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PlayStation VR2 |OT| I heard it has a single cable. Is this true?

PS5 and PSVR2
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Mine is working overtime with PC even.

Honestly, bought mine on release and never ever though that it was a waste, it's still the cleanest headset IQ-wise for the money and after solving some Windows BT stack kinks (not on Sony, just buy Asus BT-500 with USB 2.0 extender), it works like a miracle with ETS2 and other PC sims.

Needles to say it's fantastic with PS5 Pro and demanding games like NMS VR are way easier to run on a console.
 
Following a few of the positive comments here regarding PSVR2 on PC, I ordered a different Bluetooth adaptor and also a USB extension cable. Hoping this works now, since I've got Forefront, HL:A and a few other VR games I haven't been able to get to due to how shit this thing has been to set up. They should arrive tomorrow so I'll be back with my thoughts.
 
Following a few of the positive comments here regarding PSVR2 on PC, I ordered a different Bluetooth adaptor and also a USB extension cable. Hoping this works now, since I've got Forefront, HL:A and a few other VR games I haven't been able to get to due to how shit this thing has been to set up. They should arrive tomorrow so I'll be back with my thoughts.
Remember, if you have HL2, there are semi-official VR-Mods you can install through steam. There are also pretty well developed VR-Mods for all the modern Resident Evil Games!
 
Without Parole said he's aware of PSVR2 games that were expected to appear at the recent State of Play but didn't. He made it clear he can't share details because developers have trusted him with confidential information, but he stressed that these are legitimate titles he knows about behind the scenes.

Because multiple PSVR2 games that were seemingly lined up for a Sony stage went unannounced, he believes that's a strong indication a dedicated PSVR2 spotlight/showcase could be coming soon.
 
Recently dug out the PSVR2 and noticed the graphics just weren't quite as sharp as I remember and lo and behold..
9Bku3Q1DdjE2LovG.jpg
uSUBOOv3uyTcz7Zj.jpg


The lens are fucked, turns out the wee lad had been playing with them and what ever he was using to clean clear the lens has fucked them, they're still usable and games still look good but I take it they're fucked and unrepairable? Has anyone had the same issues, seems like some sort of coating on the lens is degraded, can this just be rubbed off/removed? Any of you chaps had similar issues?
 
Recently dug out the PSVR2 and noticed the graphics just weren't quite as sharp as I remember and lo and behold..
9Bku3Q1DdjE2LovG.jpg
uSUBOOv3uyTcz7Zj.jpg


The lens are fucked, turns out the wee lad had been playing with them and what ever he was using to clean clear the lens has fucked them, they're still usable and games still look good but I take it they're fucked and unrepairable? Has anyone had the same issues, seems like some sort of coating on the lens is degraded, can this just be rubbed off/removed? Any of you chaps had similar issues?
It's an anti reflex coating. Mine started doing this and I used isopropyl alcohol to take the rest off. It doesn't make much of a difference, I noticed a little bit of "bleed" on the black screen with GT or PS logo bit that was it.
 
It's an anti reflex coating. Mine started doing this and I used isopropyl alcohol to take the rest off. It doesn't make much of a difference, I noticed a little bit of "bleed" on the black screen with GT or PS logo bit that was it.
Not really worth doing then if it's not going to suddenly go night and day difference
 
Finally got the PC PSVR2 working using a Bluetooth adapter with antennas. Constant 98/100 connection quality, although the controllers can sometimes 'stick' during gameplay, meaning I can tilt my hands but cannot move them around. No idea what's causing it but I'm sure I can find a fix for it.

Also tried out Aces of Thunder. No idea what the hype is with this one, no tutorial, the controls are way too sensitive and it feels almost impossible to shoot anything down. Yes, it is definitely a skill issue but that game doesn't give me much incentive to go back and get better as it doesn't help you understand how to pilot the planes properly.
 
It's an anti reflex coating. Mine started doing this and I used isopropyl alcohol to take the rest off. It doesn't make much of a difference, I noticed a little bit of "bleed" on the black screen with GT or PS logo bit that was it.
I did the same. Still looks great.
 
After playing for 15 hours, I finished Of Lies and Rain. I can definitely recommend it to anyone who enjoys the atmosphere of Valve style games. The graphics are solid, and the VR interactions feel well implemented. The narration is strong, and the story is quite engaging, although I wasn't a big fan of the ending. The pacing could have been a bit tighter, and there are a few noticeable difficulty spikes that make it feel slightly under tested in places. The shooting mechanics are also somewhat underwhelming. Still, it's a very solid game overall and a 7/10 for me.
 
Smash Drums is slowly becoming one of my favourite VR games. When you get into the zone and play the perfect piece it's bloody awesome. It doesn't really matter if you're a big fan of the music because once you're pounding away, pretty much any song can be fun. It's one of those games that makes me sad for those who dismiss how much fun VR gaming can be.

I'm still rubbish at AoT, but it's a great game, with great moments. I set up a custom game (my preferred single player mode because you can lower the enemy difficulty and set the weather and time of day) based on The Battle of Britain and it was absolute madness, with bullets whizzing by from all angles. It was like Returnal in the sky.

I picked up Vertigo 2 because it was cheap as chips. Not sure why, but after only 10/15 minutes I started to feel a bit icky. I may need to check the comfort settings for this one.
 
Escaping Wonderland is such a hidden gem. If you liked Moss or Moss Book II, you should definitely give this one a try. It has that cool diorama vibe, and sometimes it switches to a first person view, which keeps things interesting. Instead of fighting like in Moss, this game focuses on puzzles, which I honestly enjoyed more. The graphics look really nice, and the Alice in Wonderland style story is well written and fun to follow. It is pretty short, I finished it in about four hours, but it is not expensive and it is currently on sale, so it feels totally worth it. 8/10
 


PSVR2 hits its 3-year mark (tomorrow) — is it still worth it in 2026?
• Jammyhero says tomorrow is the 3rd anniversary of PSVR2 (implies PSVR2 launch era longevity).
• They've used PSVR2 almost daily for 3 years and made content on it basically the whole time.
• Their verdict: still yes, it's worth it — but PSVR2 deserves more love from Sony and parts of the VR community.

Obsoletion / PSVR3 fears: is PSVR2 about to get replaced?
• They say no, buying PSVR2 now is not risky in terms of imminent replacement.
• Reasoning:
• Sony's current hardware manufacturing climate
• Sony's slower PSVR1 cycle pattern
• Ongoing debate whether PSVR3 will even happen
• Conclusion: PSVR2 is likely here to stay for a long while.

Specs in 2026: still strong, sometimes best-in-class
• Resolution: ~2K per eye
• Not the highest now (some PC headsets go much higher)
• Still looks very good, plus "console convenience" (no PC settings fiddling)
• Refresh rates:
• 60 reprojected to 120 (with potential ghosting)
• Native 90 / 120 Hz
• Overall: still competitive with many "flagship" headsets.

OLED: best colors for the price, but with trade-offs
• OLED color quality is described as amazing and best-in-price.
• Only headset they say clearly beats it: Apple Vision Pro (they exaggerate price massively in the script, but point is "way more expensive").
• OLED downsides:
Persistence ghosting (especially in bright games)
Mura (visual noise in dark areas)
• Some games/ports handle this better than others
• Their take: worth it for those colors, but know the caveats.

Reprojection: the real weak spot
• Distinguishes two "ghosting" sources:
• OLED persistence ghosting
Reprojection algorithm ghosting (PS5 + PSVR2)
• They call PSVR2 reprojection not up to par vs SteamVR, sometimes "pretty bad."
• Game-dependent:
GT7 is "pretty damn good"
Horizon is "quite strong" (worse/more noticeable)
• Mentions better tech: positional reprojection, but says it's limited (e.g., certain games like GT7 and PS5 Pro).

Fresnel lenses: outdated feeling vs pancake
• Fresnel lenses are the biggest "I want an upgrade" point.
• Drawbacks:
• Edge blur + chromatic aberration
• Not true edge-to-edge clarity
• Framed as a trade-off tied to OLED/price constraints.
• Despite that: they still call the visuals stunning overall.

Eye tracking: major value-add (PS5 + PC)
• Built-in eye tracking via headset cameras.
• Uses:
• Gameplay mechanics (example: Synapse telekinesis with eye targeting)
• Performance boosts (examples: GT7, No Man's Sky, Resident Evil) via foveated rendering-like benefits
• PC angle: with drivers unlocked, PSVR2 becomes the cheapest eye-tracked PCVR headset.
• Works best with NVIDIA
AMD support is limited
• On base PS5: benefits apply if devs implement eye-tracking features.

Haptics + adaptive triggers: still top-tier
• Calls PSVR2 best-in-class for haptics/adaptives.
• Controller haptics are detailed + headset haptics too.
• Example: feel head impacts in shooters (Pavlov).
• Example: feel rain tapping in games.
• Downside: Sense controller battery ~ 4–5 hours depending on intensity.
• Adaptive triggers add resistance per weapon — many PSVR2 shooters use this.

Extra immersion: bHaptics suit support (optional, expensive)
• Mentions bHaptics suits: costly (about 2x PSVR2 price).
• Native support exists for some PSVR2 games (less than Quest/PC).
• Even audio-to-haptics can be cool (e.g., GT engine rev feedback).

Sense controllers: feature-rich but bulky + annoying to replace
• They like the features, but say the controllers feel big vs newer VR controllers.
• The outer tracking "orb" makes them easy to knock into things.
• Buying replacements is awkward: says you can only buy them separately via Apple Store now, stock varies.

Pricing: frequent deep discounts
• PSVR2 goes on sale often (Days of Play / Black Friday).
• They claim discounts can be huge (enough that it sold out in Europe last Black Friday).
• If you also want PCVR eye tracking, sales make PSVR2 an especially strong value.

Comfort: decent stock, better with mods
• Stock comfort is "pretty good," but:
• PSVR1 felt softer/more comfortable out of the box
• PSVR2 is heavier (~560g)
• Recommends comfort mods:
• Studioform comfort mod
• Globular Cluster
• Suggests they're not too expensive and worth it if you want a snug fit.

Accessories: actually healthy ecosystem now
• Says PSVR2 has lots of accessories now (more than PSVR1):
• Comfort mods
• Prescription / protective lenses (VR Rock mentioned)
• Gun stocks / recoil accessories
• HOTAS for flight sims
• Steering wheels for GT7, etc.
• Two "musts" they push hardest:
Lens inserts (even non-prescription, for protection/peace of mind)
Charging dock (biggest QoL upgrade; always-ready controllers)

Wired headset: pro or con depending on your taste
• They personally like wired: no headset battery anxiety.
• Cable is described as light/not too thick (compared to chunkier PCVR cables).
• But: if you're coming from wireless VR, tether can feel restrictive.
• If you mainly play seated sims (GT7 / flight sims), tether can be a feature (no mid-session battery ruining races).

UI / Home screen: feels lazy and outdated
• Biggest "non-hardware" complaint: PSVR2 home experience is just a floating flat screen.
• They wish Sony had a real interactive VR home environment like:
• SteamVR home
• Quest home
• They call it a missed "first impression wow" moment — but you'll probably ignore it once you're used to it.

Flat-screen gaming / movies: not ideal on PSVR2
• Because Fresnel lenses lack edge-to-edge clarity, flat-screen viewing can be annoying.
• Colors are great, but lens clarity makes movie viewing less appealing.
• Entertainment apps are lacking vs Quest/PC.

Games library: bigger than people think, but Sony support is weak
• They claim their PSVR2 library is approaching ~200 games.
• Big point: Sony barely supports PSVR2 anymore compared to what it "should."
• Sony-backed "big" titles mentioned across the lifespan:
• Launch-era heavy hitters: GT7, RE Village, RE4, No Man's Sky, Horizon Call of the Mountain
Hitman (they imply Sony paid for timed exclusivity before PC)
• Upcoming/this year highlight: Microsoft Flight Simulator (claims Sony approached Asobo)
• But: indie + third-party support is the real backbone and "overlooked."

Indie/third-party gems list (their examples)
• Recent/featured examples:
• Aces of Thunder, Phasmophobia, The Midnight Walk, Alien Rogue Incursion, Metro Awakening
• Kayak VR Mirage, Zero Caliber, Arken Age, Waltz of the Wizard, Maestro (hand tracking)
• Behemoth, Red Matter 2, Madison, Legendary Tales, Into the Radius, The Light Brigade, Vertigo 2, Underdogs, etc.
• Takeaway: there's "a ton to play" across genres, and more coming.

Games sales: frequent, decent discounts
• Says PSVR2 game sales are basically constant.
• Discounts aren't as deep as Steam sometimes, but still worth tracking.

Entertainment apps: big missing piece
• Notes missing native apps/features compared to Quest/Steam:
• No native YouTube VR app
• No easy virtual cinema environments
• No native 360° YouTube video support
• Mentions RAD TV as a workaround for 360 video, but calls it roundabout.
• Bottom line: PSVR2 is primarily a gaming-first VR device, not a media consumption headset.

PCVR: PSVR2 becomes a strong hybrid headset (with one big requirement)
• PC adapter launched around Aug/Sep 2024 (their recollection).
• Biggest PC requirement: good Bluetooth
• Bad Bluetooth = tracking drops
• Good Bluetooth = "flawless"
• Strengths on PC:
• DisplayPort/USB-C wired = clean, non-compressed visuals + low latency
• Steam PSVR2 app is "perfectly serviceable" and setup is easy
• Eye-tracking drivers unlocked = major performance upside (especially on NVIDIA)
• They call it a great "daily driver" across both PC + PS5.

Final verdict
• They say PSVR2 has "aged like wine" and still recommend it.
• Best for: people who want great OLED colors, strong haptics, solid library, and a hybrid PS5 + PCVR setup.
• Main downsides: reprojection in some games, Fresnel lens clarity, weak Sony support, flat UI, and limited entertainment apps.
 
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Co-op Disclaimer (Post-Recording Update)
• Before the review begins, the reviewer clarifies something about co-op.
• In the original recording, they said they hadn't tried co-op yet.
• Since then, they did test co-op in a pre-release build.
• Co-op is fun and works during missions.
• However, at mission completion:
• Both players experienced disconnects.
• It's unclear whether it was a Wi-Fi issue or game-related.
• The game froze on the reviewer's end, requiring a restart.
• Conclusion: Co-op is enjoyable but currently has issues.

Intro – What Is Titan Isles?
• Titan Isles is a pseudo-sequel to Windlands and Windlands 2.
• Launching on PSVR2 on February 24th.
• Developed by Scitec Games, ported by John Hibbn.
• The reviewer completed:
• The full campaign (solo)
• Some endgame content
• Overall early verdict: A lot of fun, especially for solo players.

PSVR2 Port Quality
• The PSVR2 port fully uses platform features:
• Eye-tracked foveated rendering
• Adaptive triggers
• Headset haptics
• Controller haptics
• Visuals:
• Colors pop on OLED panels
• Very minimal mura
• Performance:
• 90 Hz (base PS5, unreprojected)
• 120 Hz (PS5 Pro)
• No crashes or technical bugs during solo play.
• Crossplay supported (PC and Quest).
• Reviewer played solo and had a great time.
• Overall: Excellent PSVR2 port.

World & Setting

• Takes place in Tusca, a world overrun by giant robots.
• Campaign length: ~3 hours on normal (solo).
• Highly motion-intensive gameplay.
• Similar movement feel to Windlands series.

Classes & Progression
• Four classes (clearly designed with co-op roles in mind).
• You can level all suits solo.
• Reviewer favored the jetpack class.

Jetpack abilities:
• Vertical and lateral dashes
• Dual pistols
• Upgradeable jetpack fuel
• Increased fire rate

• Early campaign relied on a long rifle summoned via gesture controls (hands together like a gun).
• Gesture controls work well and feel intuitive.
• Upgrades meaningfully evolve your playstyle throughout the campaign.

Motion Intensity & Price
• Very movement-heavy:
• Grappling hooks
• Jetpacks
• Double jumps
• Dashing
• Not ideal for VR beginners.
• Price: £20 in the UK.
• Good value for experienced VR players.

Visual Style & Dialogue
• Windlands-adjacent visual style.
• Bright, stylized, not hyper-realistic.
• Dialogue is:
• Light-hearted
• On-the-nose
• Geared toward a younger audience
• Reviewer wasn't a big fan of the writing.
• Visual style works well in-headset due to sharp resolution.
• May not appeal to everyone.

Story & Hub Structure
• Story is simple: defeat giant robotic monsters.
• Fully voice-acted.
• Hub area allows you to:
• Upgrade suits
• Select mission difficulty
• Choose routes
• Missions use procedurally generated routes to final bosses.
• Encourages replayability.

Endgame Content
• After finishing campaign:
• Replay bosses
• Different enemy configurations
• Must clear all enemies in each section before progressing.
• Large arenas with exploration and collectibles.
• Momentum-based movement preserved from Windlands.
• Sliding physics adds weight and realism.

Boss Fights
Core structure:
• Shoot armor panels
• Expose core
• Destroy core

• Mechanically similar across campaign but with varied quirks.
• Four difficulty tiers:
• Easy
• Normal
• Heroic
• Legendary
• Reviewer preferred Heroic for balance.
• New Game Plus included.

Additional Modes
• Post-campaign races (collect items, shoot targets).
• Reviewer didn't spend much time here.

Music & HUD Design
• Strong soundtrack (consistent with Windlands quality).
• Minimal HUD:
• Ammo shown via light bars
• Jetpack fuel communicated via audio cues
• Clean visual presentation.

Main Negative – Certain Enemy Type
• Small explosive bug enemy:
• Crawls from holes
• Shoots at player
• Charges quickly
• Explodes on contact
• Problem:
• Weak audio cue
• Hard to detect amid ambient noise
• Can cause sudden deaths
• Particularly disruptive in final level.
• Forces slower, cautious play, harming momentum.

Overall Verdict
• Very fun solo experience.
• Strong PSVR2 implementation.
• Good progression and replayability.
• Minor frustrations with specific enemy type.
• Co-op is fun but currently has technical issues (pre-release).
• Recommended for experienced VR players, especially fans of Windlands.
 
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Just finally pulled out my flight stick. Hoping to jump on some flightsims in the next few days.
 
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PSVR2 is 3 years old… and it kind of feels like it's dead.

Here's the situation broken down NeoGAF-style:

• The Hardware Itself Is Great

  • Launched Feb 2023
  • Massive upgrade over PSVR1:
    • OLED panels
    • Much better tracking
    • Sense controllers are excellent
    • Lighter, cleaner setup
  • Tech-wise? Legit impressive.
  • Experiences like Resident Evil 8, Metro Awakening, Pavlov, Kayak VR Mirage show how good it can be.
The problem isn't the hardware.

• The Support Has Been Weak (and Getting Worse)

  • Firewall Ultra flopped early and the studio was shut down.
  • First-party momentum basically evaporated.
  • Most announcements became random PS Blog / tweet dumps.
  • Latest 60+ minute State of Play? Zero PSVR2 mention.
  • 3-year anniversary? Sony said nothing.
That silence speaks loudly.

• Resident Evil 9 Is the Big Red Flag

  • RE7 & RE8 are among the best PSVR2 games.
  • Sony reportedly funded those VR modes.
  • RE9 launches soon.
  • No VR mode planned.
  • No "coming later."
  • No roadmap.
If Capcom isn't doing VR, that likely means Sony isn't funding it anymore.

That's the clearest signal yet.

• The Core Business Problem

VR is a hard sell:
  • $500 console
  • Originally $500+ headset (now discounted)
  • Requires physical space (2x2m recommended)
  • Motion sickness barrier for many users
  • Not plug-and-play for casuals
Every one of those cuts the potential audience down.

• The "Niche Product" Comparison Doesn't Hold

Sony sells niche products successfully:
  • PS5 Pro
  • PlayStation Portal
Difference?

If PS5 Pro underperforms, buyers still get enhanced versions of normal games.

If PSVR2 underperforms?
You're stuck waiting for games that may never come.

• The Real Issue: No First-Party Push

Launch had:
  • Horizon Call of the Mountain
After that?

Where's:
  • Spider-Man VR?
  • The Last of Us VR?
  • Any major Sony IP experience?
Sony never leveraged its own franchises to drive adoption.

That's the biggest missed opportunity.

• The Tech Leap Was Real

People say PS5 wasn't a big leap.

PSVR2 absolutely was:
  • Compared to PSVR1's breakout box mess
  • Better visuals
  • Better tracking
  • Haptics in the headset
  • Adaptive triggers
It genuinely felt next-gen.

And then… nothing.

• The Discount Makes It Even More Frustrating

At ~£300 / discounted pricing:

  • It's arguably a steal for the hardware.
But value doesn't matter if the ecosystem isn't growing.

• Is It Dead?

Not completely.
  • Indie and third-party games still release.
  • PC adapter extends its life somewhat.
But in terms of:
  • First-party investment
  • Marketing
  • Roadmap
  • Ecosystem growth
It's hard to argue Sony still believes in it.

• The Big Question

Should Sony double down and commit?

Or is PSVR2 just another Vita situation:
  • Great hardware
  • Weak long-term support
  • Slowly fades away
Right now?
It feels closer to the second option.

Curious where everyone else lands on this.
 
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