If this will be the controller for PSVR2, I am bought

Material presenting prototype virtual reality controllers that engineers at Sony Interactive Entertainment have been added to the network. The same wing of the Japanese company is responsible for PSVR goggles and PlayStation consoles.

PSVR are the most popular virtual reality goggles dedicated to video games. I am one of the few million owners of such a device and although I went through a lot of really great games with it, I am aware of the limitations of such equipment. Low resolution, quite low movement precision, not so high image refresh rate or archaic Move rods are all elements rejecting from VR. Fortunately, there are many indications that the new version of the device will be much, much better.

PSVR2 will definitely be created. The device will debut some time after the release of PlayStation 5.

The new goggles will use the much greater power of the next generation console. This allows us to think that we will get a helmet displaying the image in a much higher resolution, with a higher pixel density per inch, and refreshed at a higher frequency. Considering the suggested power of PS5, as well as the optimization of console components, PSVR2 should be able to provide virtual reality of the same quality that we see, e.g. using the Valve Index set.

What's great, PSVR2 will inherit a whole library of great games for the first PSVR. I mean such titles as Astro Bot, Resident Evil 7, SuperHOT, Beat Saber, Farpoint, No Man's Sky and Firewall: Zero Hour. It is possible that many of the titles already released will receive updates that will maximize the extra power of PS5. I'm waiting for it.

Now we can see how Sony prototype controllers for virtual reality work.

On the video we can see a few devices resembling sticks or sticks. Thanks to the sensors inside, the controllers not only recognize the position or angle of inclination, but also the grip of the hand and the setting of specific fingers. The devices distinguish over 10 configurations, including full hug, full relaxation, bending of each finger, thumb rotation and gestures such as telephone or rock'n'roll.

Along with the right interpretation of hand movements, great precision goes hand in hand. Thanks to the new controllers, we can lift the small objects that we care about using those fingers that we use in real life. Gripping the cap with your index finger and thumb? This is no longer a problem. At least in a test environment written by Sony Interactive Entertainment engineers. They are the ones who develop technologies that later go to the PlayStation family products.

In turn, gigantic precision and gigantic control are something invaluable in virtual reality. The example of the famous Half Life Alyx showed it very well. The same game launched on the cheaper HTC Vive and more expensive Valve Index is a completely different experience. Great thanks to the precise controllers from Valve, allowing individual movement of each finger individually.



If this will be the controller for PSVR2, I'm bought

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