Review: PlayStation VR2 is a huge leap forward that still can't escape its niche

The PlayStation VR2 is both an exciting and disappointing development in the virtual reality space. Well-designed, easy to set up and reasonably light and comfortable, Sony's latest still can't shake the fundamental issues that have kept virtual reality from becoming mainstream: a lack of compelling content and despite a brand new 4K OLED display, a distracting image fidelity. It's the best RV ever, and I still can't bring myself to recommend it to anyone who wasn't already on board.

The PSVR was one of the first truly consumer-accessible virtual reality headsets. It was simple to set up for its time, but also relied on outdated controls in the instantly obsolete Move controllers and a TV-mounted camera. Still, it demonstrated that VR had a future in gaming and that Sony was approaching it with accessibility and ease of use in mind.

Last year the PSVR2 was announced, and based on specs alone, it was generally ahead of the pack, with a few exceptions here and there. With an all-inclusive retail price of $550, it struck a balance between increasingly decent entry-level headsets (Oculus Quest 2) and more complex and expensive PC headsets (Vive Pro 2). /p>

With a 4K OLED display running at 120Hz, upside-down sensing (meaning no cameras or transmitters mounted) and a pair of controllers copied from others and improved, it seemed to embody the best of breed, its main drawback being that it is a single-platform device.

And really, in practice, that's exactly what PSVR2 is: best-in-class, with no significant hardware compromises beyond a single cable. It's a cinch to set up and accommodates room scale as well as seated and standing play styles. A variety of games are available on day one, including a Horizon: Zero Dawn spin-off and a Resident Evil title, and others in less intense genres. So why am I still hesitant to recommend it?

Because VR gaming, however magical, is itself a compromise. Even in its most transparent and compelling form, virtual reality is a sweaty, uncomfortable, artificial experience, like sitting under a blanket watching a 3D TV through a screen door. In the 10 seconds following Sony's biggest hardware push in years, I couldn't help but think "So VR is still like this, huh?"

Image credits: Sony

I know some would say that makes me a hater. But I really want VR to be good. I want it to succeed - I tried that taped-together Oculus prototype all those years ago and immediately saw the potential. And now, a decade later, I see a significant fraction of that potential - but nothing quite like what it would take for me to say to someone "hey, go spend six bills for that", unless they were willing to forgive a lot.

Still, I don't want to dismiss a perfectly good VR headset outright because it's part of a developing ecosystem, so let's talk about what the PSVR2 does well.

Easy, windy, beautiful

First of all, the headset is nicely designed and reasonably light, and doesn't take up much space when not in use. Likewise the controllers, which are a bit confusing and look like pretzels at first, but eventually make sense. Everything is very well thought out and put together.

The setup is also incredibly simple: it's by far the easiest VR setup I've ever experienced. Plug the headset into your PS5's USB-C port and it gives you a step-by-step tutorial on how to put it on, adjust the fit, what buttons do what, and how to sync the controllers (literally just by pressing the PS button on it).

Review: PlayStation VR2 is a huge leap forward that still can't escape its niche

The PlayStation VR2 is both an exciting and disappointing development in the virtual reality space. Well-designed, easy to set up and reasonably light and comfortable, Sony's latest still can't shake the fundamental issues that have kept virtual reality from becoming mainstream: a lack of compelling content and despite a brand new 4K OLED display, a distracting image fidelity. It's the best RV ever, and I still can't bring myself to recommend it to anyone who wasn't already on board.

The PSVR was one of the first truly consumer-accessible virtual reality headsets. It was simple to set up for its time, but also relied on outdated controls in the instantly obsolete Move controllers and a TV-mounted camera. Still, it demonstrated that VR had a future in gaming and that Sony was approaching it with accessibility and ease of use in mind.

Last year the PSVR2 was announced, and based on specs alone, it was generally ahead of the pack, with a few exceptions here and there. With an all-inclusive retail price of $550, it struck a balance between increasingly decent entry-level headsets (Oculus Quest 2) and more complex and expensive PC headsets (Vive Pro 2). /p>

With a 4K OLED display running at 120Hz, upside-down sensing (meaning no cameras or transmitters mounted) and a pair of controllers copied from others and improved, it seemed to embody the best of breed, its main drawback being that it is a single-platform device.

And really, in practice, that's exactly what PSVR2 is: best-in-class, with no significant hardware compromises beyond a single cable. It's a cinch to set up and accommodates room scale as well as seated and standing play styles. A variety of games are available on day one, including a Horizon: Zero Dawn spin-off and a Resident Evil title, and others in less intense genres. So why am I still hesitant to recommend it?

Because VR gaming, however magical, is itself a compromise. Even in its most transparent and compelling form, virtual reality is a sweaty, uncomfortable, artificial experience, like sitting under a blanket watching a 3D TV through a screen door. In the 10 seconds following Sony's biggest hardware push in years, I couldn't help but think "So VR is still like this, huh?"

Image credits: Sony

I know some would say that makes me a hater. But I really want VR to be good. I want it to succeed - I tried that taped-together Oculus prototype all those years ago and immediately saw the potential. And now, a decade later, I see a significant fraction of that potential - but nothing quite like what it would take for me to say to someone "hey, go spend six bills for that", unless they were willing to forgive a lot.

Still, I don't want to dismiss a perfectly good VR headset outright because it's part of a developing ecosystem, so let's talk about what the PSVR2 does well.

Easy, windy, beautiful

First of all, the headset is nicely designed and reasonably light, and doesn't take up much space when not in use. Likewise the controllers, which are a bit confusing and look like pretzels at first, but eventually make sense. Everything is very well thought out and put together.

The setup is also incredibly simple: it's by far the easiest VR setup I've ever experienced. Plug the headset into your PS5's USB-C port and it gives you a step-by-step tutorial on how to put it on, adjust the fit, what buttons do what, and how to sync the controllers (literally just by pressing the PS button on it).

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