Ahead of the launch of PSVR 2, we’ve got a close-up look at the finished version of the headset and what you can expect to find when you crack open the box.

It’s just two weeks until Sony’s newest VR headset hits the streets, and while we’re not yet allowed to go into detail, today we’ve got a close-up look at the production hardware and Sony’s official controller dock. Stay tuned for our full PSVR 2 review.

Photo by Road to VR

The very first thing to notice about PSVR 2 compared to the original is the simplicity of setup… this is everything you’ll see in the box.

PSVR 2 | Photo by Road to VR

Compare that to the original PSVR which had a breakout box requiring extra cables and its own power adapter—not to mention the PS Eye camera that was required for the headset (and the photo below doesn’t even include the Move controllers).

PSVR 1 | Photo by Road to VR

Compared to the original, PSVR 2’s single-cable operation and inside-out tracking makes it so much easier to use.

Getting closer to the headset itself, we get a good look at its range of adjustments. On the top there’s an IPD dial for dialing in the distance between the lenses. Also on top is a button to adjust eye-relief (the range of which is pretty impressive). And on the back is the crank to tighten the headstrap, with the center of the crank acting as a button which releases the springy tension.

As we learned in our early preview of PSVR 2, the headset has an assisted calibration step which helps the user hone in their individual headset orientation and IPD settings, thanks to the in-built eye-tracking.

On the bottom of the headset is the power button and a button to activate PSVR 2’s passthrough view. Alongside those is the built-in microphone.

Photo by Road to VR

While PSVR 2 doesn’t have directly integrated audio, it comes with a pair of custom earbuds which attached to the underside of the rear headstrap and stow in little holes at the sides of the headset. You can use your own 3.5mm headphones instead if you’d like to.

And then there’s the PSVR 2 ‘Sense’ controllers, which have a particularly interesting shape to them. Inside the circular strut is hidden infrared LEDs which can be seen by the headset to track the controllers.

Compared to something like Quest 2, the unique shape and placement of the ring does a good job of reducing the likelihood that you’ll bump the controllers into each other during hand-to-hand interactions. However, the design has a somewhat off-kilter balance to it.

The wrist-straps are mounted on the inside of the tracking ring and can be removed if desired.

The PSVR 2 controllers are rechargeable via USB-C, but Sony is also selling a purpose-built PSVR 2 controller charging dock to make it easy to charge your controllers without fiddling with cables. While its existence is appreciated, and it generally gets the job done, it’s a bit funky to sit the controllers in just the right spot to initiate the charge. Still, I’d rather this than plugging in two cables every time I’m done playing.

We’re looking forward to sharing our full PSVR 2 review in the near future—if you’ve got questions for us, drop them in the comments below!

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Tommy

    Nice close up views!
    However, I need it to be just a little bit closer. I need it to be on my face.

  • dk

    why can I see the article only via the Twitter link

  • Arno van Wingerde

    Hm… unhappy about the earphones… built in speakers like the Quest2 with the option to add something via 3.5 mm plug/USB/Bluetooth would have been nicer! Also not very hygienic if you share the device with multiple users!

    • Runesr2

      Sony uses their wireless Pulse 3D when they showed off PSVR2 to reviewers some weeks/months ago.
      I bougt a PS5 only for PSVR2, and got the Pulse 3D too. These will set you back another $100, but the sound is much better than the bottom-end piped audio on the Quest hmds. Index and CV1 both beat the Pulse 3D though.

      • gothicvillas

        Since I got my Pulse a year+ ago, i have stopped using any other headphones, even for music and videos. Sound is incredible for 100 bucks. Look and plastic is another thing but the sound is a king.

        • MOT

          That’s good to hear. I’ve ordered the pulse but havent used them yet as I’m waiting for the psvr2.

      • MOT

        I’ve ordered the pulse as well although when I had psvr1 the sound through the supplied earphones was actually surprisingly good.

    • MOT

      You can add something via 3.5mm plug or USB. Also the quest speakers are pretty poor.

    • Tommy

      With all the people already complaining about the price, I’m not surprised they didn’t included built-in.

      • MOT

        Agree. The same with pancake lenses. They have clearly made some design choices to keep the price as low as possible. The eye tracking is quite expensive apparently.

        It seems the Fresnel lenses are a custom design of Sonys and godrays and glare arent an issue with them so it seems a reasonable choice to keep costs down.

  • eadVrim

    I’m not sure if HDR makes a significant difference in VR display

    • MOT

      There is a very good interview on youtube with the Song in the Smoke developers talking about how bright the HDR display is.

      The contrast is so much better than previous headsets they said they had to readjust all the colours within the game.

      They also said the black levels on the OLED HDR display are amazing.

      It is literally pitch black, not the hazy grey you get on lcd displays quest.

      They described the psvr2 as the premium headset at present so it is looking very promising.

      I’m a pc gamer and wish I could also get a headset this good at this price for pc but you just cant.

      • ViRGiN

        > not the hazy grey you get on lcd displays quest
        “the best” pcvr headset also uses lcd, much worse at that, and yet i haven’t seen complaints about index being washed out, cause it’s made by valve.

        • ApocalypticSwampFunk

          Please take up another hobby. You clearly hate VR

          • ViRGiN

            Found the valve shill and meta hater.

          • vancleefmustache

            Why so salty, ViRGiN? Didn’t you hear? They are opening Horizons to younger teens. You should be rejoicing.

          • ViRGiN

            You sound jealous.

  • Ookami

    The PSVR1 also needed the Move controllers and a Playstation Eye, which isn’t pictured in the comparison, making it even more messy

  • Guest

    I hope Sony dominates the VR gaming market so the other VR markets can mature.

    • VR5

      It certainly is possible to dominate the gaming market even with lower install base (than Quest) but for that it needs very good software support. Like 4 Horizon Call of the Mountains* per year and 10 RE8s** per year.

      *Made for VR game that fully utilizes the medium and doesn’t cause motion sickness (so is safe to recommend for newbies).
      **Hybrid game that enables experiencing the full flat game package in VR (with a warning that you might not be able to play it until you get your VR legs).

      PS VR2 is very much knee capped by its price point. It needs all the more software support to get enough people on board.

      • MOT

        The price is very fair for the technology included really.

        • VR5

          It might be fair but it still is high. And gamers don’t buy tech for tech’s sake. They want games.

          If the hardware is expensive, it needs enough software to warrant that price. Expectations would have been lower at a more affordable price.

          • kool

            I hope sony has a good hybrid game strategy and most 1st party games support VR on some way. That’ll get other aaa Dev’s on board to do something.

          • VR5

            I do too. Adding VR support to existing games is extra work, yes, but it is much easier than making a whole new game from the ground up and then recouping cost from the small VR install base. Not to mention that it takes years to make a new game.

            Let made for VR games (from indies mostly) be the safe games newbies can play. But deliver the AAA for experienced VR players. That’s the only way to sell this add on at €600.

          • kool

            A lot of the VR play mechanics have been worked out and if the psvr2 can handle ps4 level graphics, there isn’t a game alive that can’t be ported to psvr2 relatively cheap. Sony has to make that effort first to show the economic of doing it. I think PCvr devs are already porting whatever VR software they have but we need more support from console Dev’s to get better IPs brought to VR.

    • MOT

      We just need the psvr2 to sell well so developers have a market to make AAA games.

      Developers arent making AAA games for pcvr because the market isnt big enough at present. Hopefully if PSVR2 sells well we will see more quality vr games on both Psvr2 and pcvr platforms.

      • FrankB

        All the modders doing flat to VR conversions on pc have proved it’s possible to make most non VR games into perfectly playable VR games. Surely the obvious thing to do is for Sony to throw in a few more development dollars to ensure all new AAA games have VR modes.

      • kool

        I think this year pcvr Dev’s will port most of their games for psvr2 and sony will bring astrobot, wipe out and any other 1st party ips to garner excitement around VR. If this works you’ll see a slew of aaa console Dev’s announce VR support by next year. If not big announcements get made for next year…than expect that trend to continue. I expect this to be a huge year for VR. Psvr2 will build up word of mouth getting people interested in VR. The quest 3 will be sold out till next year causing the psvr2 to do the same. This push a frenzy of Dev’s to put something out in VR. Indie Dev’s will bring more genres to VR, quest will make VR more economically viable for developers and psvr2 should bring back high fidelity graphics to vr!

        • Arno van Wingerde

          Well… we can always hope, I guess!

  • gothicvillas

    Even though i own quest 2 and Index, i am super pumped for psvr2. I cant remember me being so hyped for vr ever. Longest 10 days lies ahead.

    • MOT

      And me. I’ve got a reverb G2 and quest. But cant wait for psvr2.

      I considered getting the vive xr elite but decided to get a PS5 and Psvr2 instead as I feel the Sony exclusive games will give me more pleasure than another pcvr headset.

  • knuckles625

    Any visual indication when pass-through mode is enabled? Like the quest pro’s “you’re being recorded” LED?

    • JB1968

      Not needed. It’s not Meta’s spyware product.

      • Anonymous

        Has nothing to do with Meta. The indication is important especially to Streamers so they don’t show anything they don’t want by accident.

    • Ben Lang

      Not as far as I’m aware

  • Tommy

    Well damn, my most anticipated PSVR2 game is no longer releasing on PSVR2. Undead Citadel was just announced as SteamVR only.
    I mean, I’m still excited for it but was hoping to play it on the new headset.