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Cake day: June 6th, 2023

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  • I don’t own one, so I can’t guarantee the following: Compared to other PCVR headsets, the screen is very high quality, the tracking is easy to set up, it’s not a facebook headset, and the price is still very good compared to other non-facebook offerings.

    Eye tracking on PC would’ve allowed for “foveated rendering”, a technique where only the part you are directly looking at is rendered in high quality, with peripheral vision rendered at lower resolution. Even very powerful desktop PCs are going to struggle rendering the full resolution of the PSVR2s displays.

    Please look up reviews, and check if the headset is compatible with the games you want to play, before purchasing one.


  • Of course it would be less than on PlayStation. Game developers on PC don’t have features like headset feedback and adaptive triggers built into their games, and the standard VR protocols (afaik) do not support stuff like that.

    The main thing that’s disappointing is eye tracking being unavailable. There’s no technical reason for them to not expose that, and would’ve made the PSVR2 one of the best PCVR headsets.




  • It really depends how the release turns out. Eye tracking is often used in social VR games like VRChat, and it can help increase peformance, but that often requires setup. The other “features” are not standard or completely lacking in PC VR, like “headset feedback” or adaptive triggers. These wouldn’t be used in any games even if the hardware/software was capable of it.

    Compared to the Valve Index, the PSVR2 has a higher screen resolution, OLED, no finger tracking (different controllers), and inside-out tracking instead of base station tracking. It looks like a really good option, at a really good price (compared to other “consumer” PC VR headets like the Index). From what I can tell, you’re not really “missing” any major hardware features when using PSVR2 on a PC compared to an Index (depends on implementation, will be obvious at release). Although the lack of eye tracking when the hardware is capable is kind of a bummer.

    Wait this one out for initial reviews, but if those are good, the PSVR2 seems like a very good option for PC VR (Although only “casual”, like playing games, social vr, etc. compared to “competitive” like very high level play at Beat Saber, shooters, etc).

    Do note that this is just looking at PC VR exclusive headsets. “Standalone” headsets like the Meta Quest lineup offer similar VR hardware specs at a similar or lower cost. These come with the downside of having to “stream” from a PC rather than using raw display output (for games not natively supported on the headset). The privacy aspect of standalone headsets needs to be considered too. Most run a version of Android, which comes with just as much (or more) telemetry as an average Android smartphone.

    As for being tethered, you get used to it pretty quickly. The main problem is that the cable is being used, and will break after some time. They are often expensive to replace, like on the Index. With standalone headsets, the cable is often USB-C and a lot cheaper to replace. I don’t know how replacement cables for the PSVR2 are handled.


  • Surprising that Boneworks wasn’t mentioned. The whole game is physics based puzzles, meaning you can either solve them, or stack a couple boxes and jump really high. These types of solutions are encouraged in the game, and there’s a couple puzzles I’ve never even solved because the walls were too low.