PlayStation VR2

Sony’s newest virtual reality headset is a step forward, but technology still has a way to go.

 

The year was 2016.

Nathan Drake’s time as an adventurer came to an end in Uncharted 4: A Thief’s End. Bethesda successfully rebooted Doom, and Pokémon GO made people pay even less attention to the world than their phones.

But it was the release of one of the first console-based virtual reality (VR) headsets by PlayStation, that would truly set the stage for a shift in the gaming industry.

Of course, the PlayStation VR (PSVR) was by no means a technological gift to the world.

In fact, the technology setup as a whole was cumbersome – an abundance of wires running every which way – accompanied the headset and camera that tracked position via light. Controllers paired with the device were not new, instead PlayStation recycled their already dated PS Move from their previous generation console

Putting it all together, the system as a whole had its moments – and some great games – but lacked the staying power of the console needed to run it.

The near inability to accommodate smooth locomotion in games, an abundance of wave shooters, and other abhorrent attempts to drag money out of people by releasing $45 of steaming garbage, made the PSVR an underwhelming peripheral.

Jump ahead to Feb. 22, 2023, and the release of its successor.

The PSVR2 was touted as the next step in the VR world of gaming – complete with updated 4K graphics, advanced controllers with feedback that would truly immerse you, and so much more – yet it seems to be off to the same sluggish start as its competitors.

A handful of games graced the device upon release – Horizon: Call of the Mountain, Resident Evil Village, and Gran Turismo – giving those who shelled out nearly $1,000 a thrill that probably left them questioning the value for their money. While the device gave the upgrades it promised over its predecessor, it showcased just how little ground has been made – and how far the industry needs to go to continue to improve VR gaming.

If you have never before played a game in VR, it’s something that can impress even the most uptight of people.

That being said, stepping into the world of Horizon or Resident Evil is truly another type of experience, when you are using YOUR eyes to see. The added features in the PSVR2 like headset and controller haptics let you feel the rumble of the ground, the liftoff of a spaceship, or the misstep that leads to your enemy getting a lucky shot. It’s immersive on a level it’s predecessor was not.

But how can one feel like they’re truly in the world around them when the hands seen are not truly theirs? The fear of whatever caused that noise in the darkness may make you scream out loud when it finally appears, but how can you feel fear for your life, hanging precariously off the side of a mountain – especially when your feet are planted firmly on the ground.

The biggest hurdles to true immersion are legion. These will not be solved anytime soon – and certainly not at a price point that will be attainable for the everyday gamer.

Sure, a glove that can emulate the movements of your hand – and remove the need for the Sense Controllers seems like the simplest solution. But once that works, how does technology make it feel like you are holding an item in your hand?

Whether it’s a smaller hiccup such as controllers, or as gargantuan as moving freely within the space you have – while also being able to move around a potentially vast virtual world without damage to yourself or the real environment – there’s a lot to fix technologically speaking to improve immersion.

Of course, games being released now are not all using the technology available to them, to its fullest potential.

Even some of the simplest elements like smooth turning and other basic features – looking at you developers of the always glitchy Hello Neighbor series – are simply not added into a game at initial release.

It seems like a nice thing to give people who may not be able to handle full locomotion, the option to lessen their motion sickness. But what about the other people who spend $50 on a game, and can’t seem to play the broken mess that was released?

This problem of catering to one group of gamers, has plagued the VR industry for years, and despite the advanced hardware capabilities that continue to come out on each new device, it doesn’t seem like developers really want people spending their money on the content they create.

But the BIGGEST problem right now is not the missing features, nor is it the immersion disadvantages. It’s simply a lack of engaging games.

Yes, there are more than 120 games listed on the PlayStation Store, but how many are there that make the VR investment worthwhile?

Our new column VirtualRealities will examine the games released for the PSVR2 and let you know whether they’re worth it or not.

Check out the column when it releases later this month here.

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PlayStation VR2

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