Just looking at the numbers, the PSVR 2 weighs in at 40 grams less than the PSVR, which may not sound like a lot, but does go a long way for comfort if you plan on playing for extended periods of time. The design of the two headsets isn’t too different upon first glance, but there are many important differences. If you’re curious about all the games that will be compatible at launch, or that will be coming soon, we have a list you can check out here. The games new to PSVR 2, such as Horizon: Call of the Mountain, and the VR mode for newer games like Resident Evil: Village, all look and play far better on the new hardware. There are a few notable titles missing, primarily Astro Bot: Rescue Mission, however PSVR 2’s initial lineup does far surpass its predecessor’s. While the PSVR 2 isn’t backwards compatible with PSVR games, many games for that system have been ported or upgraded for the PSVR 2. PSVR 2: GamesĬomparing the libraries of the PSVR and PSVR 2 is a bit tricky. This allows for new ways to interact with games, as well as for developers to maximize the hardware with techniques like foveated rendering. One final area the PSVR 2 pulls ahead is with the eye-tracking technology. They also incorporate touch detection, so that the system can detect and display more natural hand gestures than would be possible with normal button presses. The new Sense controllers, unlike the Move, are made for VR with haptic feedback, far superior tracking, and adaptive triggers. This also allows for a passthrough view, where you can see the world around you without having to remove the headset, which also comes with its own haptic feedback motors. Instead of using external camera tracking lights, the PSVR 2 has four built-in cameras for a far more accurate inside-out tracking system. The field of view has been slightly expanded to about 110 degrees, but the real improvements are in the tracking. The PSVR 2 uses the new PlayStation 5 hardware, which allows the OLED screen to output a massive 2000 x 2040 resolution per eye at a maximum 120Hz refresh rate. It uses the PlayStation camera for tracking via lights on the front of the headset and the Move controllers. It has a maximum refresh rate of 120Hz, with a field of view of about 100 degrees. The PSVR is powered by the PlayStation 4, and the headset itself comes with a 5.7- inch OLED display that can output up to a 960 x 1080 screen resolution per eye. The device included a head unit with one OLED display per eye, stereo headphones, and an external processor unit with HDMI connections.Dreams live support is ending - and that’s a big misstep for PlayStationĭeath Stranding 2: release date speculation, trailers, gameplay, and more The HMZ-T1 and HMZ-T2 were Sony's final attempt at a head-mounted 3D device prior to the development of Project Morpheus and PlayStation VR. Some versions of the hardware included shutters that allowed the user to see through the display. The hardware went through almost half a dozen revisions between 19, which is when the final version was released. Some models of the hardware could create a 3D effect by displaying subtly different images on each screen. The Glasstron was a head-mounted display that looked like a headband connected to a set of futuristic sunglasses. It was never sold, but Sony released a different head-mounted display, the Glasstron, in 1996. One of Sony's first attempts at a head-mounted display was the Visortron, which was in development between 19. The PlayStation Move was designed with VR in mind even though it was released three years before Morpheus started. Although Project Morpheus, which grew into PSVR, didn't start until 2011, Sony was interested in virtual reality much earlier than that. PlayStation VR wasn't Sony's first foray into head-mounted displays or virtual reality.
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