The other day Unity held a ‘Building Next-Gen Games for PSVR2’ session at this year’s Game Developers Conference and the company appears to be as excited as many developers about the upcoming VR hardware.
“PSVR2 takes VR gaming to a whole new level, enabling a greater sense of presence and allowing players to immerse themselves into game worlds like never before”Bria Williams, Senior Product Manager at Unity
The original PSVR was fairly well-received as the first virtual reality headset for a major console—providing a taste of VR gaming’s potential to more people without powerful computers. However, it wasn’t without its shortcomings.
Talking to VR Devs, the current consensus is they are more excited to make their games for PS VR2 than any other upcoming HMD— Brad Lynch (@SadlyItsBradley) March 29, 2022
That’s starting to reflect in all the company announcements as well
Obviously I think it’s because these are game developers. And Cambria is not gaming
What mostly held the original PSVR back was the limited power of the PS4. With the launch of the PS5, developers have a lot more freedom to bring their visions to (virtual) reality and it’s clear that many are excited about that:
Although it’s not just the power of the PSVR2 that has game developers excited, but also its many other improvements:
|Resolution||2,000 × 2,040 (4.1MP) per-eye, OLED, HDR||960 × 1,080 (1.0MP) per-eye, RGB OLED|
|Refresh Rate||90Hz, 120Hz||90Hz, 120Hz|
|Lenses||Fresnel||Single element non-Fresnel|
|Field-of-view (claimed)||110° (diagonal presumed)||100° (diagonal presumed)|
|Optical Adjustments||IPD, eye-relief||Eye-relief|
|Connectors||USB-C (no breakout box)||USB, HDMI (breakout box)|
|Tracking||Inside-out (no external beacons)||Outside-in (external camera)|
|On-board cameras||4x IR (external), 2x IR (internal)||None|
|Input||PSVR 2 Sense controllers (rechargable), eye-tracking||DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice|
Among the biggest upgrades are the large bump in resolution, much-improved ‘Sense’ controllers, and removing the need for a breakout box and external camera. However, it’s the introduction of eye-tracking which is the most exciting.
Eye-tracking enables ‘foveated rendering’ so only the small area where our eyes can see sharply needs to be rendered in high detail. This saves wasting processing power on fully rendering parts of the scene that are in a gamer’s peripheral vision.
Other potential use-cases for eye-tracking include realistic eye movements of avatars in multiplayer games and social experiences, intent tracking, and potentially even eye-based input.
There’s a huge amount of potential that’s being handed to developers and it’s understandable why they’re excited. We may not have to wait long for more news as VentureBeat reporter Jeff Grubb said on his Giant Bomb show GrubbSnax that a PSVR2 event is expected in the coming weeks.