![]() This is further aided by something called foveated rendering, which essentially means that the system uses its built-in eye-tracking to increase the resolution of whatever you’re looking at. I didn’t notice the dreaded “screen door” effect at all during my time with the system. This is the highest resolution available among the mainstream VR headsets, and provided an outstanding level of visual fidelity. ![]() The OLED panels inside offer a 2000x2040 per-eye resolution at up to 120hz. I played four games: Resident Evil Village VR, Star Wars: Tales from the Galaxy’s Edge Enhanced Edition, The Walking Dead: Saints and Sinners Chapter 2, and Horizon Call of the Mountain. Last week I went to PlayStation’s USA headquarters for the first hands-on with PSVR2. ![]() It’s a single thin cable that’s relatively uninhibiting, especially compared to the multi-cable clutter of its predecessor, but it could feel limiting for people who have gotten used to the tether-free experience of the Meta Quest 2. Like other PC-based VR headsets, the PSVR2 still requires a wired connection to your PS5. It’s also, however, still rooted – or should I say – tethered to the past. The controllers also leverage the same haptic feedback and adaptive triggers found in the PS5’s excellent DualSense controller, which if implemented well will be all the more effective paired with the immersion of VR. Its eye-tracking is a first for a VR headset, as is haptic feedback built into the headset itself. PSVR2 also brings some new features to the table.
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