PlayStation VR Review: Console VR Arrives — And It Actually Works

Sony's $399 VR headset turns the PlayStation 4 into a virtual reality machine. After a week inside it, here's what works, what surprises, and whether it's worth buying.

PlayStation VR Review: Console VR Arrives — And It Actually Works
opinion · 2016-10-13 · Richard

Virtual reality was supposed to need a $1,500 gaming PC and a tethered headset wired to a constellation of tracking sensors. Sony just disproved that. The PlayStation VR is a $399 headset that plugs into the PlayStation 4 you already own, sets up in fifteen minutes, and produces a VR experience that is — against every reasonable expectation — genuinely good.

Not “good for console.” Good. Period.

After a week with the launch unit, the PSVR is the most accessible VR headset on the market and, in several respects, the most comfortable one to actually use. It is also the most technologically compromised. Both of those things are true at the same time, and that tension defines the entire product.

The Hardware

The PSVR headset specs read like a step backward on paper. A single 5.7-inch 1920×1080 OLED panel running at 120Hz (interpolated from 60fps game output or native 120fps where the game supports it). A 100-degree field of view — narrower than the Rift’s 110 degrees. A resolution of 960×1080 per eye — lower than the Rift’s 1080×1200 per eye.

On paper. In practice, the PSVR’s display solution is smarter than the numbers suggest. Sony uses RGB subpixel arrangement instead of the Pentile arrangement used in the Rift and Vive, which means the effective perceived sharpness is closer to the Rift than the raw pixel count implies. The screen door effect is present but less aggressive than expected. It is not as crisp as the Rift. It is not the blurry mess the specs suggest it should be.

The 120Hz refresh rate is the PSVR’s secret weapon. Sony’s “Reprojection” system takes a 60fps game output and interpolates it to 120fps for the headset display, producing smooth head motion even when the game engine can’t hit native 120. This is not a gimmick — it works well enough that motion sickness is manageable for most people, though purists will notice the difference between reprojected 60 and native 120. Games that run at native 120fps — Driveclub VR, Thumper — feel noticeably better than reprojected titles.

The headset design is the best in class for comfort. The PSVR uses a halo ring that sits on the top of your head, with the display suspended in front of your face. The weight rests on the crown of your skull, not your cheekbones and nose. You can flip the display up to see the real world without removing the headset. This is a genuinely brilliant design choice that the Rift and Vive both lack. After an hour in the Rift, you feel the face mask pressure. After an hour in the PSVR, you forget it’s there.

The integrated headphones are not integrated. The PSVR ships with a pair of in-ear buds that clip into the headset band. They work. They are not the Rift’s integrated over-ear cans. You will want to use your own headphones within a week.

The Tracking Problem

This is where the PSVR’s compromises become impossible to ignore.

The PSVR uses a single PlayStation Camera for tracking — the same camera sold for the PS4 since launch. The camera tracks the headset’s visible LEDs, the two Move controllers, and the DualShock 4. All of them. Simultaneously. With one camera.

The Rift uses an IR sensor. The Vive uses two Lighthouse base stations. The PSVR uses one camera sitting on top of your TV. The tracking volume is smaller. The tracking precision is lower. The tracking is more prone to drift and occlusion. If you turn around, the headset LEDs face away from the camera and tracking degrades. The Move controllers, when blocked by your body, lose position. The system recovers — it doesn’t crash or break — but you will notice the wobble.

This is the fundamental trade-off Sony made: one camera, one cable, one console, lower precision. For seated and standing experiences within a limited play area, it works. For room-scale VR, it does not. The PSVR is not a room-scale headset. It is a sit-or-stand-in-place headset, and the tracking is calibrated for that use case.

The Move controllers are the other compromise. They are literally the PlayStation Move controllers from 2010 — wands with glowing orbs on top — repurposed for VR. They work. The tracking is adequate. The ergonomics are dated. There is no analog stick on a Move controller, which means locomotion in VR requires either teleportation, head-directed movement, or holding the DualShock 4 alongside the Moves — an awkward compromise unique to the PSVR.

Oculus Touch and the Vive’s controllers both feel like products designed for VR. The Move controllers feel like products repurposed for VR. Because they are. Sony saved money on R&D and passed the design cost to the player in the form of janky locomotion.

What’s In The Box

The core PSVR headset is $399. That gets you the headset, the processor unit (a small breakout box that handles the 120Hz interpolation and Social Screen output to your TV), the PSVR connection cable, and stereo earbuds. It does not include the PlayStation Camera (required for tracking) or the Move controllers (required for most VR games).

If you already own a PS4 Camera and Move controllers from the PlayStation Move era, you are set. If you don’t — and most people don’t — the camera is $59 and a pair of Move controllers is $99. The real cost of a fully equipped PSVR setup is $557, not $399.

Still, $557 for a complete VR setup is dramatically cheaper than the Rift ($599 plus a $1,000+ PC) or the Vive ($799 plus the same PC). If you already own a PS4 — and 40 million people do — the PSVR is the cheapest path into VR by a wide margin. That is the entire pitch.

The Launch Lineup

The PSVR launches with over thirty titles. This is not a thin library. It is a deeper launch lineup than the Rift had in March, and several games are genuinely worth your time.

Until Dawn: Rush of Blood is the best PSVR launch game and it is not close. A rail shooter prequel to Until Dawn where you ride a rollercoaster through a haunted house with a gun in each hand. The Move controllers are the guns. The horror is effective. The set pieces are genuinely thrilling. The immersion is total. If you buy one PSVR game at launch, buy this.

Thumper is a rhythm game that describes itself as “rhythm violence” and earns the label. You are a beetle hurtling through a psychedelic void, hitting timing prompts at 120fps. The speed, the sound design, the visual intensity — this is the first VR game that made my palms sweat. It is also one of the few games that runs at native 120fps, and the smoothness is immediately apparent. It works on a flat screen. It is transcendent in VR.

Driveclub VR is the technical showcase. Racing in VR at 120fps with a full cockpit view is the single most convincing VR experience I have had on any headset. You sit in the driver’s seat, look left and right to check traffic, feel the speed of the track in your gut. The graphics are downgraded from the base Driveclub — lower texture resolution, reduced draw distance — and the downgrade is visible. The VR immersion compensates. Barely.

Batman: Arkham VR is Rocksteady’s VR detective experience. You are Bruce Wayne. You put on the suit. You investigate crime scenes. It is an hour and a half long. It is a tech demo with a Batman skin. It is also the most “I am actually here” experience on the PSVR. Looking in a mirror and seeing Batman stare back at you is the kind of moment that sells VR to non-believers. The length is indefensible. The production value is not.

Rez Infinite is Tetsuya Mizuguchi’s remake of the cult classic rail shooter, and it is the game that most justifies the PSVR’s existence as a creative platform. It is a sensory experience that only works in VR — the music, the visuals, the synesthetic flow of shooting through a digital landscape. It is also available without VR. In VR, it becomes something else entirely. Area X, the new VR-exclusive level, is a ten-minute experience that justifies the headset for anyone who already loves Rez.

PlayStation VR Worlds is Sony’s compilation disc — a mix of five experiences including The London Heist (a gangster shooter that shows off the Move controllers), Ocean Descent (a shark cage dive that shows off the headset’s immersion), and VR Luge (downhill street luge that shows off your stomach). It is the Wii Sports of PSVR. It is also not as good as Wii Sports. The London Heist is the standout. The rest are tech demos.

Battlezone is a remake of the Atari tank game, reimagined as a neon tank shooter with a roguelike campaign structure. It is fun, it is replayable, and it uses the VR cockpit perspective effectively. It is not a system seller. It is a solid B-tier game that benefits from VR.

Here They Lie is a first-person horror walking sim through a surreal city. It is atmospheric and unsettling. It also suffers from the PSVR’s tracking limitations — locomotion is head-directed walking, and the reprojection makes the world swim slightly as you move. Motion sickness is a real risk. Play in short sessions.

Social Screen

The PSVR has one feature that neither the Rift nor the Vive can match: Social Screen. The processor unit splits the signal, sending the VR view to the headset and a separate 2D view to your TV. A person sitting on the couch can see what the VR player sees — or in some games, a completely different view that creates asymmetric multiplayer.

In The Playroom VR, a free download, one player in VR tries to dodge robots while up to four players on the TV try to catch them. This is local multiplayer VR. It is the feature that makes the PSVR a social device in a way the Rift and Vive are not. VR is isolating by nature — you put a box on your head and leave the room. Social Screen keeps one foot in the living room.

This matters. VR adoption will not scale through solo enthusiasts in gaming chairs. It will scale through families and friends passing a headset around a living room. Sony understands this. Oculus and HTC do not, yet.

The Verdict

The PlayStation VR is the most important VR launch of 2016, and it is not the best VR headset of 2016. Those are different awards.

The Rift has better optics. The Vive has better tracking and motion controllers. Both require a gaming PC that costs more than the PS4 and PSVR combined. The PSVR is the headset that makes VR accessible — to the 40 million PS4 owners who already have the console, to the person who doesn’t want to build a PC, to the family that wants to try VR in their living room.

The compromises are real. The tracking wobbles. The Move controllers are dated. The resolution is lower. The library is strong but has no killer app. The best experiences — Rush of Blood, Thumper, Rez Infinite, Driveclub VR — are excellent and would be good games on any platform. They are not “you must buy this headset for this game” experiences. Not yet.

But the PSVR does something the Rift and Vive don’t: it makes VR feel like a product for normal people. The setup is simple. The cost is manageable. The headset is comfortable. The social screen creates a shared experience. The launch library has enough variety that everyone finds something they like.

If you already own a PS4 and want to try VR, the PSVR is a no-brainer. It is the best $400 you can spend to find out whether virtual reality is for you. If you want the highest-fidelity VR experience and you have the PC for it, the Rift and Vive remain the enthusiast choice.

Sony did not build the best VR headset. Sony built the most accessible one. In a market that needs adoption to survive, that might matter more.

Score: A- — The headset that puts VR in the living room. Tracking and Move controllers hold it back. Comfort, price, and library earn the grade.