PlayStation VR is compatible with PlayStation 5, and we’ve already seen some high-profile titles announced that will take advantage of the hardware, like Hitman 3. Of course, many are pondering whether Sony will build a new headset for its next-gen console, and while it’s yet to confirm its plans, it did reiterate its commitment to the sector in a financial report.
“Sony plans to provide content for a variety of game genres and formats,” it wrote, “and make advances in unique and interactive experiences such as VR.” It added that it intends “create a better user experience” that it believes will “maintain the momentum” of the PlayStation 4 and “promote a smooth transition to the PS5”.
It’ll be interesting to see what it’s got planned for PSVR as the generation unfolds. Obviously, right now it looks like it’s placing its emphasis on the existing headset and motion controllers, but we’re expecting it to introduce new hardware at some point in the coming years. Are you hoping for more virtual reality support from Sony? Enter a different dimension in the comments section below.
[source sony.net]
Comments 51
I love VR. What I hate is all the plugging in and out of the mountains of cables.
I’m sure there will be a new headset etc
Maybe next year sometime and hopefully
Lead less would be amazing.
My deal breaker for vr was the lack of creativity with the tech and everything looking like a budget $20 game due to the lack of horsepower, games like grounded or any of the survival games/Minecraft would be a good start and would appeal more to the masses.
Personally I'd like to see full VR compatibility for Ace Combat, Armored Core, a Gundam game or any mainstream FPS, Fallen Order would be a great title I think to play VR if done right or being able to play regular games as a TV alternative especially if you have a way to stream from your PS5
If WiFi6 delivers high speed transfer over a stable interferences free connection, PSVR2 will be wireless. 3 to 6 hours of battery life, and coupled with new move controllers, a new aim controller with haptic feedback and triggers. I’d also except to see haptic gears like vests.
I love VR and was quite sure that the extra power of the PS5 will make much better looking games in VR possible. Makes the waiting for PSVR 2 easier.
... Let's be real.. PSVR 2.0 will still have wires.. But it'll use new HD camera (I'm getting that at launch to avoid sell-outs) and a new set of controllers.. But that's it.. Higher res, more grunt, but nothing revolutionary.. And that's just fine by me.. New controllers with sticks, better tracking, better resolution.. That's all that's needed.. Coupled with 3D audio.. I'm ready to preorder now!
If they let folks upgrade different parts of the setup individually, for example if the new controlers/peripherals will still work with the original headset, i imagine that will earn a lot of goodwill with existing psvr users as well. Shouldnt be an issue as the headset is basically just a monitor for the user.
Exclusives matter
I'm fan of games that are VR optional, not required. I've had VR headset on my old pentium and it was fun to play DOOM, DOOM II and Duke Nukem 3D, but more fun was to play it normally on monitor. I see the problem that it is wired,so it is hardly limited. On the other hand I'm afraid even wireless it is still limited until some "moving floor", but cannot imagine how to achieve that technology to be massively manufactured for acceptable price and also so compact to be placed in ordinary living room...
@OneManDroid
The new WiFi and Bluetooth in the PS5 may increase the likelihood of a wireless PSVR?
I hope so.
@LN78 I agree. Headset is good enough but the controller's are a huge pain for anything more complicated than beat saber
@Si_Is_The_One It's only one cable...
@JJ2 It needs to power two screens at high FPS and resolution. So the battery needs to be very powerful (heavy and expensive), or lightweight and cheap, but it won't last as long as a result. I think I prefer a lightweight headset with a single cable. I can live with one cable, I don't play standing up anyway.
New controllers should be a priority.
Moves are 10 years old technology and it shows.
That's the reason why you can only play Vader immortal with teleport only on Psvr.
@Octane How? Power lead, hdmi, USB, camera, lead from box to vr, vr to headset. So... 5+1=1?
I've been wanting to get into VR, so I think PSVR2 will be where I jump in, especially if the previous games work with the new controllers.
@Si_Is_The_One because once you have everything set up the only cable you have to worry about is the one connected to your headset
@Chryssy75 not true plenty of games have full movement using just the move controllers
@Si_Is_The_One I plug in the blue cable and I'm set. Or are you dismantling the whole set up every time you're done playing VR?
https://psmedia.playstation.com/is/image/psmedia/zvr2-setup-06-psvr-eu-10oct17?$TwoColumn_Image$
I’m most excited about the new controllers and the motion technology that was shown individually tracking each finger independently. More immersion can only come from these advancements.
What a clickbait title. We learned absolutely nothing about the headset...
Anyways, the PSVR needs to be completely overhauled.
It needs a bigger FOV, MUCH higher resolution, completely new tracking system, new controllers, and a bigger sweet spot on the lenses while maintaining it's current refresh rate and comfortable fit.
I won't buy it for minimal upgrades.
I’d love to see new controllers drop in advance of the new headset. Bundle that with a good game we’re set. The Move ones are struggling a bit now.
A great advancement would be Half-Life: Alyx
Thanks.
@LN78 Yeah 100% new controllers are a must and ASAP. Supersampling on PS5 will mitigate some of the headsets lower resolution for the time being but I've had enough of the tracking issues with the current controllers
@Octane maybe he has V1 and has to bypass the box for HDR, my new setup allows me to have it constantly plugged in so I can just pickup the headset whenever I want to
@madcow78 haptic feedback vest...check out Woojer. I picked up their vest on Indiegogo and it’s amazing!! Decent battery life and “feel” great in games like Pistol Whip.
@Octane Yeah, I plug it all in, keep it like that for a few days, then have to put it away, as its in the living room.
@OneManDroid I’m betting PSVR2 will be similar to the Oculus Quest but have more processing power. Only time will tell though, and even if it has a wired connection, I’ll still buy it. I’ve thoroughly enjoyed PSVR as it currently is.
@Si_Is_The_One Fair, but that's like saying a console is a lot of hassle if you unplug the whole thing every time you're done playing. I've got mine set up in my TV cabinet, so I don't have to worry about it all.
@Octane he might be using better headphones than the clip in ones that were packed in. So that’s an additional cable. If he has any other accessories like a haptic vest, that’s another cable. It can be tricky. I have 3 cables when I play but I’ve made cable guides on my vest that keep wires at bay while giving me freedom to flail about lol.
While I don't relish the idea of purchasing all new controllers and headset, I do think a complete overhaul is needed. As it is now I can't see there being much room for growth in the area of VR games. Sure Beat Saber and 8 year old Borderlands 2 look great but I was kinda hoping for something more from next gen hardware. And obviously the PS3 move controllers aren't going to cut it either.
Controller wands must have analogs or sumthing for better movement.
@Si_Is_The_One think he means only one cable that you are actually tethered too. Thats all that really matters doesn't it?
Higher res and better controllers and tracking and I'm in for PSVR 2. Especially if it works with Beat Saber.
@LN78
This is so true
Heck if YouTube on my smartphone can stream to TV via my WiFi. I can't see why PS5 can't stream to PSVR2 also using WiFi. Create PSVR2 with WiFi tech instead of Bluetooth tech and we can have super fast streaming! And please let me use PSVR2 like a normal TV without switching on the console. If PSVR2 had webOS installed on it... Woohoo I could watch netflix, Disney, hulu, YouTube, etc. Maybe provide a simpler Tv style remote so we don't need to turn on PS5. PSVR2 should become the next replacement for TV. Portable Imax quality vision in your bag! Why not allow hotspotting from smartphone to VR visors so we can watch on the go?
Most people don’t know it but actually the panel on the PSVR is @ 120hz so it can do 120fps, the only big limitation is the PS4 itself. Resolution also not so bad if all games would run natively at 1080p. Tracking is not bad in the headset. They have to do something about the Move Controller. That’s just bad especially without any analog stick on it.
@bbq_boy that's not how any of that works though?
When you cast YouTube to your TV, your TV connects directly to YouTube, and your phone attempts to remain synchronised. Casting 4k, or even 720p, over WiFi from one consumer-grade piece of hardware to another would be a miserable experience full of stuttering, lag, and dropped frames.
To achieve the sort of experience you're taking about would require a level of hardware that would price itself out of the market, while being incredibly heavy and bulky due to battery requirements and heat dissipation needs.
With next gen hardware we might see some ability to use the headset wirelessly, but I wouldn't hold my breath, as that would likely place harsh limits on the data that can flow between the console and headset, which would limit any other advancements they might be hoping to make this generation.
I'd be flabbergasted if the headset worked on its own as a media device; consider the experience you get with smartphone VR (generally not great), and how much a decent smartphone costs. I don't see them wanting to add that to the cost of their headset.
@Si_Is_The_One Exactly this. I'll be plugging mine back in for Star Wars Squadrons, but I'm not looking forward to having cable everywhere.
The game for psvr everyone should give a chance is Dreams on ps4. Even with the old hardware, the move controllers, I can sit in a recliner, and create art in a way I've never believed could be done. It's absolutely mind blowing once you learn the tools, and it takes some time but once you do, they have done the most impressive job with accuracy. I'm telling you, get this game, you can learn how to develop videogames with it, you can make music, you can just mess around and use other people's creations, pick them apart to see how they programmed them.. it's an absolutely beautiful thing, and it's what I'm most excited for on the ps5, more memory. I love just getting on there and trying to recreate my home lol. It's hands down the best psvr game and I'm sure it will work with ps5. I have so much respect for some of the stuff I've see people make on there, if you like videogames and ever wondered how they work. Check out this overwhelming game. Don't just play other people's stuff, take the time to learn to create and use it as a tool, if you're into that kind of stuff.
Guys this taking out of context of a report is really misleading people. For instance this article is based on one phrase 'such as VR' , an other article is based on one sentence completely at the end about exploring to PC. Another about buying more studios that's misleading too. It actually doesnt say anything new other than we know it's possible.
I know every gaming site news does it (or maybe not every one?) but it would be a lot more relevant to have one article summarise the report and give a better context. More professional stuff instead of tabloid like news if you will.
That's what I think.
Cheers
@Si_Is_The_One I agree completely, the moment it becomes wireless is the day I buy one
@DeadManInBlack agree with too many tech demos. Not enough full games. I get it that devs hadn’t had time to really make games and expect it to be worth it money wise but the amount of short experiences was getting old real quick
Makes me wonder if it hurt VR in the long run instead of making more fans with some full fledged games
That being said resident evil 7 in VR is to this date still one of the better Full VR games I’ve played. And that was done relatively early in psvrs life cycle. So no great excuses as to why more devs haven’t come up with some longer games. I’d even take ports in the short term. Had loads of fun with Skyrim in VR and it’s old and not even optimized.
VR is really damn expensive. 😟
I wish the VR play implemented as Optional choices, not as Mandatory way to play.
@Si_Is_The_One no to mention the first box that came bundled isn't hdr passthrough, so another cable to unplug.
PSVR 2 having wires is absolutely not ok. I feel like I have to solve a complex maths problem every time I use my PSVR. I haven’t used it in months which is a shame as it’s great. Don’t forget wiring in the headphones too. I just can’t be bothered. Wireless headset and wireless headphones syncing automatically would be a game changer for me.
@theheadofabroom is the power demand that high though? If some of our tiny smartphones can run videos on 3500mah batteries for over 6-10 hours continuous playback. A vr headset screen is physically similar size screen to a large smartphone without all the chips or software to run a multitude of apps. A dedicated chip for WiFi, a battery, a sound chip, a teeny motherboard and a visual processor is all it needs (plus a few other bits) ! Haha OK I'm limited by my small electronics knowledge. Let's hope some tech genius can create this lightweight visual, wireless, fashionable tech for the near future
@bbq_boy So the difference here is between replaying captured 3D content and creating it on the fly.
There's a vast difference between the hardware required, say, to play a Blu Ray disc of Lord of the Rings, and to render graphics of that quality in real time, and the same is true of rendering VR.
You can conceptualise this as that your games console or PC takes your input and uses it to record a small slice of the film, which is then played back on your TV, phone, headset or whatever. In order to make the experience interactive, you need to be able to do this quickly after receiving input. We can refer to the time it takes between pressing a button, moving the joystick, or any other type of input, and your eyes receiving feedback that something has happened as the overall gameplay latency. This is actually the sum of the latency between the controller and console, the latency between the console receiving input and it being processed, and the latency between the console drawing a frame and it reaching your eyeballs.
Controller input is relatively uncomplicated and we've seen a more to wireless controllers as input latency has become less of an issue, but you'll still see people in esports who use entirely wired equipment to minimise this latency. This is because there are extra steps between pressing a button and the computer receiving input: with a wire you press a button, and the signal is encoded before being sent down a copper wire at approx the speed of light where it is all but guaranteed to be received by the console and acted on immediately. With wireless tech however you need to encode that button press to a wireless protocol, and broadcast into your home, for a receiving device to listen out for, reencode to the protocol the console uses for input, and then send it to the console. During that broadcast step there's all sorts of interaction with other sources of EM radiation in your home such as mobile phones, WiFi, unshielded power supplies etc, which mean that the signal has to be sent in a much more robust fashion to up the odds of it being received correctly. I'm not going to go into the technical details of that because it's a rabbithole and I'm already way over on characters.
The upshot is essentially that a wired peripheral is able to be an extension of the console rather than a wholly separate device, which allows for shortcuts to be taken in latency.
The middle section of the latency equation is something that is only going to improved by next-gen hardware.
Now we're on the home straight, getting the rendered frames to your eyeballs. You've got a few orders of magnitude more data to deal with here than we did for controller input, even if we take an entirely naive approach to rendering, so it's going to take a lot more hardware to encode and decode that information, as well as bandwidth becoming an issue. Ignoring audio and haptics for a moment, and assuming we're talking about a 1440p resolution, this means for each frame of gameplay, each eye needs to receive about 12MiB of raw BMP data. This can almost certainly be compressed, but that's going to add more latency, so let's talk about raw data first before considering compression: you have two eyeballs, otherwise VR isn't going to make a difference to you over sitting close to your TV, so that's 24 MiB of data per frame. To not get motion sickness you're going to need 90FPS, so that's a little bit over 2GiB of data per second, and data transfer rates tend to be measured in bits per second, not bytes, so your eyeballs need a reasonable bit over 16Gb/s of raw data, which is simply too much for a single datastream. The h.264 video codec could probably compress that at a rate of about 2000:1 without you noticing too much difference, so down to a more manageable 2Mb/s, but then you're talking about a some high end hardware to do the encoding, and some power-hungry hardware to do the decoding on the headset. And latency - a lot of latency. Other codecs can give you
So that 90FPS figure we were talking about - that means you have about 11ms to render each frame and get it to your eyeballs, and that's difficult. Without achieving this your player will get motion-sick though so it's necessary, and you can't render data ahead-of-time because you don't know what the player's input will be. Or can we?
So it turns out people are a lot more sensitive to camera latency than anything else. A noticeable delay between moving your head and what you can see makes you feel ill, but a delay of even a quarter second between pulling a trigger and a gun firing is a slight annoyance, which means we can get away with more processing and input latency if we render a wiser field-of-vision and allow the display logic to select which parts of that to present to the eye. You want to leave this as late as possible to minimise the latency between a head-turn and a perspective change, so you want this to be after any heavy codecs have run over the data. In a wireless headset this means even more expensive and power-hungry hardware feeding off your battery, whereas with wires that can all be done in-console, putting another nail in the coffin.
Hmm apologies for the length of my last comment - was trying to find out the length limit before editing down by messing around in the browser console and accidentally bypassed it, resulting in the wall of text going through. (Reasons not to trust front-end validation #5051, it should only ever be used for providing more user-friendly feedback)
If any mod sees this, could I get feedback as to what the actual post-length limit is, and maybe suggest putting that in the error message, if not having a countdown below the composition box (like most social networks do)
@theheadofabroom remember the days when bordered games became a thing of the past when tvs hit 16:9 resolution? Or how music on Sony discman moved to tiny mobile phones using mp3 music? I'm guessing many engineers said it couldn't be done... And another half said we'll make it happen! Well I'm in the second camp. Occulus quest is wireless on PC and yeah it's not 'quite there yet' but it is getting there. we'll be having ray tracing power on next gen consoles this year! 2 years ago many would argue too pricey and only for power pc rigs. yet here we are so close, and affordable too. All the tech issues you've mentioned are just tech issues. See how our phones can charge fully in under an hour? 3 years ago nothing came close to that level of charge in such a speedy short period of time and yet here we are. With half-life alyx, star wars squadron, hitman vr coming out from big studios... Something tells me VR will be huge when it goes wireless and provide a decent sharp smooth-moving image... And soon!
@bbq_boy by no means am I saying it can't be done. It absolutely will. We just can't do it yet in a way that's cost effective. I wouldn't be surprised if we saw it for the next generation after the PS5, or even later in this generation. I just don't think we'll see it in the next 3 years, and PSVR2 seems closer than that.
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