Sony unveils the design of their PlayStation VR2 headset

Let's have a look at Sony's next-generation VR headset

Sony unveils the design of their PlayStation VR2 headset

Sony showcases their PSVR2 VR headset for PlayStation 5

Sony has revealed the design of their new PlayStation VR2 headset, a new orb-like design that matches the design aesthetic of the company's new PlayStation 5 console with its black and white elements.

The headset itself is similar to Oculus' Quest (now Meta Quest) standalone VR headset using headset-mounted cameras for inside-out headset tracking. This design eliminates the need to use a PlayStation Camera for PlayStation VR2, and allows the headset to be picked up and used instantly. In the images below, you should also be able to see the headset's only cable, a USB Type-C cable that can be connected to your PlayStation 5 console for both power and display connectivity.

With the design below, Sony's PlayStation VR headset will look at home with other PlayStation 5 accessories, offering users the same colour scheme and design language. That said, Sony are launching coloured faceplate options for their PlayStation 5 and coloured DualSense controllers this year. That makes us wonder if the front plate of Sony's PSVR headset is also replaceable. Probably not, but we can dream.   

Sony unveils the design of their PlayStation VR2 headset

Headset Specifications

Sony's PlayStation VR2 system will include a new headset and new VR controllers, taking Sony's VR ecosystem to the next level with greater precision, higher quality screens, more user feedback, and new features like eye tracking.

Improving upon the design of PSVR, Sony will be making their PlayStation VR2 headset an "inside-out" VR headset, using tracking sensors on the headset to deliver tacking and sensory data. This simplifies setup by removing the need for Sony's PlayStation camera and makes Sony's new PlayStation VR headset more similar to Oculus' (now Meta's) Rift S and Quest 2 VR headsets in design.

With PSVR2, Sony will be using a 4K HDR OLED screen to deliver a resolution of 2,000 x 2,040 per eye at refresh rates of 90Hz or 120Hz. The headset will offer users a Field of View of 110 degrees, which is wider than PSVR's 96-degree FoV.

Below are the full specifications of Sony's PSVR2 headset.

PlayStation VR2 Specifications:

- Display Tech - OLED
- Resolution - 2,000 x 2,040 per eye
- Refresh Rate - 90Hz, 120Hz
- Lens Separation - Adjustable
- Field of View - 110 Degrees (Approximate)
- Sensors - 6-axis motion sensing system and IR proximity sensor
- Cameras - 4 cameras for headset and eye tracking camera per-eye
- Feedback - Headset Vibration
- Connectivity - USB Type-C
- Audio - Built-in Microphone and Stereo headset jack


Sony unveils the design of their PlayStation VR2 headset  
Currently, Sony has not revealed the release date of their PlayStation VR2 headset. That said, the headset is not expected to launch until late 2022 at the earliest. We are expecting a launch in 2023, though this has not been confirmed by Sony. 

You can join the discussion on Sony's PlayStation VR2 headset on the OC3D Forums.

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Most Recent Comments

23-02-2022, 14:51:48

Dicehunter
That actually looks really good, Wonder if it would be compatible with PC.Quote

23-02-2022, 15:42:59

Greenback
the cabal looks like it's hard wired in to the headset looks like a break waiting to happenQuote

24-02-2022, 16:52:21

dazbobaby
Quote:
Originally Posted by Greenback View Post
the cabal looks like it's hard wired in to the headset looks like a break waiting to happen
The first PSVR had the exact same cable and that was fine.Quote

24-02-2022, 18:07:58

Greenback
Quote:
Originally Posted by dazbobaby View Post
The first PSVR had the exact same cable and that was fine.
The first 1 you had to face the camera, this 1 seems to allow for more movement and more turningQuote

25-02-2022, 10:23:42

dazbobaby
Quote:
Originally Posted by Greenback View Post
The first 1 you had to face the camera, this 1 seems to allow for more movement and more turning
No, the original also supported 360° movement. It was twitchy, but it certainly did it. Freedom of movement depended on the size of the room.Quote
Reply
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