![]() The Sense controllers feel a little more sleek than the Quest 2 Touch controllers, as if they're part spaceship. The Sense controllers are a long-awaited upgrade, and they're all you'd expect them to be. Sony never had a true dedicated game controller for VR before - the original PSVR made you use the terrible old PlayStation Move wands. Josh Goldman/CNET The controllers: Pretty stellar It ends up suggesting a play area based on that, but you can adjust the drawn boundary to your liking. The PSVR 2 scans your room, meshing out a play area by painting your walls and obstacles with polygons, similar to AR headsets I've tried like the Magic Leap. The new controllers can track movement in space and also have all the buttons, analog sticks and triggers that other VR controllers enjoy. Four built-in cameras on the headset handle all the room tracking, so you don't need a camera mounted on your TV like with the older PSVR hardware. Setup and functions feel very similar to the Oculus Quest. That said, the black-and-white passthrough cameras offer sharper detail than the Quest 2 cameras do, although they aren't in color like the Quest Pro. A recessed power button at the bottom of the headset is hard to fumble for, and a button triggering the passthrough cameras to see around you is less easy to find than, say, double-tapping on the side of the Quest 2. ![]() The headset controls aren't easy to access with a headset on, though. Sony's setup software makes adjusting the fit pretty easy. Besides sliding in closer or farther from your face, there's also a dial to adjust the distance between lenses (called IPD, or interpupillary distance) to fit different eyes. The headset is reasonably adjustable, too. The PlayStation VR2 (left) next to the original PlayStation VR (right) - a similar headband-type visor fit for each, with improved lenses and design on the PSVR 2. (Tip for glasses-wearers: Make sure the headset's moved close enough to your glasses.). I've had problems having eye tracking work with my thick glasses in VR before, and it took a few tries to set up the PSVR 2 for it to finally work. ![]() In Horizon: Call of the Mountain you can navigate menus and aim with your eyes, and games like Tentacular and Rez Infinite use it, too. Some games also use eye tracking for experimental controls. ![]() PSVR 2 games use a technology called foveated rendering that optimizes graphics quality only where it senses your eyes are looking directly, which can boost graphics without you noticing the missing detail around the edges. The Meta Quest Pro has eye tracking but doesn't use it much in its early apps and games. There's also eye tracking, a feature likely coming to a lot more VR headsets. Note that the earbuds slot into little holders on the headband - kind of weird. Lens distance is controlled by a dial, and the headset can be adjusted in and out with the other side button. It sounds crazy, but it adds a basslike kick in cinematic experiences, and feedback that works with the controller haptics to make environments feel even more immersive.Ī look at the hardware from above. The PSVR 2 also has two features you won't easily find anywhere else.īuilt-in headset vibration kicks in with some games, feeling like a rumble for your face. It feels like a pretty inelegant audio solution for a high-end headset. It feels like I might damage the buds when I pull them back out, though, or leave some ear gunk in there. (The Pulse USB adapter slots into one of the PS5's USB-A ports, while the PSVR 2 goes into the front USB-C port.) Weirdly, the headband has its own earbud storage of a sort: You pop the buds into weird, little grippy cut-out holes. The headset also works with Sony's over-ear Pulse 3D wireless headphones, which sound much better - but they also made my face sweat more. The 3D audio sounded just OK to me, but you can plug in your own headphones. Putting in the buds means isolated sound, but you won't be able to hear others around you (something I often need when playing around kids to make sure I'm not ignoring them). The PSVR 2 doesn't have off-ear ambient audio like the Quest 2 and other headsets often do. A pair of plastic buds on a plastic bracket pop into the headset's rear strap and dangle down. The audio's less impressive, at least with the included earbuds. I do, however, sense a bit of blur or bleed when I move my head at high speeds, a bit more than I've noticed on the Quest 2 or Quest Pro. That being said, it's vivid, detailed and bright, with a 110-degree viewing area that's larger than the Quest 2. Meaning that I can still make out a bit of pixelation. ![]() The 2,000x2,040-per-eye resolution feels sharp, although not quite "retina-level" resolution like you'd get on a 4K TV or your phone. The OLED HDR displays are pretty great, too. Same design concept, but a big improvement this time around. The PSVR 2 (left) next to the original PSVR (right). ![]()
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