Edge

VISION THING

Almost seven years on from PSVR’s release, as Sony prepares to launch its follow-up, it’s worth considering how far VR gaming has come in that time. In some ways, it’s a very different landscape from the one we faced in 2016. True, Facebook-owned Oculus VR is still the market leader – except that now it’s Meta-owned Reality Labs, and the success of Quest 2 has led it away from chasing bleeding-edge fidelity in favour of a cheaper, lighter and, vitally, untethered approach. Having made its first forays into VR that same year in partnership with HTC, Valve has since struck out on its own with Index, and made what is perhaps the medium’s one truly essential title, Half-Life: Alyx.

In a more fundamental sense, though, things haven’t changed much at all. Quest 2 has sold an estimated 15 million units, and Meta bragged in October that $1.5 billion has been spent on its Quest Store since it opened in 2019 – but look at that latter figure again in the context of games on console, PC or mobile. It’s as much money as EA makes from FIFA sales alone in the space of a year, without counting in-game spending in Ultimate Team. Back-of-then-apkin maths suggests that the average Quest owner has spent an average of around $100 on software in total – in the space of three years. This underlines the fact that, hardware adoption aside, VR still isn’t part of our regular diet. And accordingly, the conversation seems stuck on the same old questions. Will VR’s moment ever come? Could this be it at last?

That in turn puts a peculiar weight on any major developments in the VR space. Carrying on its back the future of an entire medium, each new launch doesn’t just need to be good – the kind of iterative step forward we now expect from a fresh console generation or the latest instalment of a triple-A series – it needs to change the status quo. Quest 2 did. Half-Life: Alyx did. Initial impressions suggest, however, that PSVR2 really has its work cut out in this regard.

It is, however, a considerable step forward from Sony’s previous effort. Now with 4K OLED HDR displays for each eye (compared to 1080i in the original) and leveraging the processing power of PS5, it can easily hold its own against top-end PC VR hardware. It also incorporates Tobii’s eye-tracking tech, which can be used for everything from foveated rendering – allowing the device to focus its computing power on the places you’re actually looking – to direct gameplay applications, more on which later. It’s also the first consumer headset to incorporate head-mounted haptics, applying a little rumble when a game calls for it.

The secret weapon of any VR

You’re reading a preview, subscribe to read more.

More from Edge

Edge4 min read
Endless Ocean Luminous
Developer Arika Publisher Nintendo Format Switch Release Out now Arika has been working with Nintendo for two decades now, but even the Shinagawa-based studio must have been surprised when it got the call to make a new entry in its genteel scuba-divi
Edge2 min read
The Long Game
Developer/publisher Nolla Games Format PC Release 2020 Poisoned and bleeding, we hurriedly descend toward a large chest, tucked away in the only visible alcove that isn’t on fire. A second later, its lid swings open, revealing a set of teeth. Chomp.
Edge3 min read
South Scrimshaw
Developer/ publisher Nathan O Marsh Format PC Origin US Release TBA 2024 (Part One out now) Wildlife documentaries can be a life-affirming source of wonder. Equally, they can serve as a reality check, a reminder that nature is often as brutal as it i

Related Books & Audiobooks