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Consoles and handhelds · Sony PlayStation VR

Sony PlayStation VR PSVR2

12owners with an opinion
75%of verdicts positive
3/0positive/negative since 2024
0happy after 3+ years

Praised for performance and comfort; criticized for value and display.

What people wrote

Doesn’t like itOwned 1.5 years
Damn, hits home. I would've been one of your friends or family I think. I was immediately excited about VR back in the mid 2010s. And over the past years I've done a bit of reading and have had various fun discussions with friends about the use-cases of VR today, and in 5 or 15 years from now, that all made sense to me. I really held off as long as I could for both the tech and the content base to develop, to jump in with the best experience. Plus I had already moved away from gaming PCs to Mac + PlayStation, so when 1.5y ago PSVR2 was announced I had an opportunity to get some of the best hardware $550 could buy. But I've mostly been disappointed. Despite waiting for half a decade to jump into it, and staying home looking out the window for my package to arrive, I spent just 30 min on it the first day, and another 30min over the course of the next week, and since I got it (pre-order) I've spent no more than 1.5 hours. I honestly don't think I've ever in my life, spent so much on something that got me so little value. I'm not really blaming the hardware, it's all quite impressive, and I've been on the PSVR2 subreddit where everyone absolutely loves a ton of the games. It just didn't get the magic going for me. I'm still considering selling the PSVR2 and buying a Quest 2. I'm personally less interested in the PS game content, and want to try out museums, concerts, safaris, as well as some indie (game) content and the various mods. I'm still somehow quite excited about the tech…
Likes it
I don't think it needs to be perfect for there to be massive demand, but it does need to get a lot better than it currently is. Games where you are stationary (racing simulation, mainly) are better suited to it. Gran Turismo 7 in PSVR2 with a Logitech racing wheel was a ridiculously immersive experience. I played through the whole game in VR and it was one of the best gaming experiences I've had and certainly the most immersive, particularly as a diehard car guy. But racing sims are fairly niche. Outside of racing sims, it's still immersive, but any games with character movement give me immediate motion sickness, the movement is too clunky and disorienting. If they can figure that out at a reasonable price point the demand will be there because the immersion is just night and day against a screen.
Doesn’t like it
> i've never had a VR/AR experience anywhere close What VR experiences have you had? I was not impressed at all. Have had a Rift since they launched. Rift-S, Quest 2, Quest 3, PSVR, PSVR2. Nothing about the Vision Pro did anything for me. The "try to hold your eyes still to point" is the worst possible UX interaction I've ever used. Super un-natural and un-intuitive. That's not how my eyes work. I knew that the first time I tried "stare to point" on PSVR2. It was awful there and it's awful on Vision Pro It also felt horrible. I'm not saying any of the other HMD are great but Vision Pro's weight was awful. It's either too tight to stay on or resting on my nose. Someday that will be fixed (glasses?) but in the context of shipping devices, the devices that put the weight on the forehead are way more comfortable. I think PSVR(1) was the first to do that. Rift-S copied. Quest is a step back unless you get a 3rd party accessory The "you get one screen from your mac" was also disappointing. I've had 6 screens in VR from my PC since Rift shipped. It's built into the Rift/Link OS. Yes, it's got issues but 1 screen is still a step back of many years, not forward.
Likes it
You don't think the even simpler answer is that VR is really not a solved problem yet for everyday users? I really enjoy my psvr2, but I'm never going to have that headset on for more than an hour a day every few days. I thought the Quest was a complete game changer for the first month, then put it away never to be used again. It looks like both Apple and Meta have moved the needle on the overall experience, but it seems that there is still a long way to go to get VR to the, perhaps impossible, point where it becomes as ubiquitous as mobile phones. VR remains a non-essential novelty and likely might forever remain such.
Neutral
> Shrinking this technology is all it will take for similar devices to make workstation monitors and gaming consoles completely obsolete. Do people want that? I love playing games in my Quest 2 for an hour or two, or the PSVR2 at my friend's house, but I dread the thought of spending 8+ hours a day in it while I work. No, not just because of the weight, but because I like the feeling of fresh air on my face and sunlight reaching my eyes. For that reason, despite being able to play non-VR games in cinematic mode on those headsets, I never do that. Sure, it's closer to my face, and it is larger, but if I'm putting a VR headset on, there better be a compelling reason to block out air and light to my eyes. And a bigger screen isn't a compelling enough reason for me. Technically I can also use my Quest to have dozens of virtual displays, but why? There's almost never a situation where I need more than two things visible at once. I can look back and forth between two things pretty quickly and easily (my code and the library's documentation; the PhotoShop/Illustrator mockup vs. how it actually currently looks in browser; etc.) but I can't easily look at 3 or more things at once, so I feel it'd be more of a distraction that a productivity booster. I mean I could buy a 3rd monitor if I really wanted to but I haven't found a reason to do so. I don't need to see Spotify or Slack 24/7, I can just alt-tab to them as needed. I love video games, I often enjoying coding, but I really think h…
Neutral
I regularly switch between the Quest and the PSVR2. The Quest has a whole system running on your forehead, while the PSVR2 is always-wired, and leverages the PS5 for compute. The difference in weight is phenomenal. I would absolutely love to have all of that extra stuff offloaded into a pocket pack. Or, at the very least, parked behind the head as a counterbalance.
Likes it
It's definitely a bit niche, given the price of the Vision Pro, but I really think Apple needs to invest in first-party "gaming" simulators along with allowing the corresponding hardware support to easily connect to it (likely via a Mac or dock). From my experience with VR, the only thing I've been absolutely and definitively blown away by was sim racing. Before getting a PSVR2 I had played roughly 70 hours of Gran Turismo 7, now I'm at over 500 hours in the five months I've had a PSVR2. I want to buy a PC-compatible headset to get access to better pedals, wheels, and simulators (games) than I can get on the PS5. It's quite easy to sink many thousands of dollars into the experience. I believe the margin requirements are there for Apple (eventually) when considering the potential for professional training solutions. But! Without taking ownership of something , creating some IP (intellectual property) to provide a killer app, and inspire other segments, they're going to be hard pressed to make inroads and get this to scale.
Likes it
Playing games on PC has been a trigger for me for a long time and gets uncomfortable quickly. I got a PSVR2 headset last year and it's a great way for me to play games and not be in the same mostly static position all day. I can play games on it without any discomfort (other than wearing the headset itself which isn't great if it's a really hot day) and you can switch up sitting/standing which I also like.
Likes it
I am a huge fan of VR gaming: some of my best gaming experiences ever have been in VR (notably Resident Evil 7 on PSVR1 and RE8 on PSVR2). Even still, I acknowledge putting on a VR headset comes with some notable downsides: those sacrifices are 100% worth it for some games because it enables an incredible experience you can't otherwise have. Sure, you can play a modded version of Half-Life: Alyx without VR, but you're going to have a much worse experience and a lot less fun. Same for RecRoom and plenty of other titles. But for work? I'm 100% willing to put up with a little discomfort for an hour or two if I'm having a great time; I'm less willing to do that for 8 hours a day when my job can be completed in a far more comfortable manner. Comfort no doubt could be improved upon, but even still, I like to see the world with my own eyes. VR is a nice brief escape, and it doesn't have to be a solo activity: playing RecRoom or Zenith with friends is a lot of fun! I even bring my Quest 2 over to my friends' house IRL and play Zenith in the same room with him. But it's not much of an escape if that's what you spend your whole day in. There are many activities that are a ton of fun for short periods of time, but if done all day, are miserable. I enjoy gaming quite a bit, but I dread the idea of being a pro-gamer who Streams on Twitch 10-12 hours a day playing one title to get good: that'd suck all the fun out of the activity for me and I'd much rather just work a more regular job li…
Neutral
That may be the technical reason, but end users don’t care about the why, when they can get superior visuals on even last gen game consoles. Sure, that’s not VR, but I would argue that VR actually needs better visuals to be compelling to avoid an uncanny valley-like effect, unless you go super stylised and cartoony, which may work fine for many entertainment virtual worlds/games but good luck with real world brands and business. Personally, I don’t even want VR, for two reasons: 1. it shuts me out of the real world too much, I don’t want to be that disconnected for long periods of time because I have coworkers, family, deliveries, my cat, whatever other things around me that I need to be aware of, and 2. in its current form factor, it’s simply tiring. I was playing with a PSVR2 recently and it was cool, but after about 45 minutes my face just got tired of wearing a headset and I wanted to do something else, even though I would have happily kept playing the game itself.
Likes it
Up until recently, I avoided buying a VR headset because of the lack of support for AAA titles, but with the PSVR2 supporting Gran Turismo out of the gate that changed. My kid is able to play games and enjoy herself. And I get to race at night with my friends. For me, it's worth the investment, even if I only find a few games a year that I'll play.
Likes itDoesn’t say they own it
PSVR2 is an excellent headset, I’m not buying PCVR until those headsets are on the level of PSVR2. OLED or micro LED is a must, and foveated rendering is good for performance on pixel dense displays. Plus, inside out tracking instead of extra boxes to mount. The main problem is you can’t use it except on PS5.
Likes itDoesn’t say they own it
For the past 5 years or so, it has gone in spurts for me: no time in VR for months (sometimes even a year or more at a time), then nearly all my gaming time is in VR for a couple months or so. Since the PSVR2's release, when I hang out with one of my friends, I play one of his VR games almost every time I'm there. That undoubtedly won't last forever, but it definitely has the best launch library of any headset so far IMO. Maybe I'm just a really picky gamer, but for any given console generation, there are only a handful of games I truly love, but it's easier to enjoy a fine but not incredible game on a flat screen than it is in VR. A really good VR game makes you forget about everything else and gives you an experience unachievable outside of VR. If you're immersed in a story, a song, or intense gameplay, you forget about any discomfort coming from the headset being on your face. But if you're not enjoying it then you're going to get annoyed a lot faster than you would sitting on the couch looking at a TV. That said, the PSVR 2 is looking to have the best library of VR games yet. Previously, you'd have incredible one-off titles such as Half-Life: Alyx release on Steam but then nothing for months or years, but Sony seems really committed to providing a large number of high-quality AAA experiences on the headset. It also has a ton of great games from smaller studios (most of which were already on Steam or the Quest, but with such big libraries on both of those platforms, they w…
Likes itDoesn’t say they own it
The PSVR2 does not have pancake lenses nor persistence problems. It also has fresnel lenses and 120Hz refresh rate. I think there are only a couple headsets with pancake lenses at this point in time. Supposedly the PSVR2 has more advanced fresnel lenses than prior headsets of the same kind as well but I'm not versed enough in the technology to know.
Likes itDoesn’t say they own it
I don't think there is a make or break moment for VR/AR. If it's not now, it can be later. It could be the moment for Meta. There were many popular PDAs before the iPhone that wouldn't have gone away until it was displaced by something more successful. That said, Apple has never been a games company so I'll bet they miss the mark. Sony seems to be doing fine releasing new stuff whenever it's ready. PSVR2 and Gran Turismo with foveated rendering is reported to be the killer app for PSVR2, and I'm thinking about buying all of it to play.
Doesn’t like itDoesn’t say they own it
> the most obvious target audience to drive meaningful usage is harcore gamers. And the novelty of Beat Saber will only go so far; you really need AAA titles and publishers. I really feel like what you need is omni-directional treadmills. I really like VR rhythm games, but for most other games beyond that feel like you really need some more natural way of moving around. The only exception to that would be things where you'd naturally be playing sitting (in a cockpit, in a car, etc). > The launch of Meta Quest Pro was abysmal As far as Meta being out of touch goes, the Quest Pro not shipping with a total light blocker seems pretty indicative. i.e. you need to spend 50USD on https://www.meta.com/quest/accessories/quest-pro-full-light-... if you really want to properly game on it, on top of the $$$ you already need to fork out for the headset. > I received the PSVR2 last week, but didn't have time to unbox yet. Really hoping it gives Meta a run for their money, and sets the bar high (despite being tethered). If I compare the PC, Quest, and PS versions of a game like Beat Saber the PC version is moddable and a vastly better game for it with loads of custom contents, the Quest version is semi-moddable but cranky about it, and the PS version AFAIK isn't moddable. Even for games with official custom song support (e.g. Synth Riders), the PS version doesn't support any of those. Even if technically superior in some ways I'd consider PSVR2 mostly an expensive paperweight unless…