PlayStation VR2 Sizzle Trailer Claims You Will 'Feel a New Real'

PlayStation VR2 Sizzle Trailer Claims You Will 'Feel a New Real'

Richard Walker

Sony has released a new teaser video for PlayStation VR2, offering a brief rundown of some of the features the revised virtual reality headset and Sense controllers will offer when it launches for PS5.

“Discover how the revolutionary immersive features of PlayStation VR2 can transport you to thrilling worlds that feel, look and sound real through PlayStation VR2 Sense technology,” the blurb for the video reads. Despite all those lovely features, however, backwards compatibility with old PS VR1 games isn't among them.

What you can look forward to is eye tracking, something called ‘foveated rendering’ for vivid detail, finger touch detection, a 110-degree field of view, Tempest 3D audiotech, feedback through both the controllers and headset, and a 4K HDR display. You can read up on the full specs here ahead of the launch of PlayStation VR2 in early 2023.

  • Foveated rendering is literally the opposite of vivid detail. It lowers the resolution towards the outsides/edges of your field of view, thereby losing....vivid detail.
  • @QDawg187 - I think the point is that foveated rendering means that developers can increase the level of detail where you are looking, by reducing resources where you're not looking, which wouldn't have been possible without the eye tracking.

    It's a funny way of wording it, for sure, but the end result should end up with the player seeing more detail than if the feature wasn't included, and the whole 110 degree FOV had to be fully rendered at once.

    Or I could be talking shite, of course.
  • @Mattlorrigan - Or what it really means is that the consoles aren't as powerful as once claimed and need to cut corners to get stuff done. Dynamic resolutions, performance modes, variable rate shading, foveated rendering, etc
  • Just announce the price and release date already.
  • @QDawg187:
    Meh, there are a lot of tricks used in rendering to save processing power in certain situations and redirect it where it's needed. Like not animating what you cannot see.

    I guess that's where eye-tracking comes into play to adjust the focus area to where you are lookin at. Else I don't see the point behind it. I don't want the image to follow my eye-movement. It's already weird enough that you cannot look at the periphery but always have to turn your head.
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