Tobii könnte Eye Tracking für PSVR 2 liefern

Wie Tobii mitteilt, befindet sich das Unternehmen gerade in Verhandlungen mit Sony, bei denen es um ein Eye Tracking-Modul für die PSVR 2 geht.

Tobii könnte Eye Tracking für PSVR 2 liefern

PSVR 2

Das Unternehmen Tobii hat langjährige Expertise im Bereitstellen von Eye Tracking-Lösungen für VR-Brillen. HP, Pico und HTC setzten bereits seit Jahren auf Tobii und nun könnte auch Sony bald zum Kundenkreis gehören. Da von HP, Pico und HTC das Eye-Tracking nur für Unternehmen angeboten wird, könnte der Deal mit Sony der bisher größte VR-Deal für Tobii werden.

Die heutige Pressemitteilung enthüllt, dass zwischen Tobii und Sony Verhandlungen laufen. In diesen Verhandlungen soll geklärt werden, ob Tobii Lieferant für das Eye Tracking der PlayStation VR 2 wird. In der Mitteilung heißt es : “Diese Informationen sind Informationen, die Tobii AB (publ) gemäß der EU-Marktmissbrauchsverordnung veröffentlichen muss”.

Spannend ist die Frage, warum überhaupt noch verhandelt wird. Immerhin gibt es bereits eine Produktseite zur PSVR 2 und der Release scheint nicht in ferner Zukunft zu liegen. Eventuell hat sich Sony kurzfristig entschieden, nicht auf eine eigene Eye Tracking-Lösung zu setzen.

Wir hoffen, dass die neue VR-Brille noch rechtzeitig erscheint, um in diesem Jahr unter dem Weihnachtsbaum zu liegen. Sofern es neue Informationen von Sony gibt, erfahrt ihr sie auf unserem Blog.

(Quelle: Upload VR)

Der Beitrag Tobii könnte Eye Tracking für PSVR 2 liefern zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

A Sony Patent Could Bring Next-gen Fresnel Lenses to PSVR 2

We learned last week that PSVR 2 will use Fresnel lenses, which have a range of advantages over traditional lenses, but also come with a big downside: god rays. However, Sony may have a trick up its sleeve that could give the headset’s Fresnel lenses a big advantage over the competition.

As we explained last week with the revelation about PSVR 2’s lenses, every major consumer VR headset on the market has moved to Fresnel lenses, but they unfortunately come with one major downside and that is ‘god rays’. This is a visual artifact that’s especially prominent with high-contrast elements (like white text on a black background) which appears to show streaks of light radiating outward from the center of the lens. This is a lens-dependent issue; no matter how much resolution you pack into the display or what kind of display you’re using, the image will always be negatively impacted by god rays.

A comparison between a Fresnel lens (1) and a traditional lens (2). The Fresnel lens has the same overall curvature but in a more compact package.

The industry at large has leaned into Fresnel lenses seemingly because they offer greater flexibility for optical designs that are light and compact. High-end optical systems (like the lens of a DSLR) often stack multiple lens elements in a row to achieve the desired optical characteristics, but this has been largely avoided for VR headsets due to the additional cost, complexity, and size that can come with multi-element optics.

Are we forever doomed to suffer god rays in VR headsets with Fresnel lenses? Maybe not. And PlayStation 2 might be the first headset to truly address the problem.

A patent granted to Sony in 2020 proposes a “method of manufacturing the Fresnel lens which can suppress [god rays] […].”

The patent describes adding a “light absorbing portion” to the surfaces of the Fresnel lens that don’t actually contribute to the overall shape of the lens (the back-side of the ridges). This would, in theory, reduce god rays by preventing light from being scattered by those parts of the lens. The patent shows several arrangements for the light absorbing portion, both on the surface of the lens and embedded within it.

If you’ve ever seen a Fresnel lens in a modern VR headset then you know how tiny the ridges of the lens can be. Placing a light absorbing material only on those parts of the lens that are undesirably would understandably be difficult.

HP’s Reverb G2 headset; zoom way in to spot the tiny Fresnel ridges in the lens | Photo by Road to VR

Sony’s patent proposes several different methods for manufacturing such a lens. One of which involves applying a ‘mask’ (which blocks light) over the entire lens surface, and then, using some kind of exposure technique, removing only portion where light is desired to pass through.

Another method proposes starting with the light absorbing material already shaped and then forming the lens around it so that the ridges align just right with the light absorbing structure.

It’s an interesting idea and, to our knowledge, not one that’s been employed in a VR headset yet.

– – — – –

As ever, big companies like Sony file lots of patents and many of them never become products. There’s no telling whether the methods described are even practical for mass manufacturing. So it’s tough to say if this might end up in PSVR 2, but the option is on the table.

At a minimum we at least know that Sony filed the patent with VR headsets in mind. While this patent could easily apply to the company’s many other optics-related business interests—they make their own high-end cameras and lenses, after all— this patent was specifically filed by Sony Interactive Entertainment, the division of the company responsible for PlayStation. What’s more, the patent specifically mentions using two Fresnel lenses in front of a display for use in a “head mounted display.”

It’s unlikely that we’ll get any more details on PSVR 2’s lenses before the company reveals the final design, which is expected sometime this year.

The post A Sony Patent Could Bring Next-gen Fresnel Lenses to PSVR 2 appeared first on Road to VR.

Update: PSVR 2 to Include Tech from the Biggest Name in Eye Tracking

Tobii, a global leader in eye-tracking, announced earlier this year that it was in talks with Sony to include its tech in the upcoming PlayStation VR2. Now the company has confirmed its eye-tracking is integrated in PSVR 2.

Update (July 1st, 2022): Tobii has officially announced it is a key manufacturer of PSVR 2’s eye-tracking tech. The company says in a press statement that it will receive upfront revenue as a part of this deal starting in 2022 and revenue from this deal is expected to represent more than 10% of Tobii’s revenue in 2022.

“PlayStation VR2 establishes a new baseline for immersive virtual reality (VR) entertainment and will enable millions of users across the world to experience the power of eye tracking,” said Anand Srivatsa, Tobii CEO. “Our partnership with Sony Interactive Entertainment (SIE) is continued validation of Tobii’s world-leading technology capabilities to deliver cutting-edge solutions at mass-market scale.”

The original article follows below:

Original Article (February 7th, 2022): Tobii released a short press statement today confirming that negotiations are ongoing, additionally noting that it’s “not commenting on the financial impact of the deal at this time.”

It was first revealed that Sony would include eye-tracking in PSVR 2 back in May 2021, with the mention that it will provide foveated rendering for the next-gen VR headset. Foveated rendering allows the headset to render scenes in high detail exactly where you’re looking and not in your peripheral. That essentially lets PSVR 2 save precious compute power for more and better things.

Founded in 2001, Tobii has become well known in the industry for its eye-tracking hardware and software stacks. The Sweden-based firm has partnered with VR headset makers over the years and can be found in a number of devices, such as HTC Vive Pro Eye, HP Reverb G2 Omnicept Edition, Pico Neo 2 Eye, Pico Neo 3 Pro Eye, and a number of Qualcomm VRDK reference designs.

It’s still unclear when PSVR 2 is slated to arrive, although it may be positioned to become the first true commercial VR headset to feature eye-tracking—that’s if PSVR 2 isn’t beaten out by Project Cambria, the rumored ‘Quest Pro’ headset from Meta which is also said to include face and eye-tracking.

PSVR 2 Product Page Reveals New Details on Optics & Displays

An official product page for PlayStation VR 2 confirms some new details on the headset’s optics and displays. Although the page signals that PSVR 2 is getting ever closer to becoming a reality, we still don’t have a release date or a look at the headset itself.

Last month Sony shared the first solid specs and info on PSVR 2, which we covered in-depth here. Now a new official website for PSVR 2 has sprung up and revealed a few new details.

Beyond what we already knew about the headset, the new page confirms that PlayStation VR 2 will use Fresnel lenses. This is a fairly big change compared to the aspheric non-Fresnel lens used in the original PSVR headset.

A comparison between a Fresnel lens (1) and a traditional lens (2). The Fresnel lens has the same overall curvature but in a more compact package.

Fresnel lenses use concentric ridges to condense the geometry of a lens into a thinner package, thereby reducing size and weight. This can allow the lens to achieve optical characteristics which might otherwise result in an impractically large traditional lens. However, Fresnel lenses are also known to introduce additional artifacts like ‘god rays’ and edge glare.

The vast majority of VR headsets on the market have moved to Fresnel lenses, likely due to their flexibility for optical design, despite some of the negatives that come attached. The original PSVR is famously the only headsets on the market in its class that didn’t use Fresnel lenses, so it’s interesting to see PSVR 2 making the jump.

Beyond the use of Fresnel lenses, the PlayStation VR 2 product page also confirms that the headset will have two independent displays, one for each eye.

We already knew that the headset will have a 2,000 × 2,040 per-eye resolution, but it was previously unknown whether this would come in the form of a single 4,000 × 2,040 display, or two 2,000 × 2,040 displays.

It might seem like a minor detail, but splitting the display into two means more flexibility for the headset’s IPD adjustment (the distance between the lenses).

On headsets with a single display, like Quest 2, when you adjust the IPD you’re merely sliding the lenses along the display. This can leave some unused resolution on the table or make it easier to see the edges of the display depending upon what the IPD is set to.

In headsets with two displays, each lens is typically mounted directly to the display itself; when you adjust the IPD the display and the lens move together. This makes it easier for the headset to accomodate a wider IPD range without potentially revealing the edges of the display or giving up any resolution to account for the adjustment.

PSVR 1 display and housing | Photo courtesy iFixit (CC BY-NC-SA 3.0)

The original PSVR used a single display and didn’t include any IPD adjustment. PSVR 2 on the other hand will have two displays and an IPD adjustment, allowing users to dial the lenses into an ideal position. It’s been previously confirmed that the displays will be OLED and support up to a 120Hz refresh rate.

So far the IPD range for PSVR 2 is unknown, but the product page makes mention of an “adjustment dial” which suggests that the range will be continuous rather than discrete.

All the way at the bottom of the product page you can also choose to sign up to be notified for when PSVR 2 pre-orders go live. We still don’t have a release date or even pre-order date, but it’s increasingly looking like the headset will launch this year.

For a deeper dive on what’s known about PSVR 2 specs so far, check out our article comparing the new headset with the original.

The post PSVR 2 Product Page Reveals New Details on Optics & Displays appeared first on Road to VR.

PSVR 2 Gets An Official Web Page With Pre-Order Notification Sign-Up

PSVR 2 now has an official web page.

As spotted on Reddit, Sony launched the new page recently, though it largelly reiterates what we already know about the device. It talks about the new Sense controllers, the eye-tracking and headset vibration as well as the 4K HDR visuals and inside-out tracking. There’s also mention of the headset’s first officially confirmed game – Horizon Call of the Mountain.

What it doesn’t have, unfortunately, are any pictures of the headset itself, which is still under wraps despite specs and Sense design having been known for some time now. We’re hopeful that Sony might show more of the device at upcoming industry events like the return of the Game Developers Conference in March.

Finally, right at the bottom of the page is a sign-up form to get notifications about the headset. This includes “game announcements, release dates and when you can pre-order your headset.” You need to sign up via your PlayStation account.

The page doesn’t make any mention of a release window for PSVR 2, which is something that remains in question. We’re hoping for a holiday 2022 release window for the device, but the ongoing component shortage could possibly push it back further. Sony itself recently cited the shortage as reason for slowed sales of the PS5 console compared to the PS4.

We’ll bring you more on PSVR 2 just as soon as we have it. For now, you can catch up with everything we currently know about the device right here, and we’re keeping a list of rumored and confirmed games for the kit here, too.

Sony Encourages Global Game Jam Participants to Embrace VR

Tomorrow marks the launch of the 10-day Global Game Jam (GGJ) 2022 and Sony Interactive Entertainment (SIE) really want those taking part to consider adding a virtual reality (VR) element. With PlayStation VR2 on the horizon, SIE is sponsoring a ‘Diversifiers’ segment geared around VR and eye-tracking.

PlayStation VR2

GGJ 2022 is the biggest event of its kind in the world, where developers gather in their respective regions to build videogames within a certain time frame and if they really want to, particular design constraints. The theme this year is Duality but participants can add a little more flavour and excitement to the experience by incorporating one of the many GGJ 2022 Diversifiers.

And that’s where SIE comes in, as the company just so happens to be sponsoring the Be Visionary diversifier. This asks developers to: “Enable VR support in your game, and/or implement eye-tracking capabilities as part of your game play.” Well, if you’ve been following all the Sony VR news of late you’ll know that the specifications for PlayStation VR2 have recently been confirmed and that eye tracking is a core feature of the new headset.

This is an obvious attempt by SIE to encourage more indie teams from around the world to consider VR development, specifically for the new headset. This is nothing new as PlayStation has a long history of encouraging indie projects. One of the most prolific when it comes to VR is the SIE Spain PlayStation Talents programme which has delivered Intruders: Hide & SeekDo Not Open and Neon Hat.

Do Not Open

Whether anyone takes up the mantle of trying to build a VR title that includes eye tracking in the time available is another matter entirely. Whilst GGJ 2022 is active for 10 days, just like any other hackathon event participants only have 48 hours to take an idea and make a playable videogame. Site organisers can hold their 48-hour game jam at any time within those 10 days but the global deadline for submissions is 5PM on 30th January 30th.

Hopefully, someone will consider the challenge and come up with something awesome. Who knows, SIE might just want to develop it further.

As for PlayStation VR2, while we know the internal specs, details regarding what it looks like, its price and when it’ll arrive are still elusive.

For any further VR updates from GGJ 2022, keep reading gmw3.

5 Sony Exclusives We’d Love To See On PSVR 2

It’s official — Sony recently announced specifications for PSVR 2 and a new game based on the Horizon franchise to go with it.

While we wait for more details on the headset design, pricing and launch window, we thought we’d run through a few Sony-exclusive franchises that we’d love to see make the jump to PSVR 2 during the PS5 generation cycle.

These are all pure speculation — it’s a hypothetical wishlist of what we want to see most! If you want a list of everything confirmed and rumoured game coming to PSVR 2, we have that as well.

Honorable Mentions

Two honorable mentions before we move on — the Uncharted and God of War franchises.

Both of these could be fantastic in VR, but we’re a bit unsure how they would tie it in and what the gameplay would look like. These games lean so heavily on providing players with a third-person cinema-like experience, so the initial gameplay hook to transfer across to VR isn’t as clear.

That being said, Sony are doing something similar with Horizon Call of the Mountain,  so maybe it’s not such a stretch to imagine a similar treatment for Uncharted and God of War.

5. Little Big Planet/Sackboy

After a trilogy of original Little Big Planet games and a recent spin-off platformer, Sackboy: A Big Adventure, it would be cool to see the franchise add a VR game to the collection.

Given the Sackboy release on PS5 went a bit under the radar, maybe Sony could update the game with a free and separate PSVR expansion that channels their previous PSVR platformer, Astrobot? It could feature original levels alongside reworked mechanics that take advantage of VR, which would be a nice way to boost the original release while providing something fresh for PSVR 2 owners.

4. Ratchet & Clank

After a stunningly beautiful outing on PS5 with Ratchet & Clank: Rift Apart, it would be awesome to see Insomniac leverage its experience with VR to create some kind of Rift Apart-adjacent experience with PSVR 2 support.

What form would a Ratchet & Clank game take in VR? No idea, but it would be cool to see — especially if you could witness the jaw-dropping graphics from Rift Apart in a VR headset. And we’re sure the developers could cook up plenty of inventive new weapons to wield.

3. Ghost of Tsushima

While this almost falls into a similar category as God of War and Uncharted, Ghost of Tsushima perhaps holds a bit more potential for a great PSVR adaptation.

Imagine a new, made-for-VR Tsushima release that focuses on first-person stealth and light samurai combat, while keeping the absolutely gorgeous and show-stopping art style from the original 2020 release.

It’s possible that developers Sucker Punch are working on a sequel for PS5 already and we know Sony wants to push for its upcoming AAA PS5 experiences to include VR support. If the sequel is similar in style to the first, then it probably wouldn’t lend itself to a Hitman 3 scenario where the entire game supports both traditional and VR modes. However, a separate PSVR-focused mode could be a lot of fun.

2. Gran Turismo 7

Out of everything on this list, Gran Turismo 7 perhaps has the most chance of supporting PSVR 2 in some form. Not only does the genre and gameplay lend itself to VR quite easily, but series creator Kazunori Yamauchi didn’t say no when questioned last year.

To be fair, he didn’t say yes either — he said the team wasn’t able to talk about PSVR yet, one way or the other. The game is set for release in March on PS5 — we’re hopeful that an update with PSVR 2 support might arrive later down the line. Or at the very least, something a bit bigger than Gran Turismo Sport’s limited time trail and AI race modes for PSVR would fit the bill as well.

1. Insomniac’s Spider-Man

Given the Spider-Man fervor across all media in the last few years, it would be pretty surprising if we never saw some kind of Insomniac Spider-Man release for PSVR 2 in the next few years — especially given the studio has worked with VR before.

We know that Spider-Man 2, Insomniac’s PS5-exclusive sequel to the 2018 hit, is in development. However, adding PSVR 2 support to the entire game seems unlikely. Insomniac could instead opt to add a mode (or even a separate, standalone release) that lets you play a short and focused experience as Spidey using PSVR 2, akin to Rocksteady’s Batman: Arkham VR.

Even just a definitive, polished minigame that lets you swing around Manhattan as Spider-Man would be fantastic — many others have tried to do something similar, both officially and unofficially.


What Sony franchises do you want to see on PSVR 2? Let us know in the comments.

No New PSVR Games Made Sony’s 2021 Top-Selling VR Apps

Just as Steam saw no new games in its list of best-selling VR titles for 2021, PSVR’s top 10 best-sellers for the year is devoid of new titles.

Sony released the list of the top 10 selling titles for PSVR on the PlayStation Store in both the US/Canada and EU territories yesterday. To be clear, these sales don’t count physical games, nor does the PSVR chart track games with optional support like Hitman 3 and No Man’s Sky.

The top three for both lists are identical: Superhot comes in third, Job Simulator in second and Beat Saber at the top. This is hardly surprising – Beat Saber has been the best-selling PSVR app on the store every month for over a year now, and Job Simulator and Superhot (both of which were PSVR launch titles) were always in the top 10, too. Check out the full list below.

PSVR Games 2021

Things do get a bit more interesting after the top three. The most recent release on the list is Sinn Studio’s Swordsman VR, which released in September 2020 and hits the fifth spot in both regions. Astro Bot also squeezes into the tenth spot in the EU and Survios’ take on The Walking Dead, Onslaught, ranks in the US too (and the infinitely better Saints & Sinners features in both).

But it’s still a shame not to see any genuinely new PSVR games make the grade last year. In fairness, it’s not too surprising – it’s hard for new titles to break past well-established releases and even the list of 10 best-selling PS4 games only has one genuinely new release for the year. PSVR also undeniably had a quiet 2021, but there were a handful of big releases including new shooters like Doom 3 VR and Fracked as well as other types of experiences like Arashi: Castles of Sin and Song in the Smoke (which was our personal pick for PSVR’s best game of 2021).

Still, with PSVR 2 on the horizon and hopefully releasing this year, we’re hoping that 2022 manages to shake up the sales charts for Sony’s VR efforts. Not to mention that are some big PSVR titles on the way like Zenith.

Sony Won’t Say If PSVR 2 Is Releasing This Year (Yet)

It appears that Sony is tight-lipped on if PSVR 2 will be releasing this year.

Following last week’s official reveal of the headset’s name and specs, Axios’ Stephen Totilo noted that he had reached out to Sony to ask two key questions about the device. First, Totilo asked if PSVR 2 would be backwards compatible with the original PSVR and its library of content. He also asked if it would release this year.

According to Totilo, Sony declined to comment on each point.

Sony Silent On PSVR 2 Release Date

This perhaps isn’t too surprising given that companies often have dedicated beats for when and where they’ll reveal details such as this, but it is somewhat curious that Sony hasn’t confirmed a broad 2022 release window for its next VR headset yet.

The headset was first announced in early 2021 and UploadVR was the first to reveal specs for the device around the middle of the year, so it’s clear that many details about the kit have been nailed down for a long time. Plus, revealing information at CES in the first week of the year does suggest that you’re firing the starting gun for a months-long promotional plan leading up to a release somewhere around the holiday season. That’s exactly what Sony did with the PS5 two years ago, for example.

But it’s very possible that the ongoing component shortage that has plagued the rollout of so many electronic devices — not least of which the PS5 — is having an influence on Sony’s plans. With so much up in the air and different manufacturers offering differing opinions on when the situation might be resolved, the company might not yet be able to commit to a 2022 release date even if that is the plan.

But, regardless of the silence, we’re fully expecting to at least hear much more about PSVR 2 this year. Stay tuned to UploadVR, where we’ll bring you all the latest on the headset.

PSVR vs. PSVR 2 – How Far Has PlayStation VR Come Since 2016?

PlayStation VR 2 isn’t here quite yet, but this year Sony revealed the first detailed specs for the headset. Comparing PSVR vs. PSVR 2 specs side-by-side shows us how much has changed since Sony’s first consumer headset released in 2016.

Update (March 8th, 2022): We’ve updated this article and the PSVR 2 spec sheet with the latest info and images now that Sony revealed the final design of PlayStation VR 2.

Among the major players in the VR space, Sony has bided its time on a follow-up to the original headset. Assuming the company’s next-gen VR headset is released this year, around the same time of year as the original, it will be six years between PSVR and PSVR 2.

The original PSVR was released about six months after the first major consumer VR headsets—HTC Vive and Oculus Rift—hit the market back in 2016. However, HTC, Oculus, and others have released many new headsets in the interim. To its credit, PSVR managed to feel competitive for many years after its release, but eventually began to feel dated as the rest of the pack charged ahead into VR’s ‘gen-2’ epoch.

Now here we are in 2022 with PSVR 2 on PS5 set to bring new life to Sony’s VR ambitions. Let’s take a look at how PSVR and PSVR 2 specs compare:

PSVR vs. PSVR 2 Specs

PSVR 2 PSVR
Resolution 2,000 × 2,040 (4.1MP) per-eye, OLED, HDR 960 × 1,080 (1.0MP) per-eye, RGB OLED
Refresh Rate 90Hz, 120Hz 90Hz, 120Hz
Lenses Fresnel Single element non-Fresnel
Field-of-view (claimed) 110° (diagonal presumed) 100° (diagonal presumed)
Optical Adjustments IPD, eye-relief Eye-relief
Connectors USB-C (no breakout box) USB, HDMI (breakout box)
Cable Length unknown 4.4m
Tracking Inside-out (no external beacons) Outside-in (external camera)
On-board cameras 4x IR (external), 2x IR (internal) None
Input PSVR 2 Sense controllers (rechargable), eye-tracking DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice
Audio 3.5mm aux output 3.5mm aux output
Microphone Yes Yes
Haptics Controllers, headset Controllers
Weight < 600g 600g
Release Date Expected late 2022 or early 2023 2016
Console Compatibility PS5 (backwards compatibility not expected) PS4, PS4 Pro, PS5

PSVR 2 Specs – Beyond the Numbers

It’s easy to get lost in the numbers so let’s really break down the major changes between the headsets.

Resolution, Field-of-view, & HDR

For one, PSVR 2 has about four times the pixel count of PSVR. All things being equal, that means images inside the headset would look about four times sharper, which is a substantial improvement.

However, we know that all things won’t be equal. Sony quotes the field-of-view of PSVR 2 at 110° compared to 100° for PSVR 1. That means that while PSVR 2 has many more pixels, they’ll be stretched over a slightly wider area. Overall the sharpness of the headset should still be substantially better, but not quite as much as the sheer increase in pixels would suggest.

As for the field-of-view itself, 100° to 110° isn’t a huge leap, but you’d surely notice it if you compared the headsets side-by-side.

Unless a surprise headset beats it to the punch, PSVR 2 will be the first commercially available VR headset to launch with an HDR (high-dynamic range) display. That means it’s capable of a much wider range of brightness than a typical headset. Functionally this means the headset will be able to produce scenes with more life-like brightness which could improve immersive considerably.

Personally I’ve never seen an HDR display in a headset… nor do I know anyone who has (that’s allowed to talk about it). I’ve seen plenty of HDR TVs and phones, but because of the unique way that VR displays typically work (with things like low-persistence), it’s tough to know if HDR on PSVR 2 will be directly comparable. So at this point it’s unclear if HDR will be a ‘nice to have’ feature, or something that defines the headset compared to its contemporaries.

Lenses & IPD

PSVR 1 lens | Photo courtesy iFixit (BY-NC-SA)

The original PSVR is famously the only headsets on the market in its class that doesn’t use Fresnel lenses, which are known to cause glare (in exchange for other benefits). PSVR 2, on the other hand, will be following the rest of the industry as it moves to Fresnel lenses.

The lenses in the original PSVR had a large enough eye-box that Sony didn’t feel the need to include an IPD adjustment (which adjusts the lenses to match the distance between your eyes). However, PSVR 2 does have an IPD adjustment which is a good idea for many reasons, so we’re glad to see this addition.

Ease-of-use & Tracking

Even though this reads minimally on a spec sheet, this is a huge deal for PSVR 2—no more breakout box and no more external camera.

PSVR 1 setup diagram | image courtesy Sony

PSVR 1 ships with a large breakout box that accepts two plugs from the headset that run along a thick cable. The breakout box has to be connected to the host console by a USB cable and an HDMI cable (and also has to be plugged into the TV). And don’t forget that it needs its own power supply. That’s six… yes, six, individual plugs running into and out of the box.

Needless to say, the breakout box was a bit of a pain. Not only did it complicate the user’s A/V set up, in some cases it even created resolution and HDR issues for certain TVs; this was partly fixed with a later revision to the PSVR hardware, but even so the breakout box was a hindrance to the overall experience.

Oh and don’t forget about the camera. PSVR 1 required the PS4 camera for tracking, which meant having another peripheral plugged into your console. Not only that, but the camera was never made for VR in the first place and it suffered from poor tracking accuracy and limited coverage.

PS4 Camera | Image courtesy Sony

Sony has identified and eliminated these issues for PSVR 2. The breakout box is completely gone; the company says the headset will plug into the PS5 with a single USB-C cable through the USB-C port conveniently placed right on the front of the PS5. That’s great news but I surely hope that little connector can hold the cable in tightly enough to not get yanked out if the cord gets tugged during intense VR sessions.

And the PS4 camera is gone too. Instead of using ‘outside-in’ tracking with a camera that sits on your TV, PSVR 2 has on-board cameras for ‘inside-out’ tracking. That means the cameras on the headset itself are used to track the player’s head movements. This eliminates another extra peripheral compared to PSVR 1.

But there’s a risk in Sony’s move to inside-out tracking. The quality of inside-out tracking varies greatly between headset makers. While the inside-out tracking on Quest 2, for instance, is very good, the inside-out tracking on Windows VR headsets leaves much to be desired. Only a handful of companies in the world have shown that they can deliver top-tier inside-out tracking for VR.

Granted, the bar is pretty low in this case. Tracking on PSVR 1 was arguably the worst among major headsets on the market, but it still sold very well regardless. Even if PSVR 2 has just ‘ok’ inside-out tracking, it could still be an improvement over the poor tracking of the original.

All that said, Sony tends to be pretty serious about VR, and I expect they’ll have a decent solution for inside-out tracking, if not a very good one.

Continue on Page 2: Eye-tracking, Controllers, Audio, & Headset Haptics »

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