Sony PlayStation VR (PSVR) Review

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Conclusion

Does The PSVR Live Up Its Expectations?

Sony jumped into VR with big expectations to satisfy. Oculus and HTC/Valve already sell incredible products in the Rift and Vive. They offer high-resolution, low-latency displays and accurate tracking, setting the benchmark for consumer-grade virtual reality technology. It’s not realistic to expect PSVR to hit that high-water mark, particularly given the headset's price point. But Sony had to deliver an incredible experience nonetheless. Why would anyone spend $500 on an accessory just to get mediocrity in return?

Thankfully, Sony delivers. The company put together an impressive piece of hardware that complements its game console well. If you already have a PlayStation and you're interested in virtual reality, PSVR is a great way to get the technology into your home.

Sony’s platform offers a comfortable, easy-to-adjust head-mounting mechanism. The headset is also the best option we’ve seen for people who wear glasses thanks to its mechanical relief system and the way the visor hovers in front of your face.

The panels that Sony developed for PSVR are surprisingly crisp and clear. Thanks to the RGB subpixel arrangement, it’s hard to tell that the display resolution is lower than what the Rift or Vive offer. Sony proves that resolution isn’t everything. The technology inside obviously plays a big role in determining the HMD's image clarity.

But Should I Buy One?

If you have the means to buy a PSVR, we don’t think you’ll be disappointed with the hardware. Just don’t expect a lot on the content side during these early days. Developers are still figuring out what works and what doesn’t in VR. In the meantime, we're bound to see a lot of shorter VR experiences.

The cost of a PlayStation 4 and PSVR bundle will set you back more money than an Oculus Rift. And if you opt for the PS4 Pro, the package costs as much as an HTC Vive. But both PC-centric platforms still need a relatively high-end computer to drive them.

Gamers who already own a PS4 console have the most affordable path to premium VR available to them. We should all be so lucky. Even if you don’t have a PS4, Sony’s is still the most affordable high-end VR platform you can buy. Yes, the Vive and Rift are a notch above. But PSVR's value is undeniable. Conversely, most PC enthusiasts have a hard time justifying VR unless they already own fast-enough gaming rigs.


MORE: The HTC Vive Review

MORE: The Oculus Rift Review

MORE: Razer OSVR Hacker Developer Kit 1.4 Review

MORE: The Oculus Touch Motion Controller Review


MORE: Oculus Rift Vs. HTC Vive Vs. PlayStation VR

 Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years. 

  • blackmagnum
    Sony going after the affordable market? You've got to be kidding me! What's Apple say on this?
    Reply
  • bit_user
    Thanks for the thorough review, Kevin. Is OSVR's HDK2 in your queue? I understand it has display tech similar to PSVR's, but with the same pixel resolution as Rift & Vive.

    If I buy PSVR, I'd wait for PS4 Pro to get updated so the breakout box is unnecessary. They should've just put the PSVR ports right on the front of it. Then, sell me the whole kit in one box.

    As for the lack of room scale, it's hardly surprising, if they're just using the stereo camera for tracking. It has to be able to see the controllers, which it can't do if your body is in the way. Even if they have built-in IMUs, those will drift without periodic registration with the camera.

    Finally, I'm impressed that it can send different images to the HMD and TV. Although this will only add to the burden on the PS4's GPU, it's a nice feature. Reminds me of the Wii U, a bit. I don't own one, but saw a couple games make good use of the private view afforded by the tablet.
    Reply
  • Dosflores
    19196429 said:
    Finally, I'm impressed that it can send different images to the HMD and TV. Although this will only add to the burden on the PS4's GPU, it's a nice feature.

    It doesn't necessarily add burden on the GPU. It's only needed for "social gaming", and that kind of games can live without great graphics. For "standard games", the breakout box simply undistorts the image being sent to the HMD, and outputs the result to the TV.

    You're right about the PS4 Pro. It should have included the PSVR ports, and not only to reduce clutter. The PS4 Pro supports HDR output (and the standard PS4 now does it too), but the breakout box doesn't. If you want HDR output to your TV, you have to disconnect the breakout box and connect the PS4 directly to the TV. If you want to play some VR game again, you have to disconnect the TV and connect the PS4 to the breakout box again. This design flaw is enough to convince me not to buy PSVR until the next update of either the PS4 Pro or the PSVR system.
    Reply
  • cknobman
    You did not touch on the actual gaming experience very much.

    I read and watched a few game experiences and reviews using PSVR and the biggest complaint that was due to how low the processing power was of the PS4 they had to really really compromise on the graphics.

    The graphics of the VR games on PS4 were absolutely terrible including missing/no textures lots of things just not rendered period and low res up-sampled.
    Reply
  • Agente Silva
    Born Dead...
    Reply
  • Agente Silva
    ... and I´ll explain why:

    1. In an era where game developers are heading into unified platforms it will be very hard to see proper games (instead of "experiences").

    2. Gamers don´t want to have a strapped screen to their face.

    3. Enthusiasts won´t spend 500$ on something that doesn´t display AAA games (not even mentioning mainstream).

    4. For the mainstream this is a showroom equipement.
    Reply
  • Jeff Fx
    >Premium-grade virtual reality demands more performance than you would expect a PS4 could provide

    Yes it does.

    >, but Sony pulls it off.

    No, this is PSVR, which is far from a premium VR experience.
    They can't deliver the tracking accuracy or video quality of a premium VR system.
    Reply
  • kcarbotte
    19196429 said:
    Thanks for the thorough review, Kevin. Is OSVR's HDK2 in your queue? I understand it has display tech similar to PSVR's, but with the same pixel resolution as Rift & Vive.

    If I buy PSVR, I'd wait for PS4 Pro to get updated so the breakout box is unnecessary. They should've just put the PSVR ports right on the front of it. Then, sell me the whole kit in one box.

    As for the lack of room scale, it's hardly surprising, if they're just using the stereo camera for tracking. It has to be able to see the controllers, which it can't do if your body is in the way. Even if they have built-in IMUs, those will drift without periodic registration with the camera.

    Finally, I'm impressed that it can send different images to the HMD and TV. Although this will only add to the burden on the PS4's GPU, it's a nice feature. Reminds me of the Wii U, a bit. I don't own one, but saw a couple games make good use of the private view afforded by the tablet.

    I'm glad you enjoyed the review. OSVR HDK2 is on my list. I hope to have a review sample in the near future.

    I was also suprised/impressed that it could do social screen gaming when I first hear about it. Check out my interview with Richard Marks (linked in the review) for more insight on that.

    Reply
  • kcarbotte
    19198130 said:
    You did not touch on the actual gaming experience very much.

    I read and watched a few game experiences and reviews using PSVR and the biggest complaint that was due to how low the processing power was of the PS4 they had to really really compromise on the graphics.

    The graphics of the VR games on PS4 were absolutely terrible including missing/no textures lots of things just not rendered period and low res up-sampled.

    I wrote the review before the PS4 Pro launched but it was delayed due to the Rift review, holiday break, and CES. At the time of writing the review, I hadn't had a chance to try many games. Sony didn't provide us a review sample, so I purchased all the games that I have.

    I've since updated to the PS4 Pro and picked up a number of games. Watch for follow-up content about some games soon.
    Reply
  • kcarbotte
    19198536 said:
    ... and I´ll explain why:

    1. In an era where game developers are heading into unified platforms it will be very hard to see proper games (instead of "experiences").


    Care to elaborate? I'm not following your logic here.
    Unity and Unreal make it easy for developers to support Oculus, SteamVR, and PSVR with minimal effort.

    19198536 said:
    2. Gamers don´t want to have a strapped screen to their face.


    That's an incredibly generalzed, and ill-informed statement. Sony stated it sold "many hundred of thousands" of PSVR headsets upon release and the hardware has been in high demand to the point where Sony has not been able to keep up with demand. Its sold out practically everywhere.

    In my experience, after showing over 3000 people VR hardware, people think they don't want to strap on a screen until they try it, and then they want one of thier own.

    19198536 said:
    3. Enthusiasts won´t spend 500$ on something that doesn´t display AAA games (not even mentioning mainstream).

    Resident Evil 7 drops tomorrow with full VR support start to finish.
    Robinson: The Journey is easily a AAA title.

    AAA titles are coming. It takes time to make AAA games, though. Many games take 2 to 3 years or more to develop. Sony hasn't had developer kits of PSVR out in the wild for that long.


    19198536 said:
    4. For the mainstream this is a showroom equipement.

    Yup. That's how new technology launches.
    When CDs hit the market in the 80s, DVD players were thousands of dollars.
    When PCs hit the market, they were well over $5000
    When Cell Phones came to market, they were thousands of dollars with no subsidies.

    I could go on and on and on all day long about new technologies launching at crazy prices.
    Early adopters always pay a higher price to be first in line. As units sell in higher and higher volume, manufacturing costs come down, which leads to lower consumer price tags.

    VR hardware won't always be $500.

    Reply