Apple confirmed at its Worldwide Developers Conference (WWDC) last week that Vision Pro is set to support PSVR 2 Sense controllers when visionOS 26 launches this Fall. While still in developer beta, YouTuber ‘Nathie’ got a chance to go hands-on, showing off just how the controllers work.

In the video, Nathie shows off PSVR 2 Sense controllers scrolling through some of Vision Pro’s most basic systems, including browsing apps via its UI, as well as exploring some of the new content coming to VisionOS 26.

Nathie notes that UI selection combines Vision Pro’s onboard eye-tracking and the physical controller; scrolling through apps can be done both with a swiping gesture or via the controllers’ thumbsticks, seen below:

While Nathie goes hands-on with some of the new features coming to VisionOS 26, like its new slate of spatial Widgets, new volumetric photos, and improved Persona avatars, notably lacking are any apps that actually use Sense controllers as they were intended—i.e. for accurate, low-latency input.

That’s because Apple reportedly had “no plans” to support VR motion controllers leading up to the headset’s February 2024, spurring Vision Pro app developers to create (or port) XR apps with eye and hand-tracking from the get-go. Apple’s focus was to create a general ‘spatial computer’ after all, which put an elevated focus on work, communication and traditional content consumption.

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But now, as the company undoubtedly readies its next XR headset, Apple is ostensibly broadening that scope to truly cover the full gamut, which could allow developers to bring a wide variety of games and apps that rely on quick and precise input, such as shooters, fast-twitch rhythm games, physical movement games (climbing, jumping, flying), and simulators of all types.

Whether the glut of XR developers actually gravitate towards Vision Pro is another question entirely though, as the $3,500 headset is not only prohibitively expensive from a consumer standpoint, but, according to independent analyst data, has only sold around 500,000 units to date, making it a comparatively smaller install base next to segment leader, Meta Quest 3/S.

Although there’s no telling what a prospective ‘Vision Pro 2’ might look like, we’re hoping it’s going to be a fair sight cheaper, and also make buying Sense controllers a hell of a lot easier. For now, the only way to get your hands on a pair of controllers is either second-hand, or by buying a complete PSVR 2 bundle.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • mellott124

    So nothing yet that can't already be done via hand tracking. We'll all obviously be waiting to see if this opens up real VR games on Vision Pro.

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    This is bizarre, a $3500 min device you can now buy controllers for an unrelated gaming console to use with it, and few if any apps will have native support. They're camera tracked so this doesn't even unlock a larger field of motion or something. What is the intended goal for this? Can you even buy sense controllers without the PSVR headset? Are Pico controllers not supported because of concerns about sanctions? Everything about this device seemed ill conceived, sold at a developer price, the kind of thing you'd buy to make games and 3D models on as a professional, but it's built and intended for just a rich consumer who wants to watch media. What I am wondering is where this ends up.

    • Dalibor Skalník

      The controllers are not officially available separately, which is bizzare even for the PSVR2 users who can't buy them in case they get damaged or fail. I saw some refurbished controllers but nothing officially.