- Shu says he only recently started doing podcasts (basically "in the last year or so") because he's free now.
- When he worked for Sony, PR had to approve everything, so he couldn't just hop on and speak openly.
- Sony has dedicated spokespeople for specific projects.
- He emphasizes that during PSVR1, he was deeply involved in PR and public-facing activity.
- For PSVR2, he had already moved oninternally:
- He shifted to the indies initiative / third-party relations side.
- He was doing interviews about indie game support at PlayStation.
- Even then, he says he was only allowed to talk about indie games, not everything else.
NeoGAF translation: he wasn't the public "PSVR2 guy" the way he was for PSVR1, and Sony comms constraints were real.
- He says the timing was "perfect" when they contacted him because it coincided with Meta announcing big layoffs / shutting down studios.
- He frames the moment as "a time" to come on and talk.
- He also mentions:
- "A lot of changes coming"
- Valve launching a VR headset (he treats it as an interesting / positive move)
- Steam as part of that positivity
NeoGAF translation: he's viewing VR as entering another reshuffle/refresh phase (platform money changing, new hardware entrants, etc.).
This is the most PSVR2-specific "headline" portion.
- He says: when they launched PSVR1, he explained to Greg Miller's team (he's fuzzy whether it was Kind of Funny or IGN in that moment) that:
- This is first-generation consumer VR
- Every generation will be a huge leap technically
- Things will "become better" generation-to-generation
- He explicitly frames PSVR1 as the "PS1" equivalent moment: foundational, early, first wave.
- He says Greg kind of "took his word for it," as in:
- "Okay, next gen will be like PS2"
- And PS2 was massive, amazing
- Shu's point: PSVR2 did not become PS2 in the market/trajectory sense.
- That's why he said "sorry."
- He stresses he didn't mean to lie.
- He says he was hoping that outcome would happen.
NeoGAF translation: he sold a generational narrative, but PSVR2 didn't get the breakout content/library/momentum that would make it feel like the VR "PS2 era."
This is the most important analytical part of his comments.
- He says: from a technical standpoint, "pretty much" the leap happened.
- He broadens this beyond PSVR:
- Not only PSVR1 → PSVR2
- But also Oculus/Meta and other headsets
- He lists the general areas of improvement:
- Tracking improvements (especially compared to older systems)
- Lenses improved
- Headsets became thinner
- Displays improved
- "Everything has become better"
- Earlier in the conversation (PSVR1 dev era), he also emphasized VR basics that must be met:
- Consistent frame rate (he mentions 60fps baseline for PSVR1-era)
- Fast refresh
- Low latency
- Good tracking
- Overall system processing capable enough to handle it
(This is more PSVR1 context, but it's part of the technical bar he's referencing when he talks about progress.)
NeoGAF translation: he absolutely believes PSVR2 is a proper next-gen headset technically.
- He says: the games experience is "pretty much the same."
- He compares launch eras:
- In the PSVR1 / early Oculus era, there were tons of "wow" experiences and new ideas.
- In this second generation, he doesn't feel that same wave of invention occurred.
- He calls this the biggest issue:
- The novelty/excitement didn't replicate.
- His big specific claim:
- The only invention he points to for this generation is Gorilla Tag movement.
- He says he doesn't think there are other comparable "inventions" driving a new wave.
NeoGAF translation: PSVR2 is great hardware, but VR content/design hasn't found the next Beat Saber–tier "new paradigm" moment (in his view), and that's why it didn't explode.
- He repeats: he left PlayStation, so he has no idea about their plans.
- He says PlayStation works per platform generation:
- PSVR1 was part of the PS4 ecosystem
- PSVR2 is part of the PS5 ecosystem
- His expectation:
- As long as there's a PS5, he would expect they continue to support it (in some form).
NeoGAF translation: he's basically saying "PSVR2 won't be hard-killed tomorrow," because it's attached to PS5's lifecycle logic.
- He explicitly says:
- "The first party is not doing anything."
- He adds:
NeoGAF translation: he's acknowledging the obvious—PSVR2 isn't getting first-party pipeline love.
He lists examples and categories, and why they matter.
- Gran Turismo 7: he says it's "amazing," "incredible," and naturally fits VR.
- nDreams: he frames them as consistently doing a great job (and earlier he talks about being hired as a spokesperson for their game "Reach," plus his love for "Synapse," which is heavily PSVR2-featured).
- The Midnight Walk: referenced as part of the stream of good VR games.
- Microsoft Flight Sim: he says it's coming and will be really good (he's clearly excited about VR-friendly sims).
- He argues certain games "naturally fit" VR "without too much effort" (he caveats it's not easy, but more natural than others):
- Racing games
- First-person adventure
- Horror
- This is part of why GT7 is such a standout to him.
- He praises teams who port "normal" games into VR and do a great job:
- He treats this as a key supply line for quality VR experiences.
- He says if Valve creates a way to automatically convert normal 3D games to VR, that would be amazing.
NeoGAF translation: PSVR2's best path might be "great hybrids + great ports + naturally VR-friendly genres," not waiting for first-party miracles.
He highlights PSVR2-specific tech usage via game examples.
- He says Synapseis one of the best uses of PSVR2 tech:
- Eye tracking + grabbing/targeting enemies by looking
- He praises how it "gamified" eye tracking.
- He also compliments the visual design choices (high-contrast look, color choices, etc.).
- He also cites Before Your Eyes:
- Uses blink detection; when you blink, scenes progress
- He describes it as emotional, short, and impactful—people cry at the end
- He says it's especially powerful in VR because you're in the boy's POV
- He recommends PSVR2 players try it (he frames it as cheap/short and worth it)
NeoGAF translation: he thinks PSVR2's differentiators (eye tracking) need more "killer apps" that make them feel essential.
This section is more industry-wide, but he directly connects it to platform strategy that affects PSVR2.
- He says: Meta and PlayStation collaborated (in effect) to create an "artificial commercial incentive" for developers.
- He credits that as positive in enabling VR game development.
- But he says:
- It's not healthy if developers still need ongoing "infusion" from platform holders.
- It makes sense at launch of a platform, but after so many years it's a problem.
- He frames it as:
- It's been nearly 10 years since early consumer VR (Oculus/PSVR/HTC Vive era) and it still needs help.
- He says VR is basically led by indie passion:
- Big publishers didn't see the money.
- But devs still want to build VR.
- He adds a key market advantage:
- VR has less competition than flatscreen storefronts.
- He gives Steam's insane volume as contrast (20,000+ games in a year).
- In VR, if you make something good, you're more likely to get noticed.
NeoGAF translation: PSVR2 sits inside a market that still hasn't achieved sustainable "normal" economics.
- He says:
- He doesn't know their plans.
- It's up to how they design PS6.
- He zooms out:
- Console makers are in a weird spot: graphics are saturating, differences are harder to see unless side-by-side.
- People love low-fidelity games when gameplay is great (indies as proof).
- He praises Sony's hardware team as top-notch:
- Even if it's hard to make "meaningful" leaps, they will engineer excellent hardware.
- He says:
- Hardware teams know if they stop working in a field, they'll fall behind.
- So whether or not Sony makes PSVR3, he expects ongoing R&D in:
- He mentions Sony HQ also working on creator-focused headsets/tools (separate track from consumer PSVR).
NeoGAF translation: even if PSVR3 isn't guaranteed, Sony staying involved in XR tech is basically inevitable.
- If you're passionate and you "have to make one," do it.
- But:
- Don't expect huge financial success.
- He repeats the upside:
- Less competitive market; good games get noticed.
- He also talks about how VR devs survive:
- When venture money dries up, and Meta/Sony money changes, devs have to adapt:
- B2B / industrial VR work
- Hybrid games
- Or chasing the Gen Z Gorilla Tag-style market, etc.
NeoGAF translation: VR is still passion-driven, financially volatile, and PSVR2 devs need flexible business models.
- PSVR2 is a legit next-gen headset technically, but VR hasn't delivered enough new "second-gen" breakthrough experiences to create the PS2-style leap in mainstream adoption—made worse by limited first-party support, leaving PSVR2 to be carried by strong third-party/hybrid/port-driven wins like GT7, nDreams titles, and other naturally VR-friendly games.