Sony PlayStation VR vs Sony PlayStation VR2
Better figure, where one is clearly better
| SonyPlayStation VR | SonyPlayStation VR2 | |
|---|---|---|
| Overview | ||
| Released | October 2016 | February 2023 |
| Display | ||
| Resolution per eye | 960 × 1080 | 2000 × 2040 (better) |
| Panel | OLED | OLED |
| Refresh rate | 120 Hz | 120 Hz |
| Display details | Single 5.7-inch OLED RGB panel, 1920 × RGB × 1080 overall; 90 or 120 Hz depending on the application. Some games render at 60 fps and reproject to 120 Hz. | OLED, 2000 × 2040 per eye; 90 and 120 Hz |
| Lenses | Non-Fresnel lenses (Road to VR); Sony quotes approximately 100° field of view without specifying horizontal or diagonal | Fresnel lenses; field of view approx. 110° (Sony doesn't say horizontal or diagonal); adjustable lens separation with a dial |
| Lens spacing (IPD) | Software interpupillary-distance setting and camera-assisted measurement; no physical lens-spacing adjustment (Road to VR) | – |
| Tracking and input | ||
| Eye tracking | No | Yes |
| Hand tracking | No | No |
| Controllers in the box | No | Yes |
| Colour passthrough | No | No |
| Sensors | External PlayStation Camera tracks blue LEDs on the headset; six-axis motion sensor with three-axis gyroscope and accelerometer. No eye tracking or controller-free hand tracking. | Inside-out; four embedded cameras for headset and controller tracking; one IR eye-tracking camera per eye; six-axis motion sensor; IR proximity sensor |
| Controllers | Uses DUALSHOCK 4, PlayStation Move or compatible game-specific controllers; controller requirements depend on the game. Camera and controllers are separate from the original base package. | Two PS VR2 Sense controllers with adaptive triggers, haptic feedback, finger touch detection and IR LED tracking; 520 mAh built-in battery, 168 g each; Bluetooth 5.1 |
| Passthrough | No camera passthrough view; the visor slides forwards to see surroundings | Monochrome See-through View from the tracking cameras, at the touch of a button (Tom's Guide) |
| Performance | ||
| Works | Needs a PC or console | Needs a PC or console |
| Connections | CUH-ZVR1 headset connects through the supplied processor unit to PlayStation 4 by HDMI and USB; the unit also supplies Social Screen output to a TV. Original unit supports 4K YUV 420 TV passthrough up to 60 Hz but not HDR. PlayStation 5 use requires the PlayStation Camera adaptor and compatible controllers. | Single USB-C cable to a PS5; PC via the PlayStation VR2 PC adapter (from 7 August 2024) for SteamVR games. HDR, eye tracking, headset feedback, adaptive triggers and haptic feedback beyond rumble are unavailable on PC. |
| Design | ||
| Battery | None (powered by a PC or console) | None (powered by a PC or console) |
| Weight (headset) | 610 g | 560 g (better) |
| Audio | Built-in microphone and stereo headphone socket on the inline remote; supplied stereo earbuds. Processor unit provides 3D audio processing, rather than extra game-rendering power. | Built-in microphone; stereo headphone jack |
| Strap | Adjustable headband with rear dial and sliding scope; approximately 187 × 185 × 277 mm excluding projecting parts at the shortest headband length. Headset 610 g excluding cables; processor unit 365 g. | Adjustable headband and scope; approx. 212 × 158 × 278 mm; 560 g excluding cables |
| In the box | Original base package has CUH-ZVR1 headset, processor unit, headset connection cable, HDMI cable, USB cable, stereo headphones with earpieces, AC power cord and AC adaptor; no camera or controllers | – |
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