite and Guerilla Games, both of PlayStation Studios. Available at launch, it aims to demonstrate the full capabilities of the new headset. And since we’re not a site dedicated to video games, we won’t tell you that the title itself is terribly repetitive and acts more as a technical demonstration than a real experience, which is terribly annoying for a galette selling for 70 euros.
We’ll focus on the technical evolution, which is the real highlight of the PSVR2 experience. Well-calibrated, the display is clear, the colors extremely vivid, but above all, the fluidity of the experience means that user comfort is very much present. The system works well and follows movements perfectly, even if we sometimes find ourselves dreaming that finger tracking would be possible on the PSVR2, if only to apostrophize certain comrades in the distance with a precise lift of the finger. It’s a graphic slap in the face that stays on the retina for a long time.
Be careful, though: even for more static experiences like Kayak VR, we recommend standing. Otherwise, the natural discomfort of virtual reality can quickly grip your stomach. There’s also eye tracking, which has the potential to be extremely important as a game engine optimization tool, but which today isn’t particularly impressive in-game. On Horizon Call of the Mountain, it’s used to navigate the game’s menus, and the experience is no more comfortable or faster than simply moving your joystick.
Harnessed, “VR enthusiasts” will remain just that… “VR enthusiasts”. As it stands, the PSVR2 offers no more than other solutions on the market. So it’s still its “turnkey” aspect and its price that are its best selling points… While it retains one big flaw, alas, that’s still hard to ignore.
Bookstore, when lack of backward compatibility rhymes with limitation
PlayStation VR2 is not compatible with the original PSVR games library. These have to be updated by the developers themselves, or even resold in a new enhanced version like Star Wars: Tales from the Galaxy’s Edge Enhanced Edition, to be compatible. Sony’s excuse is that the headset is so technologically different from the first version that an automatic system simply isn’t possible. In reality, this is hard to believe. It’s hard not to think that a layer of emulation or translation could have done the trick, provided you invested in it, of course.
From this absence stems a new weakness: the games library. Since it’s starting from scratch, PlayStation VR2 doesn’t necessarily have an impressive library. Around 30 games will be available during the headset’s launch window, a good proportion of which are none other than older experiences updated for the headset. More traditional games also feature a VR mode, such as Gran Turismo 7, which will be updated soon. Big VR games will also be there, such as Resident Evil Village, No Man’s Sky, Pistol Whip and Rez Infinite. But 30 is not a particularly impressive number. And when Sony made the choice to leave the library of the first PSVR behind, it also created an important question for its consumers: is it prudent to invest when their game library is likely to be zeroed out generation after generation?
This is all the more true as the PSVR2 is only really compatible with the PS5. While we can imagine that the open-source community will find a way to create a driver for Windows or Linux, this time using a simple USB-C port, nothing is guaranteed. PlayStation VR2 should be seen for what it is: a closed platform, like Apple’s iPhone, which will only evolve as its creator wishes in the future. Its success at launch depends on absolutely everything: the interest and support of developers, but also of Sony. This is where the PC platform, its direct competitor, retains an immeasurable advantage in this niche market.