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PSVR

The PlayStation VR is compatible with the PlayStation 5 via backward compatibility using a USB to Playstation Camera adapter that is shipped for free by Sony to anyone who has previously purchased the PS VR. There are currently no PlayStation 5 games announced that support it; if a PS VR supported game...

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The PlayStation VR system can output a picture to both the PlayStation VR headset and a television simultaneously, with the television either mirroring the picture displayed on the headset, or displaying a separate image for competitive or cooperative gameplay.
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The PlayStation VR is compatible with the PlayStation 5 via backward compatibility using a USB to Playstation Camera adapter that is shipped for free by Sony to anyone who has previously purchased the PS VR. There are currently no PlayStation 5 games announced that support it; if a PS VR supported game also has a PlayStation 5 version available, the PlayStation 4 version has to be installed instead via backward compatibility to be able to play in virtual reality. In certain games and demos for the VR, the player wearing the headset acts separately from other players without the headset. The PlayStation VR system can output a picture to both the PlayStation VR headset and a television simultaneously, with the television either mirroring the picture displayed on the headset, or displaying a separate image for competitive or cooperative gameplay. PlayStation VR works with either the standard DualShock 4 controller, PlayStation Move controllers or the PlayStation VR Aim controller. The PlayStation VR has a 5.7 inch OLED panel, with a display resolution of 1080p. The headset also has a processor box which enables the Social Screen video output to the television, as well as process the 3D audio effect, and uses a 3.5mm headphone jack. The headset also has nine positional LEDs on its surface for the PlayStation Camera to track 360 degree head movement. As of December 31, 2019, PlayStation VR had sold-through 5 million units worldwide. Sony announced the PlayStation VR2 for the PlayStation 5 at the 2022 Consumer Electronics Show. Sony's interest in head-mounted display technology dates back to the 1990s. One application of this technology was in the game MechWarrior 2, which permitted users of the Glasstron or Virtual I/O's iGlasses to adopt a visual perspective from inside the cockpit of the craft, using their own eyes as visual and seeing the battlefield through their craft's own cockpit. In early 2014, Sony Interactive Entertainment research and development engineer Anton Mikhailov said his team had been working on Project Morpheus for more than three years. According to Mikhailov, the PlayStation 3 Move peripheral, itself revealed in June 2009, was designed with unspecified, future head-mounted technology in mind. "We specced it and built it to be a VR controller, even though VR wasn't a commodity. It features an FOV of 100°, 6DOF head-tracking, stereoscopic 3D, and unwarped output to a TV, either for others to view what the headset wearer sees, or a separate display to compete against the headset user using a standard PS4 controller. In September 2015, it was revealed the headset would have three rendering modes for developers to choose from: native 90 Hz, native 120 Hz, and a mode where gameplay running at 60 Hz would be displayed at 120 Hz using a motion interpolation technique called asynchronous reprojection.

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