Official Thread PSVR 2 - It’s Been Cracked, But Also Dead?

Are you going to buy it?

  • Yep

    Votes: 4 30.8%
  • Later

    Votes: 0 0.0%
  • Maybe

    Votes: 1 7.7%
  • Nope

    Votes: 7 53.8%
  • Dono

    Votes: 1 7.7%

  • Total voters
    13

karmakid

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Sep 11, 2013
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in front of your screen

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Did a search and didn’t find one, one dedicated to just its games or game recommendations from you guys and or trailers to new games.

So, yeah, pizza....no pineapple
 
 
Starting with a new patent for the controllers.

These are fire!

psvr-2-sept-2020-patent-01.jpg


 
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PSVR2 is one of the main reasons I’m buying a PS5 along with the awesome exclusives so I really want to hear more about it. These look similar to Valves Index controllers. A definite step up, I just hope they feel more like the Oculus controllers in the hand as opposed to the vive wands. It’s hard to tell from the picture, the handle looks longer than the Oculus controllers but shorter than the Vive wands.
 
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karmakid just posted this a couple days ago in another thread, but he failed MAJORLY by not naming the thread PSVR2 🤦‍♂️.

On topic, this patent looks more like a real product than the last one they had.
 
  • Agree
Reactions: karmakid
Crazy... Until they greatly improve upon VR games, this would be a huge waste in my opinion.

They still haven't fixed the problems VR has, and you can't fix some of them like greatly increasing consumer costs along with limiting VR only game sales. I doubt many publishers want to throw 50+ million in making a single VR game that only caters to a very small % of those who own both the console, and VR set-up

I still see this as Sony's Kinect
 
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Crazy... Until they greatly improve upon VR games, this would be a huge waste in my opinion.

They still haven't fixed the problems VR has, and you can't fix some of them like greatly increasing consumer costs along with limiting VR only game sales. I doubt many publishers want to throw 50+ million in making a single VR game that only caters to a very small % of those who own both the console, and VR set-up

I still see this as Sony's Kinect
Not even. PSVR sold roughly 6-7 Million, estimated. Kinect sold over 25 Million units.

I'm a huge VR believer though. Oculus Quest 2 fixes most problems with PSVR. The Quest 1 & 2 combined should hit 10M units fairly soon, and userbase and usage are only climbing. The only remaining issue is scope of the games themselves, which right now, can only be remedied with a Link cable and a PC.
 
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...or wireless ro PC through Virtual Desktop, unless Oculus decides to shut that down, since it currently needs to be side-loaded.
 
Not even. PSVR sold roughly 6-7 Million, estimated. Kinect sold over 25 Million units.

Sales don't really mean it lasts, look at 3D TVs... I didn't mean PSVR is like Kinect in sales. I mean, they still haven't figured out how to make many high quality big budget games for it, and have it change gaming for the better forever

Kinect couldn't do it, and so far VR hasn't as well
 
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Sales don't really mean it lasts, look at 3D TVs... I didn't mean PSVR is like Kinect in sales. I mean, they still haven't figured out how to make many high quality big budget games for it, and have it change gaming for the better forever

Kinect couldn't do it, and so far VR hasn't as well
VR is literally taking off too the moon right now, and not going away. Oculus has just posted the highest non-ad-generated revenue numbers ever, and that is all from Oculus Quest. Facebook is all in, Apple is about to jump in, and Microsoft is about to go all in on AR one they finalize their consumer version of Hololens. AR/VR is the 3rd wave of computing.

PSVR OTOH, is basically a dead end. It lives only in PS4 BC titles. What's completely different from PSVR to Kinect though, was software. Software has actually really well in PSVR, but given the smaller attach ratio, it could never really succeed. This is why the Oculus Quest model just works so much better. No additional hardware needed.

3DTV was never going to be anything more than an option, and way to sell TVs with an additional feature. It's not a new way to watch TV, is just a technical workaround to see stereoscopic, which is the way our eyes work naturally. Any comparison between these 2 things is like comparing a typewriter to a computer, since a computer also has a keyboard.
 
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SteamVRAdoptionComparative_Jan2021.png.webp


This is from Steam's recent data. Why I say that VR is exploding, is it was at 1% like a year or so ago. It's going vertical VERY FAST, and has probably ALREADY eclipsed 4K primary monitors, as the way people are playing, since the time that this graph has been made! Watch the news blip when that happens!

Also of note, much of this new rapid growth in this Steam PC market is coming from a $300 device where PC VR is NOT its primary function! Most sales on that device are thought the self-contained unit's app store! I would say that at least half, if not the majority of Quest 1/2 users don't even own a PC!
 
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Not trying to steal the [quiet, fading] thunder from the PSVR thread, but because the fact that people are still questioning VR as a whole being more than a passing fad, when is quite literally just taking off...

 
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The new VR controller enables players to feel and interact with games in a much more visceral way. There are several features, including key features from the DualSense controller, which match our vision for what next-generation VR games can be.

Adaptive triggers: Each VR controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense controller. If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level.

Haptic feedback: The new controller will have haptic feedback optimized for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.

Finger touch detection: The controller can detect your fingers without any pressing in the areas where you place your thumb, index, or middle fingers. This enables you to make more natural gestures with your hands during gameplay.

Tracking: The VR controller is tracked by the new VR headset through a tracking ring across the bottom of the controller.

Action buttons / analog sticks: The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.


03_withnotice.jpg

 
Copied from the standard VR thread:

Sony's new controllers look F-ing perfect, IMO.

I mean, maybe a bit structurally fragile? Is it all solid plastic, i.e. no rubber or silicone?

That aside, this is artistic form and function meeting in the sweetest of spots in between. I'm on the PSVR bandwagon again, and will undoubtedly buy a PS5 specifically for it when it comes out. Hopefully they nail the headset like they did these controllers!
 
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“The next generation VR system is a very strategic opportunity for PS,” he said (as translated on Systran). “We launched PSVR in 2016 and have had time to understand the VR experience for years. What I learned from VR is that the potential market is huge. I want to continue to provide a high gaming experience to keep the community entertained.”
 
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Head mounted haptics eh? For when your sempai gives you them head pats
I saw a research paper written a while back where they highlighted tapping the sides of the temples to simulate the physicality of walking, and it had an extremely positive effect on motion sickness in smooth locomotion (controlled with analog stick). I cannot remember if this was Sony or Oculus research, but seems like must have been Sony.
 
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Never used VR in any form but depending on what we see on PSVR2 I may be interested. It's a long shot though to be honest.
 
I'm pumped. I thought the PSVR was great, though limited technically due to the wiring, clunkiness of switching back and forth if you wanted HDR for the PS4, and the low resolution display.

If they can address some/all of these things it will be incredible.
 
Never used VR in any form but depending on what we see on PSVR2 I may be interested. It's a long shot though to be honest.
I am in as soon as they do it with having to put stuff on your head.
 

One important holdout remains: Sony Group Corp.plans to use Samsung Display Co. OLED panels in its next-generation PlayStation VR goggles, according to people with knowledge of the matter. The Japanese console giant sold more than 5 million units of the original PS VR, launched in 2016, and is aiming to release the successor in the holiday period next year, the people said, asking not to be named discussing internal plans.
 

In the tech site’s latest DF Direct Weekly video (below), technology editor Richard Leadbetter seemingly references PSVR 2 details leaked in May, before claiming to have seen even more impressive specs for Sony’s upcoming headset.

“One thing I think that is kind of heartening is that Sony is doing PSVR 2 for the PlayStation 5,” he said.

“We’ve seen some leaked specs and it looks good. We’ve seen some other specs which haven’t been leaked which make it look even better.

“So, hopefully VR will be able to expand, there will be more choice in the headset arena, and also I’m quite looking forward to seeing what this new Sony controller is about,” Leadbetter added.

 
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