Setup & Experience

Not So Scary After All


When you first take everything out of the PlayStation VR box, you’re gonna be looking at a lot of individual cables and pieces. There’s a big instruction booklet included, but thankfully there’s big pictures and one step on each page.

Most of the cables are in service of connecting the PSVR breakout box to the PlayStation 4. The breakout box has an HDMI cable that goes to the PS4 and an HDMI cable that goes to the TV. It also has it’s own power adapter and a USB cable that needs to run to the PS4. So over by your TV you may have a big of a table mess, but the headset itself has one thin cable that runs from the headset to the breakout box and plugs in with two ends.


The whole thing took me about 10 minutes to set up as I lazily followed the big pictures in the instruction booklet. Once I hooked everything up the PS4 already knew all about the PlayStation VR system—like long-lost best buds—I didn’t have to download any updates or install anything to start using PSVR right away.



Once you’re ready to pop the headset on, pull the back strap outward and loop it behind your head, resting the remainder of the unit on your forehead. The back strap goes down low around the crown of your head and you can give the crank on the back a few turns to start tightening things up. Using the button under the right side of the display assembly, slide the lenses in as close as they will comfortably get, then adjust up and down to find the sweet spot where everything is sharp. Once done, give that crank a few more turns to keep everything in place. Now you’re ready to game.

These Details Make 'Half-Life: Alyx' Unlike Any Other VR Game – Inside XR Design

One very cool feature of PSVR is the ability to operate your entire PS4 on a virtual big screen. Before even launching a game or putting in the demo disk, you’re able to see the usual PS4 home screen inside the headset. You can launch and play any and all PS4 games, apps, and content through the headset as though you’re sitting in front of a massive TV (you can adjust the size of the virtual screen to small, medium, and large).


Gaming is of course the major highlight for VR on a game console, and Sony has arrange an impressive launch lineup with some surprisingly strong debuts.

Batman Arkham: VR

One game that has particularly impressed me is Batman: Arkham VR. Developed by Rocksteady—the same studio that kicked off the popular Batman: Arkham series—the game is a filled with intuitive and satisfying VR interactions that are well designed for PlayStation VR and the PS Move controllers. As the studio’s debut VR experience, I’m blown away by the proficiency in virtual reality interaction design.

Batman: Arkham VR puts you in the boots of the famous masked detective and literally equips you with a belt of gadgets: you’ll be using a forensic scanner with two modes as well as the classic batarang and grappling hook. These all end up being effective tools you’ll use to find out what’s happened to Nightwing and Robin.

While Rocksteady’s prior batman games had you brawling with thugs from a third-person perspective. Batman: Arkham VR has you doing mostly detective work.

Now I’m not even a big Batman fan—I’ve never read the comics—but I was thoroughly impressed with interaction-heavy approach to virtual reality. Almost everything you do in the game is controller with natural motion interactions, from throwing batterings to pressing buttons to firing your grappling hook to move, all of the intuitive engagement with the world around you made it feel very immersive and satisfying.

Designing Mixed Reality Apps That Adapt to Different Spaces

Beyond it’s design merit, Batman: Arkham VR stands out as a stunning example of what a talented developed can do with VR on the PS4. The game is up there among the best looking real-time VR experiences I’ve seen on any platform, VR or otherwise.

Its biggest flaw? It’s too short. They made an impressive VR game, and I want more.


Thumper is a beautiful escape into a stylistic and somehow action-packed rhythm game. At the time of the review I was only able to play a taste of the game from the PSVR demo disk, but it was easily among the most memorable titles I’ve experienced on PlayStation VR to date.

The game has you racing up an infinitely long pathway toward a whirling abstract… actually, you know what… I’m not even going to try to explain it with text. Just watch this:

It’s beautiful, visually and sonically, and once again shows how pretty something can look on PSVR when it’s made by a talented developer. Your milage may vary depending upon how much you like rhythm games, but Thumper may emerge as a sleeper hit for me, depending upon how the game progresses from the demo stages I had access to.

PlayStation VR Worlds

PlayStation VR Worlds is Sony’s collection of excellent VR showcase content that every PSVR owner should have in their collection.

Among the five small experiences is some of the best designed interactive VR content out there, and the included games cross a wide swath of player tastes, making it perfectly suitable for showing friends and family how cool VR can be.

New Quest Update Reimagines the Landing Page, Once Again Sequestering Your App Library

The London Heist in particular, like Batman: Arkham VR, has created a firm foundation, but we want need more!


PlayStation VR is a strong start for virtual reality on consoles, showing that it not only can be done, but it can be done well; the system is home to some of the best VR content I’ve played yet.

Powered by the now three year old foundation of PS4, I’m blown away by the visuals that have been achieved on PSVR. I’m especially interested to see how things improve further with the launch of PS4 Pro.

The 1920×1080 might be lower on paper than the headset’s two major competitors, but it’s perfectly capable of creating powerfully immersive experiences and beautiful virtual worlds, despite a few display flaws.

The design and ergonomics of PlayStation VR feel class leading in many ways compared to the Rift and Vive, with a design that maximizes field of view and comfort. Though I really would have liked to see built-in headphones to eliminate an extra cable and bulk from a pair of headphones not designed to be worn with a VR headset.

PSVR’s tracking is likely to be it’s biggest challenge going forward. It feels only just over the ‘good enough’ line and is notably less accurate and responsive compared to the more expensive Rift and Vive.

By no surprise and no mistake, PlayStation VR is in a big way all about the price. Consoles have always been about value. And despite being based on demonstrably less powerful hardware, PSVR delivers a VR experience that punches above its weight class and makes a strong argument for both existing and new console players to jump into VR.

Disclosure: Sony provided Road to VR with a PlayStation VR headset, PS4 system, and accessories for review.


This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.

  • craylon

    Let me be the first to thank you for this very in depth article.
    I am currently very happy with my Vive but I will definitely considder PSVR and Pro in a year from now or so when the dust settled and the content situation matured further.

    • Charles

      There will probably be a much better Rift or Vive by then.


    Excellent & thorough review. It’s clear from your impressions that PSVR is a worthy member of the current VR triad. I especially appreciate you pointing out that the entire non-VR PS ecosystem is available to play inside the headset. This feature alone makes this a must-buy, for me.

  • LLyan

    Hi, thank you for this detailed article. I recently got to test the PS VR and I was very happy with the experience. A question though about the cinematic mode. Were you able to test the different screen sizes and if so, how was the quality? Any screendoor effect on the largest screen, or is it workable as a second screen?


    • Simon Wood

      An interesting point from Sony FAQ is that Cinematic view does not actively use the camera (just need one to set up, apparently?).
      So I wonder whether this will result in a gradual yaw if playing 2D games (or movies – before they have a proper cinema app).

  • Get Schwifty!

    Definitely plan on getting one, after the Touch comes out and I can get an order in. Disappointing to hear about the tracking, but honestly, at this stage people are wanting perfection for what are fairly low prices for new tech, so it’s not surprising its only “good enough”.

    • Paolo Leoncini

      I don’t find the PS VR tracking so bad, it’s surprisingly stable (no jitter at all), quite large area, and it rarely loose you, so, in my opinion, is more than good enough.
      Furthermore the camera also track your hand-held controller (the Dual-shock one I mean), so in the virtual scene you’ll find it graphically-represented in 6-DoF.

  • Matthew Roche

    I agree with the excellent and thorough review. I liked the part where you went over how IPD adjustments work with the PS VR and tips of finding the sweet spot.

  • wheeler

    Thanks for mentioning the OLED mura. So many people fail to mention this when evaluating a VR HMD. It can basically make or break dark experiences.

  • David Herrington

    I have personally tried PSVR after extensive use with a Vive and I was really impressed with the tracking and visuals that they could get out of a PS4. I hate to say it but it really does “punch above its weight class” and I think it will make the most money out of all the contenders so far. PSVR isn’t a bad thing guys, it is a great deal for high end VR.

    • kipsteele

      agreed. I have tested a game on one and it was fantastic. so the question really seems to be to oculus of what to do now.

      • Arian Taghdiri

        not really, PSVR tracking doesn’t hold a candle to the HTC Vive. Roomscale really is what makes VR, so PSVR really has a ways to go, in terms of sales though yes, I am sure it will be successful and kill the vive and oculus sales wise. But as a vr device is sits in the back, it does have better games for now though so I look forward to getting mine and hopefully this means HTC and Oculus will get some of these games.

        • Wiines 007

          It’s Sony, they will ALWAYS have the better games.

      • a corn

        you kids are hilarious.

        “Toyota released a cheap car. Ferrari is doomed”.


        • Jon

          bad analogy, ferrari would go under if it weren’t owned by fiat. point is, more people will likely try psvr than a vive so if enough people try it once and say it sucks then devs could abandon vr as a platform because it doesn’t sell. its like drinking mcdonalds coffee and being like “coffee is alright i guess” but no one told you that gevalia/starbucks/etc existed.

        • Wiines 007

          If everyone is buying the Toyota the Ferrari will just sit at the dealership looking good. Its public knowledge that the Rift and Vive did not sell well, compared to projections. PSVR is our last hope to keep VR around.

          • Get Schwifty!

            Not exactly true, sales estimates are about where they should be (forget analysts, they made up their own numbers) considering how things went with launch. Oculus wants approximately 400,000 sales for 2016, it’s a good bet they are approaching around say 100,000 by now and will get a surge for Xmas, still way off from 400K, but when you factor in the delayed launch by nearly four to five months its not too surprising. The other factor is Facebook realizes that its a movement that will take many years to realize its full potential, so they are not going “screw it, they didn’t make this years numbers” and bail out. HTC/Vive, now that might be another matter entirely, but I suspect they will hang in there too.

        • “Toyota released a cheap car. Ferrari is doomed”.

          That analogy only works if you’re prepared to pay ten times as much for the games as well, to make up for the lower playerbase.

      • Get Schwifty!

        And Vive if you are going to draw that point out… both Rift and Vive face competition from Sony, but I think it will only help. Many folks own a console and PC if they are serious gamers..

    • a corn

      I think the horrible tracking everyone is experiencing is a bad sign for more expensive vr. people will think this is as good as it gets and call it a gimmick. Because at this stage it is a gimmick. You cant touch the ground. You can’t raise your hands up all the way while standing.

      • Wiines 007

        The analog sticks were considered a gimmick until they cought on. Plus, going into a gaming world isn’t a gimmick. It’s the very reason why people play games, immersion. VR might be a fad, but not a gimmick. Poor choice of word.

  • A sentence in paragraph 7 reads “That elegance may *however* lead to some fragility *however*.”

    Just FYI

  • Sky Castle

    I want to like the PSVR, but it looks like there’s nothing but short experiences and tech demos. Steam has much of the same thing but at least their vr library is huge. I’m going to wait a couple years for the big AAA titles before getting a PSVR.

    • Wiines 007

      You clearly haven’t researched the launch window games. You couldn’t be more wrong.

      • Sky Castle

        You clearly have no clue what I like and don’t like. None of the PSVR game look interesting besides the AAA games which are one level of VR with the exception of RE7, and none of them are full exclusive, so I’ll be playing them on the Vive.

        • Robbie Zeigler


  • Great review. Worried about a few points like tracking. Will have to test one to see.

  • wowgivemeabreak

    On one hand, I like it if it expands the vr industry since every vr user should benefit. On the other, this apparent less than ideal tracking I have read from multiple reviewers could be a big negative for the industry if people assume that is how all vr headsets will be.

    I think Sony shouldn’t have skimped out on the tracking, even if it meant pricing the headset a bit higher. No good having something that will make people put off by it and not want to use it than simply making it correctly work and cost a bit more.

    As for the review, that was a good read and I appreciate the detail.

    • Wiines 007

      Sony has already pattened a VR glove and is in development. Research it if you’re interested.

    • zero

      No good having a product that’s so expensive that people won’t buy it either.

  • George Vieira IV

    The sweet spot was mentioned, but didn’t give a comparison to the Rift or Vive. I thought the biggest advantage of the Fresnel lenses was their increased sweet spot, at least that was the thing I noticed most going from a DK2 to the CV.

    If they were able to obtain a similar sweet spot to the Rift without the “god rays” that is a big deal. Being able to look around with my eyes and see things in focus is paramount, but I do hate those light artifacts :P

    • sfmike

      I agree, the “god rays” have really soured me on my Rift. Having tried the PSVR I was very pleased with the field of view and lack of those damn Fresnel lens. It’s like viewing the world with cataracts of fingerprints on your glasses. Really destroys presence when any bright object appears. PSVR glass lens are an improvement to me.

  • Russell Dornisch

    No one has mentioned in a single review in regards to non-gaming VR. Can you get access to other experiences such as video VR, Sports VR, Etc.? Or will there need to be an app in the future? I know the browser works but simply browsing to VR video won’t give full VR experiences.

    • benz145

      This is something I wanted to touch on but couldn’t make the review too much more bulky.

      The answer is yes, Sony is opening the door for some ‘apps’ that aren’t really games. ‘Within’ is a video portal which is already on the platform. That means it’s possible that apps like NextVR, Altspace, etc could come to PSVR.

      • Russell Dornisch

        Do you know if regular VR video that you can find on the web can be used, or only through the apps that will be coming later. I know Netflix was listed as having an app coming later for it.

        • benz145

          As of now I’m not aware of any VR browser functionality on PSVR beyond just using the regular system browser while the headset is on. I believe there might be a way to play 360 videos that you load locally onto the PS4, but need to double check on that.

  • RockstarRepublic

    Too bad they did not gear this towards PC as well. Would be a good way to get VR into both PC and console gamer’s hands. Hell could possibly get them to buy PS4’s if they didnt have one already.

  • Till Eulenspiegel

    I don’t owned any VR headset but I pay attention to all the reviews. From my observation, PSVR will most likely win the first generation.

    Vive requires a bigger space and those cables hanging on the back of the neck is distracting and the fact that you are standing, those cables can be a hazard. Playing games while standing is not comfortable, even if it is more immersive you will get tired after 30 mins. Vive is really meant for the arcade, something that you pay a few dollars to experience for 15 mins. Most gamers are couch potatoes and they want to play for hours.

    Rift is for the PC and sitting at the desk is not very comfortable either unless you bring the PC to your lounge room – but most people will not do that, they want a system that fits in with their lifestyle not the other way around.

    Mobile VR is only good for 360 videos and Youtube. Having to put your phone inside a VR headset each time you want to use it, is tedious and it drains the battery.

    PSVR seems to be the sweet spot for price and performance. Using it with a PS4 slim is so portable – you don’t even need a TV. The slim is like a laptop that you can carry in a bag with PSVR, or move around the house. This is the only VR system that fits in with people’s lifestyle and that people will want to use regularly.

    • Hotcakes

      AIUI the PSVR needs a TV for first time configuration, so that kills the portability theory.

      • Till Eulenspiegel

        Is that so? I didn’t know that. Regardless, it’s easier to carry the PS4 slim and the PSVR to a friend’s house than other VR system where you have to bring your desktop PC. You can of course get a Alienware laptop but it cost 10 times more than PS4.

      • Arwin van Arum

        That’s just first time configuration, and even then you can use remote play with, say, a PS VIta or any PC around.

    • Aragon

      You can calibrate HTC Vive as a standing experience, in this case you don’t need a big room. And you can use the Vive also as a seated experience if you want, every Oculus game is also playable on the Vive. Another big advantage of the Vive is the Huge tracking area. In my flat I have a roomscale behind the couch I could use but I it works also when I sit at the couch, both without moving the camera, this is not possible with Oculus or PSVR.

      And 360° games only work with Vive. It is still by far the best VR Headset currently available.

      But I admit that PSVR is more comfortable and has better lenses than the Vive, It’s a pity that Vives lenses are not exchangable.

  • Paolo Leoncini

    I’m a VR professional and bought PS VR for my son – we are both enthusiasts of it, and I’m very satisfied also by the tracking despite I didn’t calibrate it accurately.
    What I’d like to point out instead is the poor, possibly not at all, color distortion correction operated on the warped image. To be self-esplaining, the three basic colors, RGB, get distorted differently by the spherical lens depending on their wavelength. Thus, by considering “exact” the undistortion for the green (i.e. it doesn’t get undistorted further), there are two further polynomial undistortions to apply for the two R and B color components, usually occuring in the same shader as the geometric barrel undistortion. The desired effect is to make RGB to fall on the same “viewed position” all over the entire field of view.
    Well, in the PS VR such color undistortion is not effective, or, even worst, not done at all. The center hot spot is not touched by this problem because of the low distortion operated by the lens, but the peripheral of the field of view is. It is more evident as graphics is done by lines, or other thin primitives (text, …) with solid (i.e. non textured) color.
    It’s a pity, and hope Sony will improve (firmware upgrade?) the PS VR on this aspect.

  • HoriZon

    Just can’t get hold of one for love nor money well unless you wanna pay double price for one.

  • glassmilk

    The PSVR has the best display of all VR headsets. It has a lower resolution as the Vive and the Oculus but it has NO annoying screen door effect (this is totally impressive).
    (as i understand it they use a “real screen door” in front of the display to BEND the light, this way the eye can’t see the gaps between the pixels)

    Now the question: What prevents Vive or Oculus from using a similar technology?
    Patent rights? Any info?

    No VR side has a topic about this important topic.

    Is it so hard to add a milk glass to the display?
    I would instantly buy a VR headset if the annoying screen door effect gets removed.

    • Synyster Gates

      Sir, what the heck are you talking about? Bend the light? Rift and Vive use pentile display with 2 subpixels per pixel while PSVR uses RGB with 3 subpixels per pixels, making the count of subpixels in the PSVR higher than the concurents. That fixes the screendoor effect. Both Vive and PSVR excel at their own strong points (Vive at almost perfect tracking + room vr, PSVR at the screen/lens quality, comfort and huge userbase = more publishers interested in the platform), while the rift ended somewhat at a mediocre VR experience, not trying to get strong in a niche advantage.