Report: More PSVR 2 details emerge with HDR OLED display & AAA games focus

PSVR 2 Controller Header

Details of PlayStation VR 2 have emerged from from a private developer conference, per reports from Upload VR and PSVR without Parole. The headset promises a native resolution that’s almost four times that of the original PSVR, an HDR OLED display, and fresh information about the brand new VR controllers.

PlayStation VR 2 – technically, it’s going by the codename ‘next-gen VR’ or ‘NGVR’ – will have a resolution of 4000×2040 pixel, with 2000×2040 for each eye. This resolution is somewhere between the Valve Index (1600×1440 per eye), and the HTC Vive Pro 2 (2448×2448 per eye), and most comparable to the HP Reverb G2 (2160×2160 per eye). The original PSVR shipped with a 1920×1080 panel for 960×1080 per eye.


The field of view has also been expanded to 110 degrees – 10 degrees more than the original PSVR – and an HDR OLED display will aim for a more vivid and dynamic image. This will then be combined with eye-tracking for foveated rendering, allowing the PS5 to render more detail where it detects you are looking. and Sony are reportedly a new technique called flexible scaling resolution to improve game performance.

As has been revealed previously with its early announcement, PSVR 2 will exclusively be compatible with the PlayStation 5, using a single USB-C cable to attach to the front of the console, instead of the mess of cables and breakout boxes required for the original PSVR. The headset will also use inside-out tracking, instead of requiring an external tracking camera.

The fact that it’s solely reliant on PlayStation 5 means that developers can be much more ambitious than on the PS4-connected PSVR. Sony has reportedly told developers that they want to focus on AAA games for the headset, and especially on hybrid games that can be played on both a TV screen or in VR. We’ve seen this approach already with the likes of Resident Evil 7, Hitman 3 and No Man’s Sky, but it has so far been the exception rather than the rule.

PlayStation VR 2 controller

The next-gen PlayStation VR controller has a lot of DualSense tech stuffed into it.

Developers will then have to juggle the interactivity of the world between flatscreen and VR play. Sony has already revealed the new form of the PSVR 2 controller, which incorporates the haptic feedback and adaptive triggers of the DualSense. Expanding on previously revealed details, the controllers will use capacitive touch sensors for the thumb, index and middle finger to not only know if the player is touching the controller, but also how far from the controller their digits are. This tech was patented back in early 2020.

One area that isn’t particularly clear is game compatibility. Sony did not discuss backward compatibility with old games, which is possible on SteamVR and Oculus, but might struggle when original PSVR games run via PS4 backward compatibility on PS5. Instead, we might see games remastered and re-released for PSVR 2.

Sony has previously stated that PSVR 2 will not ship in 2021, but PSVR Without Parole says that launch details will be confirmed early next year, indicating that we could see PSVR 2 release in late 2022.

Source: Upload VR, PSVR without Parole

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  1. 4 times the resolution, but 5 or 6 times as much graphical power provided by the PS5. Hard to tell how much the eye tracking and rendering tricks helps, but people have been throwing around numbers like it cuts the work needed by a factor of 5 or 6. So overall, things might look 7 times as good compared to a PS4/PSVR.

    Which seems reasonable enough.

    The one thing I’m not keen on is that it’s been claimed they’ll be bundling the new controllers with the headset. While at the same time focusing on AAA hybrid flat/VR games. If you can play the game flat, there’s no need to insist on using the new controllers. We could end up with games that end up worse in VR if Sony end up making it a requirement for VR games to use the new controller. Even if the game plays perfectly fine with the DualSense because it’s already got a flat mode.

    And those controllers are going to add quite a bit to the price. And no, I’m not saying there’s anything wrong with requiring them for games that are designed around them. No problem with some current PSVR games needing Move controllers. But these AAA hybrid games clearly won’t be designed around their use.

    Plus I still think that eye tracking stuff could be a little bit creepy. That bit in Death Stranding where you get punched if you try and look at the wrong bits? Sony are going to know every time you try something like that in every game.

    Still, just announce a price and date already.

    • Of course, there’s something wrong and it is a problem, if only one specific controller type is required, and other available controllers are deliberately disabled and won’t work. How could you possibly think that’s ok.. ?

      If the new controllers are bundled in, at least everyone with a PSVR2 has them.

      By the way, I got a second one of those awkward Move controllers about two months back for my birthday, to finally be able to play some of these games I was actively kept from playing by Sony. Still haven’t touched them since, but will at some point…

      • I know you think everything should use standard controllers. You’ve made that clear before.

        And for games that are designed that way, yes, they should. If that’s these AAA hybrid flat/VR games Sony are going to be pushing with the PS5 and VR, they absolutely should be able to use the DualSense and not require the fancy new VR controllers.

        The problem is when we get the inevitable game that insists on using them in VR mode and yet somehow magically works fine with the DualSense in non-VR mode.

        Some VR games obviously won’t work without them. And there really isn’t a problem with that. If they’re designed to work that way, fine. But just as there are some PS4 games that would be terrible in VR without the Move controllers, the same will apply to the PS5.

        Hopefully “everybody’s got them” won’t be an excuse to force them into places they don’t belong. They need to be an option if the DualSense would also work, or required only if the game is designed that way. Nobody (except possibly you) has a problem with that. The only real problem is when they’re forced into things where they shouldn’t be the only option.

        The 3 examples given show how it can work. RE7 works fine with a standard controller. NMS has the option for Move controllers, but you don’t have to use them. Hitman 3 made a bit of a mistake by not letting you use the DualSense by adding some extra crap that needs the DS4, when it would clearly work fine in VR without that. But there are also some VR games that would be terrible without the Move controllers, and rightly don’t give you that option.

    • I think Sony has to ship controllers with the headset, because all the rival platforms do as well, and that affects the kinds of games and the level of interactivity that developers can build into the game.

      DualSense support should be in games where possible for the sake of accessibility, but the new PSVR controllers have all of the buttons of a DualSense. Sony can mandate their support, and that’s fine because you’re not missing buttons or analogue sticks anymore, as you are with the Move controllers. It’s then down to developers to decide if and how their AAA hybrid game supports VR – compare Hitman’s VR mode vs. RE7’s.

    • ‘Nobody (except possibly you) has a problem with that.’ sounds a little desperate to me, to be honest. I think you’re simply running out of arguments. Just repeatedly stating things like ‘Some VR games obviously won’t work without them…’ (I find the ‘obviously’ quite funny), or that ‘they’re designed to work that way’, or that they ‘would be terrible in VR without the Move controllers’ etc. doesn’t really help. This isn’t leading us anywhere as you fail, again, to give a single good reason for your claims.
      But it’s not your fault that you don’t find good arguments, as there simply is no control scheme that wouldn’t also work with a standard controller. What is rather odd, that’s your ignorance of consumer rights and that you seriously take a stand against accessibility, and against giving users options.

  2. Sounds all ok, but without Half-Life Alyx announced for it, I’m still not overly interested.

    • No doubt that the PSVR2 absolutely needs that title.

  3. I’ll grab this day one. I love the previous PSVR, but had to sell it once I bought the PS5. When I had a PS4 I could leave the PSVR connected indefinitely and not worry about setting it up, but when left connected to the PS5 I lose 120hz support, so I decided to sell it and wait for the next gen version.

    What this device needs though is Half-Life: Alyx.

  4. I think it’s going to have be a major jump over what the Quest 2 can achieve to pull me away from cable-free VR. I’ve loved a bunch of the PSVR exclusives, but once you’ve got used to the cable being gone it’s hard to go back!

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