[PlayStation VR2 and PlayStation VR2 Sense controller: the next generation of VR gaming on PS5](https://blog.playstation.com/2022/01/04/playstation-vr2-and-playstation-vr2-sense-controller-the-next-generation-of-vr-gaming-on-ps5/) by Hideaki Nishino for the PlayStation Blog Sony has provided more details on the next iteration of PlayStation VR, including officially calling it PS VR2. At [CES 2022](https://blog.playstation.com/2022/01/04/playstation-vr2-and-playstation-vr2-sense-controller-the-next-generation-of-vr-gaming-on-ps5/), the company provided hardware specs on the headset for the first time and the [[Thoughts on the PS VR2 Announcement|previously revealed]] controllers. The headset sounds great! I wanted to take a look at the specs and compare it to what I’d consider the top of the line current VR headsets — the Meta Quest 2 and the Valve Index. The Quest 2 is by far the most popular VR headset thanks to its wide availability and ease of use; just slide of the headset and go. The lack of friction is paramount to the Quest 2’s dominance. The Valve Index is the powerhouse VR headset, even after nearly its release three years ago. I’ve not had the fortune of trying one out yet, but as far as I can tell, it is still the top dog in the PC space, possibly paired alongside a Quest 2 with the PC link cable. Here’s a quick summary of those headsets main technical specifications, along with the PS VR1: Quest 2 has a resolution of 1832 x 1920 per eye with an LCD panel. It supports 72/90/120 Hz refresh rates, with the 120 being an experimental feature as of publication. It’s Field-of-View (FOV) is 90°. The Quest 2 requires no wires for standalone play and comes with two controllers. It uses inside-out tracking via four external facing cameras to gauge where your controllers or hands are in the space. There are built-in speakers. The Quest 2 is currently sold for $299 or $399, depending on the storage size chosen. It was originally released in 2020. Valve Index has a resolution of 1440 x 1600 per eye with an LCD panel. It supports a wider range of refresh rates at 80/90/120/144 Hz. It’s FOV is 130°. It connects to a powerful enough PC via one cable. The tracking is done with base stations, providing room-scale VR. There are built-in speakers as well. The price ranges from $500 to $1000: the headset alone costs $500, controllers $279, and a single base station costs $149 (two are required). The complete bundle costs $1,000. The Index was originally released in 2019. PlayStation VR1 has a resolution of 960 x 1080 per eye with an OLED panel. It supports 90/120 Hz refresh rates. It’s FOV is 100°. It connects to a PS4 and a necessary processor unit. The tracking is done with lights on the headset and controllers through the 3D camera accessory for the PS4. There are no built-in speakers. The price started at $400 with no camera or controllers, but is currently [bundled](https://www.playstation.com/en-us/ps-vr/bundles/) with the required accessories and a couple of games for $350. PlayStation VR was originally released in 2016. The Quest 2 and Index will reach two and three years of life here in 2022, respectfully. The tech is older, especially in a rapidly developing tech space. Their viability is a testament to their design with the foresight of where this space was going in the near-future, particularly in the realm of tracking hands accurately and reducing the barrier to playing in VR. Here are the specs for PS VR2: PS VR2 will have a resolution of 2000 x 2040 per eye with an OLED panel, providing 4K HDR picture quality. It will support 90/120 Hz refresh rates. The FOV is 110°. It will connect directly to a PS5 via one USB-C cable. PS VR2 will have inside-out tracking and eye-tracking. It’s price is not yet announced. It does not seem to have built-in speaker, but it will have haptic feedback built into the headset as well as the new PS VR2 Sense controllers. It does not have an official release date yet, but I suspect it will be released in 2022. The leap in technical specifications over all three of these headsets makes sense for a new consumer headset in 2022. As the technology gets better and smaller, more can fit inside a head-mounted device. The standout features are eye-tracking and haptics in the headset itself. I’ve yet to experience eye-tracking in a VR headset — I’m not even sure of a consumer headset capable of it — but the promise of a new, natural form of input is exciting in a literally immersive gaming experience. Moments like looking in the mirror of Batman: Arkham VR can have added realism not previously possible. The PlayStation 5 is leaning greatly into added layers of immersion through 3D audio and the insane haptics of the DualSense. It makes sense that the new PS VR2 Sense controllers would feature similar haptics, but I was surprised to read that the headset itself will also have haptic motors in it. I am incredibly curious to feel this in action. It’s not quite a [synesthesia suit](https://rezinfinite.com/synesthesia-suit/), but this combined with the controllers definitely sounds like a major step forward in physical feedback. Given how impactful the [[Returnal’s 3D Audio is a Mechanic, Not a Feature|PS5’s 3D audio has been]], I imagine the experience in VR will be sensational. On paper, PS VR2 sounds like the next generation of VR, not just for Sony, but the current landscape of consumer, gaming-focused VR. Meta is hard at work on their [Cambria project](https://techcrunch.com/2021/10/28/project-cambria-is-a-high-end-vr-headset-designed-for-facebooks-metaverse/?guccounter=1&guce_referrer=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_sig=AQAAALy1OUn_FaC-KiT0ezB8f0d5zD_W3P1UcCzWVYbtToOrHGHUhr7ZBQzJthakgmUgAzHh66RfrEmxqL3KbyfFBHliCxidOcivnsV8r6oQqfF6-S-jjgsZDIz_twwu8KTw0vINiuzwpawqMHLVXP6WyHAw25ECqNp5fEJHQMRyIOy7), which promises features like eye-tracking and face-tracking. Who knows when and if Valve will make a new generation of the Index or if that expansion slot will ever be truly tapped into. I am eager to try out PS VR2 and get my head and hands on one as soon as I can.