![]() ![]() The key benefits come with the raw power and visual tricks, like foveated rendering (where the hardware only fully renders the areas you’re looking at), that help the graphics look high-end - it’s certainly impressive that it can replicate a game like Resident Evil Village with minimal drop-off from the console version - and a variety of quality-of-life changes.įor example, there’s now a button underneath the front of the device that you can press at any time to switch to a see-through view using the inside-out cameras built into the headset. The headset itself looks a bit different this time around - studded with cameras and cut with sharper edges to match the look of the PlayStation 5 hardware - but it feels familiar, with the same sort of slider, padding, flexibility, and weight distribution we got on the original PlayStation VR. Sony’s not rocking the boat or shifting plans around like others have been known to do it’s continuing on the same path it began six years ago. Overwhelmingly, the thing that jumped out is that the hardware feels like the original PSVR brought up to date. I’m still not especially thrilled about going back to a tethered headset, but with Sony’s backing and games this pretty, it’s instantly tempting.Īt Sony’s press event, I had a chance to play around with the PSVR2 hardware and try four game demos. The past few years of playing Quest had recalibrated my expectations for how VR games should appear, and it was great to see games pushing forward visually once again without requiring an elaborate setup. They didn’t rely on particles or stylized art direction they looked like AAA console games that just happened to be in VR. Last week, I tried Sony’s new headset for the first time and was caught off guard by how stunning two of its marquee games, Horizon Call of the Mountain and Resident Evil Village, looked. Quest took off, becoming the most popular headset line and delivering highly convenient, decent quality VR to millions of people.Īfter trying PlayStation VR2 recently, I’m reminded of what we’ve been missing. Almost immediately, I switched over and started using Quest more or less exclusively for VR. Sure, the games looked a generation or two out of date compared to those on Valve Index or Oculus Rift S, or even PlayStation VR, but that felt like a fair trade-off for something that didn’t make you feel like you were on a leash. And here was Oculus ahead of schedule, figuring it out. ![]() For years, everyone had been talking about what a hassle cords were for VR and how they would inevitably disappear one day, once the tech got figured out. Once Oculus went wireless with its Quest headset in 2019, it seemed like there was no going back. ![]()
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