Sony announced it’s slated to release its long-awaited PC VR adapter for PSVR 2, which will finally let users play PC VR content like Half-Life: Alyx (2020), Fallout 4 VR (2017), and more. Besides requiring a VR-ready PC, you’ll also need to shell out $60 bucks for the adapter itself, and need to watch out for a few caveats too.

Update (June 3rd, 2024): Sony announced in a blog post that it’s finally releasing its official PlayStation VR2 PC adapter starting on August 7th, priced at $59.99 / €59.99 / £49.99. The adapter will be available through select retailers and direct.playstation.com.

While a welcome sight, Sony does list a few notable cavets. In addition to needing a Steam account and a PC that meets the minimum requirements—check here to see if your PC is ready for VR—players will need to bring their own DisplayPort cable that is compatible with DisplayPort 1.4.

Also, Sony says when playing on PC, the adapter won’t serve up HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback other than rumble. It will however benefit from a number of obvious hardware features, such as its 2,000 × 2,040 per eye resolution, 110-degree field of view, finger touch detection, and see-through view, as well as foveated rendering (without eye tracking) and 3D Audio in supported games.

The original article reporting on the adapter’s recent certification in South Korea follows below:

Original Article (May 29th, 2024): Sony said earlier this year it was bringing PC VR support to PSVR 2, and while we still don’t know when that’s set to arrive, it appears the company is nearing the final steps thanks to a certification with the competent certifying authority in South Korea

As reported by tech analyst and YouTuber Brad ‘SadlyItsBradley’ Lynch, Sony has certified the ‘PlayStation VR2 PC Adapter’ with South Korea’s National Radio Research Agency, which is tasked with certifying and controlling all things radio-related in that country.

Sony has been very sparse with info following the initial annonce in February that it was going to support PC VR gameplay on PSVR 2 somehow, however now it’s clear the company will be providing/selling its own first-party adapter to do the job.

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When this will happen is still a mystery, as the certification itself was completed in late March, which is typically one of the last steps a product needs to achieve before official launch.

Freeing PSVR 2 from its PS5-exclusive tether could be interpreted as somewhat of a white flag from Sony, as the company hasn’t tipped its hand on what sort of exclusive content to expect on the headset beyond its smattering of launch window content, including its biggest exclusive to date, Horizon Call of the Mountain (2023).

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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 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • ViRGiN

    reported by tech analyst and YouTuber Brad ‘SadlyItsBradley’ Lynch,

    Fake news. He is a project manager for company that prints logo on a piece of elastics, designed to make you look even more weeby while using multiple Vive trackers.

    Sincerely,

    dr Virginius Virgismus Virgin The Great
    Expert of Virtual Reality
    Pioneer of Extended Reality
    Leader in Immersive Technology

    • Gorjo

      He’s our most reputable source, and we are the ones who have allowed him to reveal our trade secrets for the Valve product codenamed Deckard

      Best Regards,
      A Valve Employee

  • Wildtz0r

    Make it wireless and I’ll buy it.

    • ViRGiN

      Turning a tethered headset into wireless through adapters never went right.

      • Wildtz0r

        I’m perfectly happy with my TP-Cast for CV1, and my wireless adapter for VIVE pro.

        • ViRGiN

          You are.

        • mirak

          So far I am happy too with Vive OG and Vive Pro both with wireless adapter, thanks to OLED

        • John G

          Original Vive Pro and their Wireless has been good.

    • Paul Bellino

      Short sighted on your part. Have you even tried HALF-LIFE ALYX Wired? You have no clue what you are missing. For high end VR, Wired is the only way to go right now. There is no way around it.

      • Gonzax

        VD has come a long way, it's actually fantstic now and pretty much the only way I play these days (I haven't used my Index in a long time) but I agree that a wire still gives you the best possible quality, that is undeniable.

        I think this adapter is great news though I'd recommend a Quest 3 over the psvr2 headset any time but if you already own a psvr2 HMD or have a PS5 then this makes it way more interesting.

        • g-man

          From a purely technical perspective I agree about the Q3. There's a dearth of AR content but the optics alone make it a great headset and as you say VD is really good now for PCVR.

          BUT it's a Meta product; they'll profile you and use your data to train AI. It might be worth the slightly lower image quality to be free of wires but conversely with the PSVR2 you can at least feel a little better about who you're supporting.

          Tough call.

      • g-man

        Why would you assume someone who wants wireless hasn't tried wired? On the contrary it's the wire that drives many to wireless.

      • Somerandomindividual

        I tried wired and wireless extensively and wireless definitely feels better to play as cables are annoying when you move around. Also wireless with a 6E router looks pretty damn to the point where I don't lose immersion.

      • ViRGiN

        For high end vr, cryopreservation is the only way to go right now. There is no way around it. You gotta wait it out at least a decade or two.

      • John G

        I did Alyx with a wireless Vive Pro (ordered with eye tracking, but Amazon screwed me), and it was amazing.

    • polysix

      I'll take WIRED over LCD any day. And in fact I prefer wired now, it 'feels' better. My old rift CV1 felt better than my Quest Pro even with all its downsides.

      My quest pro was flawless wireless (dedicated nighthawk raxe 300 router) on PCVR but even so, even with local dimming, ALYX looked pretty bad in dim areas – LCD sucks out detail.

      My old PSVR2 was amazing (other than MURA) and can't wait to rebuy it to play Alyx in it… but also because PS5 has some great stuff I miss (GT7 VR is probably the best thing I've ever done in VR).

      • sfmike

        Agreed. LCD sucks when used in VR displays…period.

        • ViRGiN

          LCD sucks, period. Even microwaves and fridges are getting OLEDs.

    • The Rain in Spain’s Therapist

      Suuuuure you would.

  • Hussain X

    If this gets eye tracked foveated rendering support on PC and lots of games support it, then it could be an even more attractive unique PCVR headset at it’s price point (along with being OLED, having display port and head haptics). The money you spend on the headset could be like getting a GPU upgrade thrown in (that still uses the same watts to run) or if you’re already on a 4090, it’ll be like getting a next gen high end GPU multiple years in advance that’s a lot faster than a 4090.

    • Dragon Marble

      Unfortunately, "some key features, like HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback (other than rumble), are not available when playing on PC" — Sony.

      • Hussain X

        I understand, hence my hope that Sony adds support to these features on PC, then devs update their games to use them. The hardare is there, just now needs driver and software support. I used foveated rendering as an example because if Sony focuses on supporting it on PC, and games support it, you could be tempted to buy the PSVR2 for PCVR since its perceived costs would now be far less since you're getting a free GPU upgrade worth hundreds with the purchase. You're also then just a PS5 away from the PSVR2 game library.

        • Werner Punz

          My hopes are low that they will ever add it, thats not how Sony ticks in those cases. The box is cheap, unless someone internally can convince a 20 hierarchy management ladder that this thing can generate sales in japan, nobody will touch the money to enable the additional development, they will sell it and call it a day. Its a wonder Sony is bringing out this box at all. It is what it is a nice companion device for existing PSVR2 owners, but I doubt it will generate a ton of sales with the omitted features.

      • Werner Punz

        Well, at least Sony leaves room for the opensource solutions several people are working on…
        In reality the sony headset has usb-c and displayport over USB-C the omitted features theoretically can be delivered by a software only solution if you have the proper connectors or adapters to get the signals in and out!
        Sony could have done better with this box, but I guess the opensource projects will "outrun" it anyway long term, for now it is a quick moderately priced solution to get a decent pc headset!

        • Christian Schildwaechter

          FOSS eye tracking is usable for UI controls like on AVP or selecting items in VR. You can add ET to most HMDs for USD ~30 in hardware with two cheap ESP32-CAM modules using the free EyeTrackVR firmware. The project also provides 3D printable HMD adapters, and it has been hacked onto everything from Quest to Bigscreen Beyond youtu_be/NE10VdZERpQ

          For performance gains from ETFR you additionally need to predict where the eyes will look during the next frame, otherwise the fast moving eyes will look at areas with lower resolution, which is very irritating. Tobii's eye tracking software runs a "motion estimation" component that until recently added barely usable latency/artifacts. It now seems to work flawlessly on PSVR2, though it may use extra tricks like reducing geometry complexity instead of render resolution, which Sony patented in 2021.

          ETFR is CPU-heavy and difficult due to how our eyes work/move and . Tobii once stated their ET only worked for ~95% of the users due to different eyes/vision disorders. They are the last independent mayor ET company, others like SMI were bought by Apple, Meta etc. So there aren't even a lot of commercial alternatives, and I don't know any (usable) FOSS implementations.

    • Somerandomindividual

      DFR gives around 15-20% on average on the Quest Pro in games where it works. It's nice, but it's not like a "multiple years GPU upgrade" lol…

      • Christian Schildwaechter

        ETFR on Quest Pro is constrained by the mobile SoC, and the gained framerate often not worth the significant drop in CPU performance and battery life. According to Meta, ETFR on Quest Pro saves 33%-45% render performance, allowing for 49%-82% more FPS, while Sony claims a 72% save or an 257% FPS increase on PSVR2. This is why ETFR isn't standard on mobile HMDs yet, despite allowing the (power hungry) PS5 APU/GPU (≈ RTX 2070) to punch way above its class in VR.

        Lots of PCVR games already benefitting from ETFR on the Pimax Crystal, so Sony not offering (Tobii's) ETFR on PC IMHO removes the primary motivation to get a PSVR2. It's very unlikely that anybody can provide a free alternative anytime soon, as Tobii has been working on this for 20 years and are sitting on tons of patents. Their ETFR implementation for the HTC Vive Pro Eye still caused significant CPU load while struggling with latency, but their work for PSVR2 apparently improved things a lot.

        Tobii could of course offer their PC ETFR software to PSVR2 users, but don't expect those licenses to be cheap, even for the tiers only allowing non-commercial use. The license cost might also be the reason why Sony doesn't support ETFR on PC, making it unlikely it will be added later.

        • Werner Punz

          Opensource does not fall under patent restrictions, as long as it stays non commercial.

          • Christian Schildwaechter

            Open source absolutely falls under patent restrictions, and patents rights aren't restricted to commercial use. If you use someone's patent just for yourself and never show the result to anyone else, you technically still have to pay a license fee, if the patent owner even allows you to use it.

            This is why e.g. Firefox initially couldn't include (heavily patented) MP4 video codecs, and only supported (allegedly, but not tested in court) patent free Vorbis/Opus/Theora. They now include an MP4 codec for which Cisco payed the license fee to the MPEG LA.

            There are some legal hacks. While you can patent very broad software concepts like "digital money" in the US, the European patent offices don't grant patents on algorithms, they always have to be bound to a technical implementation. This allows projects like VLC to host their development in Europe and distribute software from there. In principle any US user downloading VLC with patent-covered codecs from Europe still has to purchase a license, even for personal use.

        • MeowMix

          SONY's claims are bogus, marketing hype; which are highlighted by the fact that you can opt out of PSVR's eye tracking and the system will default back to Static Fixed Foveated Rendering.

          The point stands, ETFR (at least the current generation of it) is only marginally better than static foveated rendering. PCVR usecases back this up.

          • Christian Schildwaechter

            Those claims were supported by Unity showing similar numbers during a presentation for PSVR developers, but are of course best case scenarios (as are those by Meta). There are situations/scenes where gains from ETFR are much lower.

            Both Meta and Sony also published performance gains from fixed foveated rendering, with Meta stating savings of 26%-36% on Quest Pro and Sony 60% on PSVR2 for FFR. So the main reason that disabling ETFR on PSVR2 doesn't cause massive drops in framerate is Sony using much more aggressive FFR in the first place.

            This is where their "reduced geometry instead of reduced render resolution" mentioned in another comment might help, as it prevents shimmering edges you get with resolution changes. And AFAIK nobody has done a proper analysis of the PSVR2 Fresnel lenses yet, which mask the sharp lens groove edges with concentric black circles that reduce god rays, something that could also influence contrast in the peripheral vision, potentially allowing for the more aggressive FFR.

            Sony's ETFR is so good that testers couldn't detect it despite trying, so it is probably used rather conservative, something that isn't true on Quest Pro, with Meta allowing devs to adjust the effected area, trading performance for visible artifacts. So far PSVR2's ETFR seems unmatched in both quality and performance, but we don't know how big the impact of Sony specific rendering tricks is on this, making it somewhat hard to compare to PCVR implementations.

          • Herbert Werters

            The ETFR is about the user not noticing it because the sharpest point is always in the field of vision. Performance is the same as with FFR.

        • XRC

          psvr2 headset has Tobii chip on the motherboard but would require installation of "eyechip" software on PC

          This requires a paid lower tier gaming licence per headset for Tobii spotlight foveated gaze to function, where they claim average savings 66% for GPU shading load on a PC-tethered device.

          Once functional it can be cracked using third party application to expose all eye data including camera streams which enables tracking for VR Chat.

          • Christian Schildwaechter

            That's quite interesting. I remember you mentioned that the Pimax Crystal also comes with a Tobii EyeChip. With all eye tracking hardware being rather similar, usually two lowres nIR b/w cameras (four on AVP) plus a couple of nIR LEDs, it would make sense for Tobii to have a small custom controller chip handling these and maybe also perform pupil recognition to determine gaze direction. Directly connected cameras could shave off a few milliseconds compared to USB connected ones, and wouldn't waste precious SoC CSI ports.

            Such a controller would need camera ports, an LED controller, a tiny DSP for image processing plus a USB interface to the host/HMD, and could be small enough to work in both Tobii's add-on eye tracking modules and any HMD wanting to integrate ET. The EyeChip on Crystal showing up as a USB device in Windows also hints that way. The image below is from iFixit's PSVR2 teardown which identified most of the MB components, not showing a Tobii chip. The EyeChip could be on a daughter board also connecting ET cameras and LEDs. These seem to be sitting on flex cables in the PSVR2 optical units, leading to the angled connecters on the lower left/right edge, but the teardown down unfortunatly doesn't show every detail, so further analyis would be needed.

            Such a chip could also work as copy protection to ensure that Tobii's software can only be used with HMDs licensing their software, and not just anything capable of delivering two b/w images of the pupils. It will be interesting to see if the cracks that already enable reading gaze direction with the gaming license can also get the software to work with generic hardware.

            The 66% savings in GPU shading are rather impressive, as early ETFR/DFR demo videos from Tobii only got around only provided 40% or less. If GPU shading was the only limiting factor, a 66% saving could triple the frame rate or render resolution, compared to "only" a 66% increase from saving 40%. To properly compare the numbers we'd more context though, e.g. ETFR should have a higher impact on HMDs with high FoV like the Crystal. I really hope that someone will do a deep dive into how exactly the current ETFR implementations work and where their limits lie, as so far this requires a lot of indirect deduction, making it hard to properly estimate how effective ETFR could be in the long run.

            https://uploads.disquscdn.com/images/338aaa2490af118a56da6f45831f8e494b95fdff9bcbe074ed3e4bbdf2b81d14.png

          • XRC

            after some further digging, MediaTek manufactured the primary system-on-a-chip (SoC) this must be the "Sony applications processor" so I'm assuming it's integrated in there.

            MediaTek also manufacture the secondary system-on-a-chip (SoC) found inside each controller.

  • Andrey

    when playing on PC, the adapter won’t serve up HDR, headset feedback, eye tracking, adaptive triggers, and haptic feedback other than rumble.

    So, basically, for 510$ (if we are talking about discounted 450$ version of PSVR2 + adapter) you get a non-standalone tethered headset that lacks almost every unique feature it has compared to Quests – except for OLED screens (though Q1 also have it…)?

    BRAVO! Sony, I applaud you while standing! The only thing that could make it worse is an obligatory requirement to have a PSN account to use it. They released a tethered non-standalone headset with Frensel lenses almost right before Q3, then adandoned it and now they try to sell it to PCVR players yet "cut" all the cool features that could sell it.

    I thought that Jim Ryan, who obviously hates VR and probably was one of the main reasons that PSVR2 never got enough of Sony's deserved attention, that after he left his position things could become better, like, you know, at least announcement of one new big VR exclusive made by their owned studios… But looking at all the "great" decisions Sony made in the last months and their last State of Play lineup, I don't believe in it at all anymore.

    RIP PSVR2, you are officially dead.

    • NotMikeD

      If this is what it looks like (Sony trying as gracefully as they can to bow out of supporting PSVR2 with compelling first party titles and opening it up to another platform to fill the library void), I wouldn't have expected them to provide great feature-rich software support on the PC side.

      However, once we're on PC, I'd put my faith in the ultra-talented modding/tinkerer community to unlock those hardware benefits for PC. Generally once you're on PC and out of the console walled gardes, the sky's the limit with what can be achieved.

      • g-man

        yeah I could see it. Eye tracking is basically just cameras and software so if those cams are accessible it could happen.

        Eye tracking can reveal a lot about someone so I'd trust an OSS eye tracker over, for example, a Meta product with that feature.

      • Andrey

        Um, have you heard that the only team that bothered trying to adapt PSVR2 for PC (and earlier adapted PSVR1 too) and even was trying to build their own adapter for like a year, as far as I know, never actually finished it (plus they clearly stated that those features we are talking about are the whole other “difficulty level” to make it work on PC – IF it is possible in general)? And now you actually believe that, even if Sony themselves didn’t bother (or wasn’t able?) to add those features for PCVR users (when they have clear access to both their own software and even can built hardware like they did with this very adapter), some “modders” still will be able to do it? Not to mention that there won’t be a ton of people who will buy PSVR2 to use with PC in general (because there are much better alternatives – like Quest 3 and even future Q3S – in the same price range), so there won’t be that much of a “target audience” to do it for anyway, just like noone cares and doesn’t develop anything for Quest Pro’s eye tracking/face tracking.

        • NotMikeD

          When you put it this way it sounds very naive, but still yes, I do believe it. Because I've learned over the past year to never trust Sony to put in any effort to better PSVR2's prospects or make good choices related to the device, and also have learned to never bet against the PCVR modding community as there have been relatively few mountains they haven't been able to move on PC. They're on the regular enabling me to have gaming experiences that feel like they're ripped 10-15 years out of the future.

          • Christian Schildwaechter

            For free alternatives to work, there has to be sufficient interest from users and developers. Monado has been working on a free OpenXR stack for years, but only got basic Linux support for a few HMDs, with most advanced features like hand tracking only wrappers around closed source implementations. Linux PCVR effectively only exists due to Valve supporting SteamOS for strategic reasons. Meta HMDs effectively remain closed source, and Carmack unlocking the Go's OS unfortunately lead to nothing.

            Game modding works better, but relies on a given framework enabling modders to add mostly content. For a long time PCVR mods like those from Luke Ross were rare and took a lot of time/effort. The recent UEVR was only possible due to hooks Epic added to the Unreal Engine, laying the foundation that allowed creating the plugin even with limited resources.

            Implement fundamentals is much harder, and many FOSS projects now rely on industry money. Most Linux kernel contributions come from Intel, AMD, Google (and now Huawei) etc. Blender got a boost once companies started sponsoring full time developers, allowing for intricate implementation efforts. With VR a niche, low PCVR2 sales, Sony providing the bare minimum and few VR building blocks available as FOSS, the odds for community PSVR2 support aren't great.

          • guest

            What strategic reasons? Cannot wrap my brain around that.

          • ViRGiN

            never bet against the PCVR modding community

            I bet more hours were put into developing all this sort of stuff, than was collectively spent "enjoying" it.

    • sfmike

      It only takes one executive like Jim Ryan in a company to derail VR or 3D content just because they personally don't like it. Huge corporations are not our friends regarding anything from electronics to food production.

  • No eyetracking, at all? That's rough.

  • polysix

    Awesome… DAY ONE purchase. I returned my PSVR2 but after selling my Quest Pro (wireless PCVR) the only HMD I miss is PSVR2. The haptics, HDR and of course OLED are all much much better for 'real' VR than anything on Quest (great lenses but that's it).

    So these features aren't gonna be on PC (at least to start)? doesn't matter as I'd rebuy it anyway even if it was just for my PS5 – GT7 is THAT good… and the PRO is on the way so should be even better soon, the fact I can then also use it on my PC for 'everything else' makes it an easy and very economical purchase.

    Those features ON PS5 are awesome and do make a difference to immersive, vital for VR.

    Anyone into VR that has a PS5 and a FAST PC would be a fool to buy a quest over PSVR2 now, because nothing has come close to GT7 and the RE MODES (Alyx is close second.. MS flight sim etc are good) for AAA VR.

    • Andrew Jakobs

      No cable… That's the reason why I would buy a Quest 3 and not a PSVR2.

    • Arno van Wingerde

      Anyone into VR that has a PS5 and a FAST PC would be a fool to buy a quest over PSVR2 now, because nothing has come close to GT7 and the RE MODES (Alyx is close second.. MS flight sim etc are good) for AAA VR.

      Well, I loved the OLED and feedback of the PSVR2 but hated the:
      – Cable
      – Missing sound (earplugs cannot be shared among users and are a hassle to take out every time you put the headset down).
      – Lack of sharpness on the edges, godrays
      – Small sweet spot (you toss the Q3 onto your head and voila: sharpness)
      – The PC breakout box.

      I can understand that for PS5 users PSVR2 is a good choice, certainly if the set is now usable for PCVR as well, but it is not the only reasonable choice in town…
      My neighbour has a PS5 and a Gaming PC and bought the Quest 3….

      • ViRGiN

        Anyone into VR that has a PS5 and a FAST PC

        … is probably a big nerd and can afford both PSVR2 and Quest 3 headsets. Doesn't have to be at the same time. Quest 3 has been out for over half a year (sic!). It's going to be around for many years more. If you are into VR and not buying Quest, then you are a VR hater, or VR tourist wo is glued to either VR Chat or some extreme niche sim.

        And once they move some units of the PC adapters, who knows, Playstation Play app for Quest? If they want to get the sales of VR games hungry customers, they might open it even more, leaving the hardware to more experienced companies like Meta.

        Steam after years of absence made their Link for Quest. An app, not the long rumoured fake headset that doesn't exist.

    • Leisure Suit Barry

      PSVR2 isn't a good headset, apart from the eye tracked FR, it's all outdated

  • ViRGiN

    Steam account requirement? No thanks! I don't want to be tied to one store.

    Besides that, it's a dumb headset doing hate minimum on pc lol.

    • Arno van Wingerde

      Eh… as opposed to the Meta store for Quest or the Sony store for PSVR?

      • ViRGiN

        Sir, this is about running on pc, historically open platform.

  • Cl

    I'd rather get an adapter so I can use quest on Playstation wirelessly

    • ViRGiN

      You would just need an app really. But yeah. That would be cool.

  • MasterElwood

    I loooove OLED screens, but I'll think i pass and wait for the PIMAX CRYSTAL SUPER OLED.

  • Collin Drennen

    PSVR2 was ultimately a disappointment, for myself, in how it has turned out to date. I believe PSVR2's strength lies in the assumption you had no PCVR aspirations, and if you already had some form of PCVR available, PSVR2 had few exclusives to make me want to use it on a regular basis.

    I can only hope the Flat2VR folks are able to pull off some conversions to existing PS5 games (e.g., the Horizon game series, already seen through the LukeRoss mods), to keep any PS5/PSVR2 use alive.

    For now, hooking the PSVR2 up to the PC only appeals to myself if the PSVR2 hardware matches or exceeds existing headset hardware like the Valve Index.

    With respect to the eternal wired vs. wireless debate, unless you have a true roomscale experience (e.g., Tea for God), and have the available real estate to accommodate such, I've found wireless to be of benefit primarily when choosing physical turning over smooth/snap turning.

    PSVR2 came out of the gate like a lion when it premiered, and I'm sad to see its slow decline that resembles a domesticated house cat.

  • Rob

    It will probably be praised by a small group of fanboys that will talk about the oled displays like they are a work of Leonardo da Vinci. But ultimately many people that buy a ps5 dont own a high end gaming pc. And some 100 vr games are playable on ps5 as well as steam. For these games the pcvr connection doesnt ass anything. Last but not least the industry is m9ving away from pcvr. Look like the Carter VR game that loses it VR support as the latest example.

  • david vincent

    How many headsets have a display port and an OLED screen nowadays ?

  • Peter vasseur

    Well for me this is fine. I have the best of both worlds. I can play games that release on all three main vr ecosystems on the two most powerful platforms. The no eye tracking, triggers, haptics isn’t supported by most pcvr anyways so, even if it was there it wouldn’t work without patches. This does allow me to play stuff I couldn’t with psvr1. Already got the motion simulator coming, Treadmill here I come, B haptics bring on the vr arcade!
    .

  • Mike

    haptics where never going to be supported in games on the PC side so i can see why Sony didnt bother implamenting the feature. why waste the resources if no games are going to take advantage of it. the eye tracking was going to require licensing fees to implement so that would have raised the costs of the adaptor and once again not many games make good use of the tech, I own a pimax crystal and don't realy notice that much difference in performance with eye tracked foveated rending being used or not. its really not a big deal.