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Undid revision 1125908634 by Yamla (talk)Again, life span does not equal "time in production". Life span = how long something has BEFORE IT DIES. Honestly...
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{{Infobox information appliance
{{Infobox information appliance
| name = PlayStation VR
| name = PlayStation VR
| logo =
| logo = PlayStation VR logo.svg
| image = Sony-PlayStation-4-PSVR-Headset-Mk1-FL.jpg
| image = Sony-PlayStation-4-PSVR-Headset-Mk1-FL.jpg
| caption = A first-generation PlayStation VR
| caption = A first-generation PlayStation VR
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| family = [[PlayStation]]
| family = [[PlayStation]]
| type = [[Virtual reality headset]]
| type = [[Virtual reality headset]]
| generation = [[Eighth generation of video game consoles|Eighth]] and [[Ninth generation of video game consoles|ninth]]
| generation = [[Eighth generation of video game consoles|Eighth]]
| lifespan = 2016–2024<ref name="TechRadarDiscontinued">{{cite web |last1=Dwiar |first1=Rob |last2=Phillips |first2=Kara |last3=Pickard |first3=James |title=The best PlayStation VR deals in September 2024 - the latest prices on PSVR 2 and PSVR 1 sets |url=https://www.techradar.com/news/gaming/consoles/playstation-vr-deals-1323002 |website=[[TechRadar]] |publisher=[[Future plc]] |access-date=10 September 2024 |archive-url=https://web.archive.org/web/20240530035458/https://www.techradar.com/news/gaming/consoles/playstation-vr-deals-1323002 |archive-date=30 May 2024 |date=23 April 2024 |quote=[...] the older PSVR 1 isn't being made anymore [...] |url-status=live}}</ref>
| time in production = 2016–present
| discontinued =
| discontinued =
| media =
| media =
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| weight = Approx. 600 grams (1st generation)<ref name="official-specs"/>
| weight = Approx. 600 grams (1st generation)<ref name="official-specs"/>
| compatibility =
| compatibility =
| successor =
| successor = [[PlayStation VR2]]
| related =
| related =
| website = {{Official website|https://www.playstation.com/explore/playstation-vr/}}
| website = {{Official website|https://www.playstation.com/ps-vr/}}
| founder =
| founder =
| releasedate = {{start date|2016|10|13}}<ref name=sony-psvr />
| releasedate = {{start date|2016|10|13}}<ref name=sony-psvr />
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| topgame =
| topgame =
}}
}}
The '''PlayStation VR''' ('''PS VR''', known by its [[code name]] '''Project Morpheus''' during development) is a [[virtual reality headset]] developed by [[Sony Interactive Entertainment]],<ref>{{cite web|url=http://www.polygon.com/2014/3/18/5524058/playstation-vr-ps4-virtual-reality |title=Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4 |date=March 18, 2014 |publisher=Polygon |access-date=July 16, 2014}}</ref> which was released in October 2016.<ref name="sony-psvr">{{cite web|url=https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|title=PlayStation VR Launches October 2016|publisher=Sony|access-date=March 15, 2016|url-status=dead|archive-url=https://web.archive.org/web/20160722031419/https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|archive-date=July 22, 2016|df=mdy-all}}</ref>


The '''PlayStation VR''' (PS VR) is a [[virtual reality headset]] developed by [[Sony Interactive Entertainment]],<ref>{{cite web |url=http://www.polygon.com/2014/3/18/5524058/playstation-vr-ps4-virtual-reality |title=Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4 |date=March 18, 2014 |publisher=Polygon |access-date=July 16, 2014 |archive-date=March 24, 2016 |archive-url=https://web.archive.org/web/20160324195431/http://www.polygon.com/2014/3/18/5524058/playstation-vr-ps4-virtual-reality |url-status=live }}</ref> which was released in October 2016.<ref name="sony-psvr">{{cite web|url=https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|title=PlayStation VR Launches October 2016|publisher=Sony|access-date=March 15, 2016|url-status=dead|archive-url=https://web.archive.org/web/20160722031419/https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|archive-date=July 22, 2016|df=mdy-all}}</ref> The headset works with the company's [[PlayStation 4]] video game console and is forwards compatible with [[PlayStation 5]]. Sony released its successor, [[PlayStation VR2]], in 2023, having sold at least 5 million PlayStation VR units worldwide.<ref>{{cite web |url=https://sonyinteractive.com/en/our-company/business-data-sales/ |title=PlayStation VR Sales |access-date=December 14, 2024 }}</ref>
It is fully functional with the [[PlayStation 4]] and is forward compatible with the [[PlayStation 5]] [[home video game consoles|home video game console]]. The PlayStation VR is compatible with the PlayStation 5 via backward compatibility using a USB to PlayStation Camera adapter that is shipped for free by [[Sony]] to anyone who has previously purchased the PS VR. There are currently no PlayStation 5 games announced that support it; if a PS VR supported game also has a PlayStation 5 version available, the PlayStation 4 version has to be installed instead via backward compatibility to be able to play in virtual reality.<ref>{{Cite news|last=Feltham|first=Jamie|url=https://uploadvr.com/psvr-games-on-ps5/|title=Confirmed: Hitman 3 And No Man's Sky PS5 Versions Don't Support PSVR, Headset Can't Play PS5 Games|date=October 30, 2020|work=[[UploadVR]]|access-date=November 2, 2020}}</ref> In certain games and demos for the VR, the player wearing the headset acts separately from other players without the headset. The PlayStation VR system can output a picture to both the PlayStation VR headset and a television simultaneously, with the television either mirroring the picture displayed on the headset, or displaying a separate image for competitive or cooperative gameplay. PlayStation VR works with either the standard [[DualShock|DualShock 4]] controller, [[PlayStation Move]] controllers or the PlayStation VR Aim controller.<ref>{{Cite news|last=Ashcraft|first=Brian|url=https://kotaku.com/introducing-sonys-new-virtual-shooter-controller-1781941567|title=Introducing Sony's New Virtual Shooter Controller|date=June 14, 2016|work=[[Kotaku]]|access-date=March 17, 2020}}</ref>


The PlayStation VR has a 5.7 inch [[OLED]] panel, with a [[display resolution]] of [[1080p]].<ref name=":0">{{Cite news|url=http://www.cnet.com/products/sony-playstation-vr/|title=Sony PlayStation VR Release Date, Price and Specs{{Snd}} CNET|last=Stein|first=Scott|date=December 6, 2015|publisher=[[CNET]]|access-date=March 17, 2016}}</ref><ref name="full-rgb" /> The headset also has a processor box which enables the Social Screen video output to the television, as well as process the [[3D audio effect]], and uses a 3.5mm headphone jack.<ref name=":0" /><ref>{{Cite news|url=http://www.polygon.com/2016/3/16/11247288/playstation-vr-processing-unit-ps4|title=PlayStation VR"s processing unit doesn't add any power to the PS4|last=Sarkar|first=Samit|date=March 16, 2016|publisher=Polygon|access-date=March 17, 2016}}</ref> The headset also has nine positional [[Light-emitting diode|LED]]s on its surface for the [[PlayStation Camera]] to track 360 degree head movement.<ref name=":0" /><ref>{{Cite news|url=https://www.theverge.com/2016/3/15/11224988/sony-playstation-vr-release-date-price-gdc-2016|title=Sony's PlayStation VR costs $399 and is coming on October|last=O'Kane|first=Sean|date=March 15, 2016|publisher=The Verge|access-date=March 17, 2016}}</ref>
The PlayStation VR has a 5.7 inch [[OLED]] panel, with a [[display resolution]] of [[1080p]].<ref name=":0">{{Cite news |last=Stein |first=Scott |date=December 6, 2015 |title=Sony PlayStation VR Release Date, Price and Specs{{Snd}} CNET |url=http://www.cnet.com/products/sony-playstation-vr/ |url-status=live |archive-url=https://web.archive.org/web/20201217202427/https://www.cnet.com/products/sony-playstation-vr/ |archive-date=December 17, 2020 |access-date=March 17, 2016 |publisher=[[CNET]]}}</ref><ref name="full-rgb" /> The headset also has a processor box which enables the Social Screen video output to the television, as well as process the [[3D audio effect]], and uses a 3.5mm headphone jack.<ref name=":0" /><ref>{{Cite news |last=Sarkar |first=Samit |date=March 16, 2016 |title=PlayStation VR"s processing unit doesn't add any power to the PS4 |url=http://www.polygon.com/2016/3/16/11247288/playstation-vr-processing-unit-ps4 |url-status=live |archive-url=https://web.archive.org/web/20201130044725/https://www.polygon.com/2016/3/16/11247288/playstation-vr-processing-unit-ps4 |archive-date=November 30, 2020 |access-date=March 17, 2016 |publisher=Polygon}}</ref> The headset also has nine positional [[Light-emitting diode|LED]]s on its surface for the [[PlayStation Camera]] to track 360 degree head movement.<ref name=":0" /><ref>{{Cite news |last=O'Kane |first=Sean |date=March 15, 2016 |title=Sony's PlayStation VR costs $399 and is coming on October |url=https://www.theverge.com/2016/3/15/11224988/sony-playstation-vr-release-date-price-gdc-2016 |url-status=live |archive-url=https://web.archive.org/web/20201108131813/http://www.theverge.com/2016/3/15/11224988/sony-playstation-vr-release-date-price-gdc-2016 |archive-date=November 8, 2020 |access-date=March 17, 2016 |publisher=The Verge}}</ref>


In certain games and demos for the VR, the player wearing the headset acts separately from other players without the headset. The PlayStation VR system can output a picture to both the PlayStation VR headset and a television simultaneously, with the television either mirroring the picture displayed on the headset, or displaying a separate image for competitive or cooperative gameplay. PlayStation VR works with either the standard [[DualShock|DualShock 4]] controller, [[PlayStation Move]] controllers or the PlayStation VR Aim controller.<ref>{{Cite news|last=Ashcraft|first=Brian|url=https://kotaku.com/introducing-sonys-new-virtual-shooter-controller-1781941567|title=Introducing Sony's New Virtual Shooter Controller|date=June 14, 2016|work=[[Kotaku]]|access-date=March 17, 2020|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108092739/http://kotaku.com/introducing-sonys-new-virtual-shooter-controller-1781941567|url-status=live}}</ref>
As of December 31, 2019, PlayStation VR had sold-through 5 million units worldwide.

Sony announced the [[PlayStation VR2]] for the PlayStation 5 at the 2022 [[Consumer Electronics Show]].<ref name="PS VR2">{{Cite web|date=February 23, 2021|title=Introducing the next generation of VR on PlayStation|url=https://blog.playstation.com/2021/02/23/introducing-the-next-generation-of-vr-on-playstation/|access-date=March 3, 2021|website=PlayStation.Blog|language=en-US}}</ref><ref>{{cite web | url = https://www.gamespot.com/articles/playstation-vr2-detailed-horizon-call-of-the-mountain-announced/1100-6499345/?ftag=CAD-01-10abi2f | title = PlayStation VR2 Detailed, Horizon: Call Of The Mountain Announced | first= Tamoor | last= Hussain |date = January 4, 2022 | accessdate = January 4, 2022 | work = [[GameSpot]] }}</ref>


==History==
==History==
Sony's interest in head-mounted display technology dates back to the 1990s. Its first commercial unit, the [[Glasstron]], was released in 1997.<ref>Adam Rosenberg. [http://www.digitaltrends.com/gaming/project-morpheus-sony-interview-gdc-2014/ Sony's long-standing interest in virtual reality gives Project Morpheus an edge], digitaltrends.com, March 23, 2014.</ref> One application of this technology was in the game ''[[MechWarrior 2: 31st Century Combat|MechWarrior 2]]'', which permitted users of the Glasstron or Virtual I/O's {{not a typo|iGlasses}} to adopt a visual perspective from inside the cockpit of the craft, using their own eyes as visual and seeing the battlefield through their craft's own cockpit.<ref>Tony Sperry. ''Beyond 3D TV'', [[Lulu (company)|Lulu Pres, Inc.]], November 2003.</ref>
Sony's interest in head-mounted display technology dates back to the 1990s. Its first commercial unit, the [[Glasstron]], was released in 1997.<ref>Adam Rosenberg. [http://www.digitaltrends.com/gaming/project-morpheus-sony-interview-gdc-2014/ Sony's long-standing interest in virtual reality gives Project Morpheus an edge] {{Webarchive|url=https://web.archive.org/web/20201112021040/http://www.digitaltrends.com/gaming/project-morpheus-sony-interview-gdc-2014/ |date=November 12, 2020 }}, digitaltrends.com, March 23, 2014.</ref> One application of this technology was in the game ''[[MechWarrior 2: 31st Century Combat|MechWarrior 2]]'', which permitted users of the Glasstron or Virtual I/O's {{not a typo|iGlasses}} to adopt a visual perspective from inside the cockpit of the craft, using their own eyes as visual and seeing the battlefield through their craft's own cockpit.<ref>Tony Sperry. ''Beyond 3D TV'', [[Lulu (company)|Lulu Pres, Inc.]], November 2003.</ref>


In early 2014, Sony Interactive Entertainment [[research and development]] engineer Anton Mikhailov said his team had been working on Project Morpheus for more than three years. According to Mikhailov, the PlayStation 3 [[PlayStation Move|Move]] peripheral, itself revealed in June 2009, was designed with unspecified, future head-mounted technology in mind. "We specced it and built it to be a VR controller, even though VR wasn't a commodity. As engineers, we just said it was the right thing to do. At the time, we didn't have a consumer-grade project that we could work on, but it was definitely designed with that vision in mind."<ref>[https://web.archive.org/web/20150221012430/http://www.edge-online.com/features/sonys-anton-mikhailov-on-project-morpheus-launch-price-and-potential-as-a-platform/ Sony's Anton Mikhailov on Project Morpheus' launch price and potential as a platform], ''Edge'' magazine, April 9, 2014.</ref> [[Shuhei Yoshida]], the president of Sony's worldwide studios, also said the project started as "grassroots" activity among engineers and programmers, which came into focus in 2010 once the Move controller had been released.<ref>Jamie Feltham. [http://vrfocus.com/archives/9412/project-morpheus-started-grassroots-activity-following-ps-moves-release/ Project Morpheus Started as 'grassroots activity' Following PS Move's Release], vrfocus.com, December 8, 2014.</ref> Sony also went on record to say it is mandatory for all games to have no less than 60 frames per second at all times.<ref>{{cite web|last1=Grubb|first1=Jeff|title=Sony will reject PlayStation VR games that aren't at least 60 frames per second|url=https://venturebeat.com/2016/03/17/sony-will-reject-playstation-vr-games-that-arent-at-least-60-frames-per-second/|website=Venture Beat|date=March 17, 2016|access-date=March 18, 2016}}</ref>
The PlayStation VR was [[code name|code named]] '''Project Morpheus''' during development. In early 2014, Sony Interactive Entertainment [[research and development]] engineer Anton Mikhailov said his team had been working on Project Morpheus for more than three years. According to Mikhailov, the PlayStation 3 [[PlayStation Move|Move]] peripheral, itself revealed in June 2009, was designed with unspecified, future head-mounted technology in mind. "We specced it and built it to be a VR controller, even though VR wasn't a commodity. As engineers, we just said it was the right thing to do. At the time, we didn't have a consumer-grade project that we could work on, but it was definitely designed with that vision in mind."<ref>[https://web.archive.org/web/20150221012430/http://www.edge-online.com/features/sonys-anton-mikhailov-on-project-morpheus-launch-price-and-potential-as-a-platform/ Sony's Anton Mikhailov on Project Morpheus' launch price and potential as a platform], ''Edge'' magazine, April 9, 2014.</ref> [[Shuhei Yoshida]], the president of Sony's worldwide studios, also said the project started as "grassroots" activity among engineers and programmers, which came into focus in 2010 once the Move controller had been released.<ref>Jamie Feltham. [http://vrfocus.com/archives/9412/project-morpheus-started-grassroots-activity-following-ps-moves-release/ Project Morpheus Started as 'grassroots activity' Following PS Move's Release] {{Webarchive|url=https://web.archive.org/web/20160305081236/http://vrfocus.com/archives/9412/project-morpheus-started-grassroots-activity-following-ps-moves-release/ |date=March 5, 2016 }}, vrfocus.com, December 8, 2014.</ref> Sony also went on record to say it is mandatory for all games to have no less than 60 frames per second at all times.<ref>{{cite web|last1=Grubb|first1=Jeff|title=Sony will reject PlayStation VR games that aren't at least 60 frames per second|url=https://venturebeat.com/2016/03/17/sony-will-reject-playstation-vr-games-that-arent-at-least-60-frames-per-second/|website=Venture Beat|date=March 17, 2016|access-date=March 18, 2016|archive-date=March 21, 2016|archive-url=https://web.archive.org/web/20160321013615/http://venturebeat.com/2016/03/17/sony-will-reject-playstation-vr-games-that-arent-at-least-60-frames-per-second/|url-status=live}}</ref>


Project Morpheus was first announced at The 2014 [[Game Developers Conference]]. SIE Worldwide Studios president [[Shuhei Yoshida]] introduced the device on March 18, 2014, and stated Project Morpheus was "the next innovation from PlayStation that will [shape] the future of games."<ref>{{cite web|url = http://www.polygon.com/2014/3/26/5551238/watch-the-full-reveal-for-sonys-virtual-reality-headset-project|title = Watch the full reveal for Sony's virtual reality headset, Project Morpheus|date = March 26, 2014|website = Polygon}}</ref>
Project Morpheus was first announced at The 2014 [[Game Developers Conference]]. SIE Worldwide Studios president [[Shuhei Yoshida]] introduced the device on March 18, 2014, and stated Project Morpheus was "the next innovation from PlayStation that will [shape] the future of games."<ref>{{cite web|url = http://www.polygon.com/2014/3/26/5551238/watch-the-full-reveal-for-sonys-virtual-reality-headset-project|title = Watch the full reveal for Sony's virtual reality headset, Project Morpheus|date = March 26, 2014|website = Polygon|access-date = November 10, 2014|archive-date = October 30, 2020|archive-url = https://web.archive.org/web/20201030113238/https://www.polygon.com/2014/3/26/5551238/watch-the-full-reveal-for-sonys-virtual-reality-headset-project|url-status = live}}</ref>


On September 15, 2015, it was announced that Project Morpheus would be officially named PlayStation VR.<ref>{{cite web|url=https://www.engadget.com/2015/09/15/project-morpheus-is-now-playstation-vr/|title=Sony's Project Morpheus is now 'PlayStation VR'|first=Aaron|last=Souppouris|publisher=AOL|work=Engadget|access-date=February 20, 2017}}</ref> Later in 2015, Sony acquired [[Softkinetic|SoftKinetic]], a tech startup whose focus includes visual depth-sensing gesture recognition, for an undisclosed amount.<ref>{{cite web|url=http://recode.net/2015/10/08/sony-acquires-softkinetic-which-can-track-hands-for-virtual-reality/|title=Sony Acquires SoftKinetic, Which Can Track Hands for Virtual Reality|first=Eric|last=Johnson|work=Re/code|date=October 8, 2015}}</ref>
On September 15, 2015, it was announced that Project Morpheus would be officially named PlayStation VR.<ref>{{cite web|url=https://www.engadget.com/2015/09/15/project-morpheus-is-now-playstation-vr/|title=Sony's Project Morpheus is now 'PlayStation VR'|first=Aaron|last=Souppouris|publisher=AOL|work=Engadget|date=September 15, 2015 |access-date=February 20, 2017|archive-date=September 24, 2017|archive-url=https://web.archive.org/web/20170924001637/https://www.engadget.com/2015/09/15/project-morpheus-is-now-playstation-vr/|url-status=live}}</ref> Later in 2015, Sony acquired [[Softkinetic|SoftKinetic]], a tech startup whose focus includes visual depth-sensing gesture recognition, for an undisclosed amount.<ref>{{cite web|url=http://recode.net/2015/10/08/sony-acquires-softkinetic-which-can-track-hands-for-virtual-reality/|title=Sony Acquires SoftKinetic, Which Can Track Hands for Virtual Reality|first=Eric|last=Johnson|work=Re/code|date=October 8, 2015|access-date=October 8, 2015|archive-date=April 14, 2016|archive-url=https://web.archive.org/web/20160414183030/http://recode.net/2015/10/08/sony-acquires-softkinetic-which-can-track-hands-for-virtual-reality/|url-status=live}}</ref>


On October 13, 2016, Sony released the PlayStation VR with the price of $399 in the US, €399 in Europe, £349 in the UK, and ¥44,980 in [[Japan]].<ref>{{cite news|title=Sony: "It's a Bit Too Early to Sort out" PlayStation VR Price and Release Date|url=http://www.playstationlifestyle.net/2015/11/02/sony-its-a-bit-too-early-to-sort-out-playstation-vr-price-and-release-date/|access-date=March 3, 2017|work=PlayStation LifeStyle|date=November 2, 2015}}</ref><ref>{{Citation|last=PlayStation|title=Andrew House, President and the Global CEO of Sony Interactive Entertainment (SIE) Announcing the price and release date for PlayStation VR|date=March 15, 2016|url=https://www.youtube.com/watch?v=wZ57Cl3Nq6o|access-date=March 16, 2016}}</ref>
On October 13, 2016, Sony released the PlayStation VR with the price of $399 in the US, €399 in Europe, £349 in the UK, and ¥44,980 in [[Japan]].<ref>{{cite news|title=Sony: "It's a Bit Too Early to Sort out" PlayStation VR Price and Release Date|url=http://www.playstationlifestyle.net/2015/11/02/sony-its-a-bit-too-early-to-sort-out-playstation-vr-price-and-release-date/|access-date=March 3, 2017|work=PlayStation LifeStyle|date=November 2, 2015|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108132038/https://www.playstationlifestyle.net/2015/11/02/sony-its-a-bit-too-early-to-sort-out-playstation-vr-price-and-release-date/|url-status=live}}</ref><ref>{{Citation|last=PlayStation|title=Andrew House, President and the Global CEO of Sony Interactive Entertainment (SIE) Announcing the price and release date for PlayStation VR|date=March 15, 2016|url=https://www.youtube.com/watch?v=wZ57Cl3Nq6o|access-date=March 16, 2016|archive-date=December 28, 2020|archive-url=https://web.archive.org/web/20201228013014/https://www.youtube.com/watch?v=wZ57Cl3Nq6o|url-status=live}}</ref>


On April 16, 2019, [[Mark Cerny]] confirmed that the PlayStation VR would be compatible with the PlayStation 5.<ref name="wired">{{cite news|title=Exclusive: What to Expect From Sony's Next-Gen PlayStation|date=April 16, 2019|url=https://www.wired.com/story/exclusive-sony-next-gen-console/|access-date=April 17, 2019}}</ref> This is in addition to new PlayStation VR hardware to be designed for the PlayStation 5 that Sony plans to release after 2021.<ref>{{cite web | url = https://www.theverge.com/2021/2/23/22296998/sony-ps5-next-gen-vr-headset-virtual-reality-features | title =Sony announces next-gen VR headset for the PS5 | first = Tom | last = Warren | date = February 23, 2021 | accessdate =February 23, 2021 | work = [[The Verge]] }}</ref> This was announced as the [[PlayStation VR2]] at the 2022 [[Consumer Electronics Show]].<ref name="PS VR2"/>
On April 16, 2019, [[Mark Cerny]] confirmed that the PlayStation VR would be compatible with the PlayStation 5.<ref name="wired">{{cite news|title=Exclusive: What to Expect From Sony's Next-Gen PlayStation|date=April 16, 2019|url=https://www.wired.com/story/exclusive-sony-next-gen-console/|access-date=April 17, 2019|archive-date=April 21, 2019|archive-url=https://web.archive.org/web/20190421080115/https://www.wired.com/story/exclusive-sony-next-gen-console/|url-status=live}}</ref> This is in addition to new PlayStation VR hardware to be designed for the PlayStation 5 that Sony plans to release after 2021.<ref>{{cite web | url = https://www.theverge.com/2021/2/23/22296998/sony-ps5-next-gen-vr-headset-virtual-reality-features | title = Sony announces next-gen VR headset for the PS5 | first = Tom | last = Warren | date = February 23, 2021 | accessdate = February 23, 2021 | work = [[The Verge]] | archive-date = February 23, 2021 | archive-url = https://web.archive.org/web/20210223143106/https://www.theverge.com/2021/2/23/22296998/sony-ps5-next-gen-vr-headset-virtual-reality-features | url-status = live }}</ref> This was announced as the [[PlayStation VR2]] at the 2022 [[Consumer Electronics Show]].<ref name="PS VR2">{{Cite web |date=February 23, 2021 |title=Introducing the next generation of VR on PlayStation |url=https://blog.playstation.com/2021/02/23/introducing-the-next-generation-of-vr-on-playstation/ |url-status=live |archive-url=https://web.archive.org/web/20221008234954/https://blog.playstation.com/2021/02/23/introducing-the-next-generation-of-vr-on-playstation/ |archive-date=October 8, 2022 |access-date=March 3, 2021 |website=PlayStation.Blog |language=en-US}}</ref><ref>{{cite web |last=Hussain |first=Tamoor |date=January 4, 2022 |title=PlayStation VR2 Detailed, Horizon: Call Of The Mountain Announced |url=https://www.gamespot.com/articles/playstation-vr2-detailed-horizon-call-of-the-mountain-announced/1100-6499345/?ftag=CAD-01-10abi2f |url-status=live |archive-url=https://web.archive.org/web/20220105014732/https://www.gamespot.com/articles/playstation-vr2-detailed-horizon-call-of-the-mountain-announced/1100-6499345/?ftag=CAD-01-10abi2f |archive-date=January 5, 2022 |accessdate=January 4, 2022 |work=[[GameSpot]]}}</ref>


==Hardware==
==Hardware==
[[File:Sony-PlayStation-4-PSVR-Breakout-Box-Mk1-1.jpg|thumb|right|The breakout box of the first model headset that sits between the TV, PS4 and PS VR]]
[[File:Sony-PlayStation-4-PSVR-Breakout-Box-Mk1-1.jpg|thumb|right|The breakout box of the first model headset that sits between the TV, PS4 and PS VR]]
[[File:Sony-PlayStation-4-PSVR-Cables.jpg|thumb|right|All of the cables required to hook up the first model of the PS VR]]
[[File:Sony-PlayStation-4-PSVR-Cables.jpg|thumb|right|All of the cables required to connect the first model of the PS VR]]
[[File:Sony-PlayStation-4-Camera-Mk1.jpg|thumb|right|The first version of PlayStation Camera, which is required when using the PS VR]]
[[File:Sony-PlayStation-4-Camera-Mk1.jpg|thumb|right|The first version of PlayStation Camera, which is required when using the PS VR]]
The prototype revealed at GDC'15 included an OLED 1920 × 1080 pixel display (providing 960 × 1080 pixels resolution per eye) with an RGB subpixel matrix,<ref name="full-rgb">Alessio Palumbo. [http://wccftech.com/sony-dev-explains-ps-vr-screen-crisper-project-started-late-2010/ Sony Dev Explains Why PS VR Screen Is Crisper Than The Others], wccftech.com, November 2015.</ref> and is capable of displaying content at 120fps.<ref name="sony-psvr" /> It features an [[Field of view|FOV]] of 100°, [[6DOF]] head-tracking, stereoscopic 3D, and unwarped output to a TV, either for others to view what the headset wearer sees, or a separate display to compete against the headset user using a standard PS4 controller.<ref>{{cite news|title=PS 4 Pro kopen{{Snd}} Playstation 4 Pro kopen, vergelijken, prijzen en informatie|url=https://productgids.net/ps-4-pro-kopen/|access-date=March 3, 2017|work=ProductGids.net|date=January 1, 2017|language=nl-NL|archive-url=https://web.archive.org/web/20170304035954/https://productgids.net/ps-4-pro-kopen/|archive-date=March 4, 2017|url-status=dead}}</ref>
The prototype revealed at GDC'15 included an OLED 1920 × 1080 pixel display (providing 960 × 1080 pixels resolution per eye) with an RGB subpixel matrix,<ref name="full-rgb">Alessio Palumbo. [http://wccftech.com/sony-dev-explains-ps-vr-screen-crisper-project-started-late-2010/ Sony Dev Explains Why PS VR Screen Is Crisper Than The Others] {{Webarchive|url=https://web.archive.org/web/20201126191036/https://wccftech.com/sony-dev-explains-ps-vr-screen-crisper-project-started-late-2010/ |date=November 26, 2020 }}, wccftech.com, November 2015.</ref> and is capable of displaying content at 120fps.<ref name="sony-psvr" /> It features an [[Field of view|FOV]] of 100°, [[6DOF]] head-tracking, stereoscopic 3D, and unwarped output to a TV, either for others to view what the headset wearer sees, or a separate display to compete against the headset user using a standard PS4 controller.<ref>{{cite news|title=PS 4 Pro kopen{{Snd}} Playstation 4 Pro kopen, vergelijken, prijzen en informatie|url=https://productgids.net/ps-4-pro-kopen/|access-date=March 3, 2017|work=ProductGids.net|date=January 1, 2017|language=nl-NL|archive-url=https://web.archive.org/web/20170304035954/https://productgids.net/ps-4-pro-kopen/|archive-date=March 4, 2017|url-status=dead}}</ref>


In September 2015, it was revealed the headset would have three rendering modes for developers to choose from: native 90&nbsp;Hz, native 120&nbsp;Hz, and a mode where gameplay running at 60&nbsp;Hz would be displayed at 120&nbsp;Hz using a [[motion interpolation]] technique called [[asynchronous reprojection]].<ref name="road_to_vr" /> The interpolation would be achieved with little system resources and a small latency of under 18 milliseconds. The technique would also be utilised in the native 120&nbsp;Hz mode to ensure consistent framerate.<ref name="ps4daily_120fps" /> According to a Sony representative, the company expects the interpolated 120&nbsp;Hz mode to be a popular choice for games.<ref name="road_to_vr" />
In September 2015, it was revealed the headset would have three rendering modes for developers to choose from: native 90&nbsp;Hz, native 120&nbsp;Hz, and a mode where gameplay running at 60&nbsp;Hz would be displayed at 120&nbsp;Hz using a [[motion interpolation]] technique called [[asynchronous reprojection]].<ref name="road_to_vr" /> The interpolation would be achieved with little system resources and a small latency of under 18 milliseconds. The technique would also be utilised in the native 120&nbsp;Hz mode to ensure consistent framerate.<ref name="ps4daily_120fps" /> According to a Sony representative, the company expects the interpolated 120&nbsp;Hz mode to be a popular choice for games.<ref name="road_to_vr" />


PlayStation VR games can send different perspectives to the headset and television. [[Shuhei Yoshida]], president of [[SIE Worldwide Studios]], explained in regards to a demo by [[Japan Studio]], ''Monster Escape'' (in which four players playing off the TV must evade a monster controlled by a player using the headset), that this ability allowed VR to become an asymmetric "social experience", similarly citing the existing game ''[[Keep Talking and Nobody Explodes]]'' as another example of a VR-compatible game that emphasizes interaction.<ref name="engadget-socialscreen">{{cite web|last1=Volpe|first1=Joseph|title=An intimate chat with Sony PlayStation's Shuhei Yoshida|url=https://www.engadget.com/2015/06/17/an-intimate-chat-with-sony-playstation-shuhei-yoshida/|website=Engadget|access-date=February 16, 2017}}</ref>
PlayStation VR games can send different perspectives to the headset and television. [[Shuhei Yoshida]], president of [[SIE Worldwide Studios]], explained in regards to a demo by [[Japan Studio]], ''Monster Escape'' (in which four players playing off the TV must evade a monster controlled by a player using the headset), that this ability allowed VR to become an asymmetric "social experience", similarly citing the existing game ''[[Keep Talking and Nobody Explodes]]'' as another example of a VR-compatible game that emphasizes interaction.<ref name="engadget-socialscreen">{{cite web|last1=Volpe|first1=Joseph|title=An intimate chat with Sony PlayStation's Shuhei Yoshida|url=https://www.engadget.com/2015/06/17/an-intimate-chat-with-sony-playstation-shuhei-yoshida/|website=Engadget|date=June 17, 2015 |access-date=February 16, 2017|archive-date=March 14, 2017|archive-url=https://web.archive.org/web/20170314094326/https://www.engadget.com/2015/06/17/an-intimate-chat-with-sony-playstation-shuhei-yoshida/|url-status=live}}</ref>


On November 10, 2017,<ref>[https://www.playstation.com/en-us/explore/playstation-vr/tips-and-specs/ CUH-ZVR2 full Specifications]</ref> Sony released the CUH-ZVR2 model of the PlayStation VR which included minor changes, like a slimmer, more streamlined connection cable with different connectors from the CUH-ZVR1 model, and integrated stereo headphones. The newer processor unit also supports HDR video pass through.<ref>{{Cite news|url=https://www.polygon.com/2017/10/2/16395708/playstation-vr-hardware-update-2-cuh-zvr2-hdr-pass-through-sony-ps4|title=New PlayStation VR hardware includes small but welcome changes|work=Polygon|access-date=May 4, 2018}}</ref>
On November 10, 2017,<ref>{{Cite web |url=https://www.playstation.com/en-us/explore/playstation-vr/tips-and-specs/ |title=CUH-ZVR2 full Specifications |access-date=September 4, 2019 |archive-date=September 4, 2019 |archive-url=https://web.archive.org/web/20190904115948/https://www.playstation.com/en-us/explore/playstation-vr/tips-and-specs/ |url-status=live }}</ref> Sony released the CUH-ZVR2 model of the PlayStation VR which included minor changes, like a slimmer, more streamlined connection cable with different connectors from the CUH-ZVR1 model, and integrated stereo headphones. The newer processor unit also supports HDR video pass through.<ref>{{Cite news|url=https://www.polygon.com/2017/10/2/16395708/playstation-vr-hardware-update-2-cuh-zvr2-hdr-pass-through-sony-ps4|title=New PlayStation VR hardware includes small but welcome changes|work=Polygon|access-date=May 4, 2018|archive-date=May 4, 2018|archive-url=https://web.archive.org/web/20180504225611/https://www.polygon.com/2017/10/2/16395708/playstation-vr-hardware-update-2-cuh-zvr2-hdr-pass-through-sony-ps4|url-status=live}}</ref>


=== PlayStation VR Aim Controller ===
=== PlayStation VR Aim Controller ===
The Aim Controller is an optional, abstractly-shaped [[light gun]] peripheral that was bundled with ''[[Farpoint (video game)|Farpoint]]'' and also sold separately for US$59.99. It is also compatible with a limited selection of VR shooter games, and mimics the feel of a gun more closely than a traditional gamepad. It has all the functions of a Dualshock controller, and, unlike the PS3-era Sharp Shooter accessory, does not require a PlayStation Move controller to be slotted in. It was praised by ''[[IGN]]'' as "a must-have for VR shooter fans on PlayStation".<ref>{{Cite web|last=Rougeau|first=Mike|date=2017-05-25|title=PlayStation VR Aim Controller Review|url=https://www.ign.com/articles/2017/05/25/playstation-vr-aim-controller-review|access-date=2022-02-06|website=IGN|language=en}}</ref>
The Aim Controller is an optional, abstractly-shaped [[light gun]]-like peripheral that was bundled with ''[[Farpoint (video game)|Farpoint]]'' and also sold separately for US$59.99. It is also compatible with a limited selection of VR shooter games, and mimics the feel of a gun more closely than a traditional gamepad. It has all the functions of a Dualshock controller, and, unlike the PS3-era Sharp Shooter accessory, does not require a PlayStation Move controller to be slotted in. It was praised by ''[[IGN]]'' as "a must-have for VR shooter fans on PlayStation".<ref>{{Cite web|last=Rougeau|first=Mike|date=2017-05-25|title=PlayStation VR Aim Controller Review|url=https://www.ign.com/articles/2017/05/25/playstation-vr-aim-controller-review|access-date=2022-02-06|website=IGN|language=en|archive-date=February 6, 2022|archive-url=https://web.archive.org/web/20220206014721/https://www.ign.com/articles/2017/05/25/playstation-vr-aim-controller-review|url-status=live}}</ref>


==Games and content==
==Games and content==
{{Further|List of PlayStation VR games}}
{{Further|List of PlayStation VR games}}
In March 2016, Sony said there were 230 developers actively working on content for PlayStation VR, with 50 titles available by the end of the year.<ref>Paul James. [http://www.roadtovr.com/sony-playstation-vr-will-have-50-titles-at-launch/ Sony PlayStation VR Will Have 50 Games by End of Year], roadtovr.com, March 15, 2016.</ref>
In March 2016, Sony said there were 230 developers actively working on content for PlayStation VR, with 50 titles available by the end of the year.<ref>Paul James. [http://www.roadtovr.com/sony-playstation-vr-will-have-50-titles-at-launch/ Sony PlayStation VR Will Have 50 Games by End of Year] {{Webarchive|url=https://web.archive.org/web/20201027033025/https://www.roadtovr.com/sony-playstation-vr-will-have-50-titles-at-launch/ |date=October 27, 2020 }}, roadtovr.com, March 15, 2016.</ref>


Existing, non-VR games can be played within PlayStation VR via "Cinematic Mode", which renders the content on a simulated [[projection screen]] in a 3D space. The mode has three screen size options, ranging up to 226 inches (18.8&nbsp;ft) in virtual size. PlayStation VR also supports the display of 360-degree [[VR photography|photos]] and [[Spherical video|video]].<ref name="engadget-cinemamode">{{cite web|title=PSVR's 'cinematic mode' boasts a virtual 226-inch screen|url=https://www.engadget.com/2016/07/21/playstation-vr-cinematic-mode/|website=Engadget|access-date=February 16, 2017}}</ref> Other features, such as [[Share Play]] and Live from PlayStation, are also compatible within the headset.<ref>{{cite web|last=Crossley |first=Rob |url=http://www.gamespot.com/articles/all-ps4-games-can-be-played-in-playstation-vr/1100-6435713/ |title=All PS4 Games Can be Played in PlayStation VR |work=GameSpot |publisher=CBS Interactive |date=March 16, 2016}}</ref> It can also be used to watch [[3D film|3D movies]] on [[Blu-ray#Blu-ray 3D|Blu-Ray 3D]].<ref>{{cite web|last=Kidwell|first=Essa|title=How to get the best 3D Blu-Ray experience with PlayStation VR|url=https://www.androidcentral.com/how-get-best-3d-blu-ray-experience-playstation-vr|website=AndroidCentral|date=April 4, 2019}}</ref>
Existing, non-VR games can be played within PlayStation VR via "Cinematic Mode", which renders the content on a simulated [[projection screen]] in a 3D space. The mode has three screen size options, ranging up to 226 inches (18.8&nbsp;ft) in virtual size. PlayStation VR also supports the display of 360-degree [[VR photography|photos]] and [[Spherical video|video]].<ref name="engadget-cinemamode">{{cite web|title=PSVR's 'cinematic mode' boasts a virtual 226-inch screen|url=https://www.engadget.com/2016/07/21/playstation-vr-cinematic-mode/|website=Engadget|date=July 21, 2016 |access-date=February 16, 2017|archive-date=March 27, 2019|archive-url=https://web.archive.org/web/20190327091202/https://www.engadget.com/2016/07/21/playstation-vr-cinematic-mode/|url-status=live}}</ref> Other features, such as [[Share Play]] and Live from PlayStation, are also compatible within the headset.<ref>{{cite web |last=Crossley |first=Rob |url=http://www.gamespot.com/articles/all-ps4-games-can-be-played-in-playstation-vr/1100-6435713/ |title=All PS4 Games Can be Played in PlayStation VR |work=GameSpot |publisher=CBS Interactive |date=March 16, 2016 |access-date=March 20, 2016 |archive-date=October 31, 2020 |archive-url=https://web.archive.org/web/20201031022026/https://www.gamespot.com/articles/all-ps4-games-can-be-played-in-playstation-vr/1100-6435713/ |url-status=live }}</ref> It can also be used to watch [[3D film|3D movies]] on [[Blu-ray#Blu-ray 3D|Blu-ray 3D]].<ref>{{cite web|last=Kidwell|first=Essa|title=How to get the best 3D Blu-Ray experience with PlayStation VR|url=https://www.androidcentral.com/how-get-best-3d-blu-ray-experience-playstation-vr|website=AndroidCentral|date=April 4, 2019|access-date=March 20, 2020|archive-date=March 20, 2020|archive-url=https://web.archive.org/web/20200320014417/https://www.androidcentral.com/how-get-best-3d-blu-ray-experience-playstation-vr|url-status=live}}</ref>


=== Use with PlayStation 5 ===
The PlayStation VR is compatible with the PlayStation 5 via backward compatibility using a USB to PlayStation Camera adapter that is shipped for free by [[Sony]] to anyone who has previously purchased the PS VR. There are currently no PlayStation 5 games announced that support it; if a PS VR supported game also has a PlayStation 5 version available, the PlayStation 4 version has to be installed instead via backward compatibility to be able to play in virtual reality.<ref>{{Cite news |last=Feltham |first=Jamie |date=October 30, 2020 |title=Confirmed: Hitman 3 And No Man's Sky PS5 Versions Don't Support PSVR, Headset Can't Play PS5 Games |url=https://uploadvr.com/psvr-games-on-ps5/ |url-status=live |archive-url=https://web.archive.org/web/20201128051038/https://uploadvr.com/psvr-games-on-ps5/ |archive-date=November 28, 2020 |access-date=November 2, 2020 |work=[[UploadVR]]}}</ref>
==Marketing==
==Marketing==
{{quote box|align=right|width=25em|quote="Our biggest challenge will be to get people demoing VR. Because there's no way to sell VR until you've tried it... You can watch over the shoulder, you can read articles, but{{Snd}} and I mean this genuinely{{Snd}} everybody that I know who has tried PlayStation VR has taken off their headset with a smile, and said 'wow'. So you've got to try it. That's the challenge."|source=—''Michael Ephraim, SIE Australia''<ref name="challenge" />}}
{{quote box|align=right|width=25em|quote="Our biggest challenge will be to get people demoing VR. Because there's no way to sell VR until you've tried it... You can watch over the shoulder, you can read articles, but{{Snd}} and I mean this genuinely{{Snd}} everybody that I know who has tried PlayStation VR has taken off their headset with a smile, and said 'wow'. So you've got to try it. That's the challenge."|source=—''Michael Ephraim, SIE Australia''<ref name="challenge" />}}
Prior to release, Sony predicted that interest in the headset would build steadily over time, through word of mouth.<ref name="challenge">Jamie Feltham. [http://vrfocus.com/archives/24397/sony-playstation-vr-doesnt-have-to-a-a-million-units-during-launch/ Sony: PlayStation VR Doesn't Have To Do 'a million units during launch'], vrfocus.com, November 3, 2015.</ref><ref>Dan Pearson. [http://www.gamesindustry.biz/articles/2015-10-28-the-beauty-of-psvr-is-that-we-have-the-ps4-to-power-it "The beauty of PSVR is that we have the PS4 to power it"], gamesindustry.biz, October 28, 2015.</ref>
Prior to release, Sony predicted that interest in the headset would build steadily over time, through word of mouth.<ref name="challenge">Jamie Feltham. [http://vrfocus.com/archives/24397/sony-playstation-vr-doesnt-have-to-a-a-million-units-during-launch/ Sony: PlayStation VR Doesn't Have To Do 'a million units during launch'] {{Webarchive|url=https://web.archive.org/web/20160128093816/http://vrfocus.com/archives/24397/sony-playstation-vr-doesnt-have-to-a-a-million-units-during-launch/ |date=January 28, 2016 }}, vrfocus.com, November 3, 2015.</ref><ref>Dan Pearson. [http://www.gamesindustry.biz/articles/2015-10-28-the-beauty-of-psvr-is-that-we-have-the-ps4-to-power-it "The beauty of PSVR is that we have the PS4 to power it"] {{Webarchive|url=https://web.archive.org/web/20200227081551/https://www.gamesindustry.biz/articles/2015-10-28-the-beauty-of-psvr-is-that-we-have-the-ps4-to-power-it |date=February 27, 2020 }}, gamesindustry.biz, October 28, 2015.</ref>

PlayStation VR was first demonstrated on ''[[The Tonight Show Starring Jimmy Fallon]]'', and as a playable concept during [[E3 2014]].<ref>{{cite web|url = http://www.nbc.com/the-tonight-show/video/joshua-topolsky-demonstrates-sonys-project-morpheus/2789202|archive-url = https://web.archive.org/web/20140610010526/http://www.nbc.com/the-tonight-show/video/joshua-topolsky-demonstrates-sonys-project-morpheus/2789202|url-status = dead|archive-date = June 10, 2014|title = Joshua Topolsky Demonstrates Sony's Project Morpheus|website = NBC|df = mdy-all}}</ref> The device was also featured at Sony's PlayStation Experience Expo in Las Vegas in December 2014.<ref>{{cite web|url = http://sphinxgamer.com/psx-14-virtual-reality-with-project-morpheus/|archive-url = https://web.archive.org/web/20150109070632/http://sphinxgamer.com/psx-14-virtual-reality-with-project-morpheus/|url-status = dead|archive-date = January 9, 2015|title = VR with Project Morpheus|website = Sphinx Gamer}}</ref> Sony announced new information regarding Project Morpheus at the 2015 [[Game Developers Conference]], in line with the official schedule posted on their website<ref>{{cite web|last1=Feltham|first1=Jamie|title=SONY PROVIDING 'AN UPDATE' ON PROJECT MORPHEUS AT GDC 2015|url=http://vrfocus.com/archives/11117/sony-providing-update-project-morpheus-gdc-2015/|website=VRFocus|access-date=February 4, 2015}}</ref> and released updated specifications.<ref>{{cite web|last1=Orland|first1=Kyle|title='Sony's new Project Morpheus prototype boasts 120 Hz refresh rate, OLED display'|url=https://arstechnica.com/gaming/2015/03/sony-ps4-gets-vr-with-project-morpheus-in-early-2016/|website=Ars Technica|date=March 3, 2015|access-date=March 5, 2015}}</ref>


PlayStation VR was first demonstrated on ''[[The Tonight Show Starring Jimmy Fallon]]'', and as a playable concept during [[E3 2014]].<ref>{{cite web|url = http://www.nbc.com/the-tonight-show/video/joshua-topolsky-demonstrates-sonys-project-morpheus/2789202|archive-url = https://web.archive.org/web/20140610010526/http://www.nbc.com/the-tonight-show/video/joshua-topolsky-demonstrates-sonys-project-morpheus/2789202|url-status = dead|archive-date = June 10, 2014|title = Joshua Topolsky Demonstrates Sony's Project Morpheus|website = NBC|df = mdy-all}}</ref> The device was also featured at Sony's PlayStation Experience Expo in Las Vegas in December 2014.<ref>{{cite web|url = http://sphinxgamer.com/psx-14-virtual-reality-with-project-morpheus/|archive-url = https://web.archive.org/web/20150109070632/http://sphinxgamer.com/psx-14-virtual-reality-with-project-morpheus/|url-status = dead|archive-date = January 9, 2015|title = VR with Project Morpheus|website = Sphinx Gamer}}</ref> Sony announced new information regarding Project Morpheus at the 2015 [[Game Developers Conference]], in line with the official schedule posted on their website<ref>{{cite web|last1=Feltham|first1=Jamie|title=SONY PROVIDING 'AN UPDATE' ON PROJECT MORPHEUS AT GDC 2015|url=http://vrfocus.com/archives/11117/sony-providing-update-project-morpheus-gdc-2015/|website=VRFocus|access-date=February 4, 2015|archive-date=May 12, 2015|archive-url=https://web.archive.org/web/20150512001729/http://vrfocus.com/archives/11117/sony-providing-update-project-morpheus-gdc-2015/|url-status=dead}}</ref> and released updated specifications.<ref>{{cite web|last1=Orland|first1=Kyle|title='Sony's new Project Morpheus prototype boasts 120 Hz refresh rate, OLED display'|url=https://arstechnica.com/gaming/2015/03/sony-ps4-gets-vr-with-project-morpheus-in-early-2016/|website=Ars Technica|date=March 3, 2015|access-date=March 5, 2015|archive-date=November 9, 2020|archive-url=https://web.archive.org/web/20201109061258/https://arstechnica.com/gaming/2015/03/sony-ps4-gets-vr-with-project-morpheus-in-early-2016/|url-status=live}}</ref>
In an interview with [[Nikkei Japan]] in March 2016, Sony indicated the possibility of enabling use of the PlayStation VR in connection with a PC. This would allow the device to work with platforms extending further than the PlayStation 4.<ref>{{cite web|title='ソニー「プレステVR」、399ドルで試すヒットの法則 display'|url=http://www.nikkei.com/article/DGXMZO98760930T20C16A3000000/|website=Nikkei|date=March 27, 2016|access-date=March 27, 2016}}</ref>


In an interview with [[Nikkei, Inc.|Nikkei Japan]] in March 2016, Sony indicated the possibility of enabling use of the PlayStation VR in connection with a PC. This would allow the device to work with platforms extending further than the PlayStation 4.<ref>{{cite web|title='ソニー「プレステVR」、399ドルで試すヒットの法則 display'|url=http://www.nikkei.com/article/DGXMZO98760930T20C16A3000000/|website=Nikkei|date=March 27, 2016|access-date=March 27, 2016|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108130215/https://www.nikkei.com/article/DGXMZO98760930T20C16A3000000/|url-status=live}}</ref>
==Reception==
==Reception==
Reviews from most publications were positive;<ref>[http://www.metacritic.com/feature/playstation-vr-headset-reviews Hardware Review: PlayStation VR], metacritic.com</ref> critics praised the PS VR's physical design, ease of use, and availability. Compared to other headsets that require high-end computers, the PlayStation VR only required a PS4. Most criticism was aimed at the system's performance, noting the PS4 offers less compute power than the high-end PCs required to run "PCVR" games, even though it offers "near to PC-quality performance".<ref>{{Cite web|last=January 2019|first=Nick Pino 15|title=PlayStation VR review|url=https://www.techradar.com/reviews/gaming/playstation-vr-1235379/review|access-date=September 21, 2020|website=TechRadar|language=en}}</ref>
Reviews from most publications were positive;<ref>[http://www.metacritic.com/feature/playstation-vr-headset-reviews Hardware Review: PlayStation VR] {{Webarchive|url=https://web.archive.org/web/20200227081959/https://www.metacritic.com/feature/playstation-vr-headset-reviews |date=February 27, 2020 }}, metacritic.com</ref> critics praised the PS VR's physical design, ease of use, and availability. Compared to other headsets that require high-end computers, the PlayStation VR only required a PS4. Most criticism was aimed at the system's performance, noting the PS4 offers less compute power than the high-end PCs required to run "PCVR" games, even though it offers "near to PC-quality performance".<ref>{{Cite web|last=January 2019|first=Nick Pino 15|title=PlayStation VR review|url=https://www.techradar.com/reviews/gaming/playstation-vr-1235379/review|access-date=September 21, 2020|website=TechRadar|language=en|archive-date=November 29, 2020|archive-url=https://web.archive.org/web/20201129020533/https://www.techradar.com/reviews/gaming/playstation-vr-1235379/review|url-status=live}}</ref>


===Sales===
===Sales===
As of February 19, 2017, PlayStation VR had sold over 915,000 units. [[Andrew House]], the President and Global CEO of [[Sony Interactive Entertainment]] (SIE), the company behind the PlayStation VR, stated that the sales of the VR were far beyond expectations.<ref name="salesFebruary2017"/><ref name="sie.com">{{cite web|url=http://www.sie.com/en/corporate/release/2017/170227.html|title=Playstation®VR Sells Through 915,000 Units Worldwide}}</ref> On June 5, 2017, the number of PlayStation VR units sold had passed 1 million.<ref name = "sales-June-5-2017">{{Cite web|url=https://www.theverge.com/2017/6/5/15719382/playstation-vr-sony-sales-one-million|title = PlayStation VR surpasses 1 million units sold|date = June 5, 2017}}</ref> Sony announced that the PlayStation VR had sold over 2 million units and 12.2 million games on December 3, 2017.<ref name="salesDecember2017">{{cite web |url=http://ca.ign.com/articles/2017/12/07/ps4-hits-70-million-sales-psvr-hits-2-million |title=PS4 hits 70 million sales, PSVR hits 2 million |date=December 7, 2017 |website=IGN}}</ref> Sony announced that PlayStation VR had sold-through more than 3 million units and 21.9 million games worldwide as of August 16, 2018,<ref>{{cite news|url=https://blog.us.playstation.com/2018/08/16/celebrating-3-million-ps-vr-systems-sold/|title=Celebrating 3 Million PS VR Systems Sold |website=[[PlayStation.Blog]]|date=August 16, 2018 }}</ref> with the PlayStation VR sold-through number increasing to 4.2 million as of March 3, 2019.<ref name="4.2">{{cite web|url=https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/|title=PlayStation VR: The Next Wave of Games Coming in Spring and Summer 2019|website=[[PlayStation.Blog]]|date=March 25, 2019}}</ref> {{As of|2019|12|31|df=US}}, PlayStation VR has sold-through 5 million units.<ref name="6.0">{{cite press release |title=PLAYSTATION™NETWORK MONTHLY ACTIVE USERS REACHES 103 MILLION |publisher=Sony |date=January 6, 2020 |url=https://www.sie.com/en/corporate/release/2020/200107.html |access-date=January 6, 2020}}</ref>
As of February 19, 2018, PlayStation VR had sold over 915,000 units. [[Andrew House]], the President and Global CEO of [[Sony Interactive Entertainment]] (SIE), the company behind the PlayStation VR, stated that the sales of the VR were far beyond expectations.<ref name="salesFebruary2017"/><ref name="sie.com">{{cite web|url=http://www.sie.com/en/corporate/release/2017/170227.html|title=Playstation®VR Sells Through 915,000 Units Worldwide|access-date=February 27, 2017|archive-date=November 12, 2020|archive-url=https://web.archive.org/web/20201112024526/https://www.sie.com/en/corporate/release/2017/170227.html|url-status=live}}</ref> On June 5, 2017, the number of PlayStation VR units sold had passed 1 million.<ref name = "sales-June-5-2017">{{Cite web|url = https://www.theverge.com/2017/6/5/15719382/playstation-vr-sony-sales-one-million|title = PlayStation VR surpasses 1 million units sold|date = June 5, 2017|access-date = April 2, 2020|archive-date = December 13, 2020|archive-url = https://web.archive.org/web/20201213213300/https://www.theverge.com/2017/6/5/15719382/playstation-vr-sony-sales-one-million|url-status = live}}</ref> Sony announced that the PlayStation VR had sold over 2 million units and 12.2 million games on December 3, 2017.<ref name="salesDecember2017">{{cite web |url=http://ca.ign.com/articles/2017/12/07/ps4-hits-70-million-sales-psvr-hits-2-million |title=PS4 hits 70 million sales, PSVR hits 2 million |date=December 7, 2017 |website=IGN |access-date=December 7, 2017 |archive-date=January 13, 2021 |archive-url=https://web.archive.org/web/20210113174347/https://www.ign.com/articles/2017/12/07/ps4-hits-70-million-sales-psvr-hits-2-million |url-status=live }}</ref> Sony announced that PlayStation VR had sold-through more than 3 million units and 21.9 million games worldwide as of August 16, 2018,<ref>{{cite news|url=https://blog.us.playstation.com/2018/08/16/celebrating-3-million-ps-vr-systems-sold/|title=Celebrating 3 Million PS VR Systems Sold|website=[[PlayStation.Blog]]|date=August 16, 2018|access-date=August 16, 2018|archive-date=April 7, 2020|archive-url=https://web.archive.org/web/20200407013746/https://blog.us.playstation.com/2018/08/16/celebrating-3-million-ps-vr-systems-sold/|url-status=live}}</ref> with the PlayStation VR sold-through number increasing to 4.2 million as of March 3, 2019.<ref name="4.2">{{cite web|url=https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/|title=PlayStation VR: The Next Wave of Games Coming in Spring and Summer 2019|website=[[PlayStation.Blog]]|date=March 25, 2019|access-date=March 25, 2019|archive-date=May 18, 2020|archive-url=https://web.archive.org/web/20200518105625/https://blog.us.playstation.com/2019/03/25/playstation-vr-the-next-wave-of-games-coming-in-spring-and-summer-2019/|url-status=live}}</ref> {{As of|2019|12|31|df=US}}, PlayStation VR has sold-through 5 million units.<ref name="6.0">{{cite press release |title=PLAYSTATION™NETWORK MONTHLY ACTIVE USERS REACHES 103 MILLION |publisher=Sony |date=January 6, 2020 |url=https://www.sie.com/en/corporate/release/2020/200107.html |access-date=January 6, 2020}}</ref>


==See also==
==See also==
Line 120: Line 118:
{{Reflist|30em|refs=
{{Reflist|30em|refs=


<ref name="road_to_vr">{{cite web|last1=Lang|first1=Ben|title=Sony Confirms New 90Hz Display Mode for PlayStation VR (formerly Morpheus)|url=http://www.roadtovr.com/sony-confirms-new-90hz-display-mode-for-playstation-vr-formerly-morpheus/|date=September 17, 2015|website=Road to VR|publisher=Roadtovr.com|access-date=May 18, 2016}}</ref>
<ref name="road_to_vr">{{cite web|last1=Lang|first1=Ben|title=Sony Confirms New 90Hz Display Mode for PlayStation VR (formerly Morpheus)|url=http://www.roadtovr.com/sony-confirms-new-90hz-display-mode-for-playstation-vr-formerly-morpheus/|date=September 17, 2015|website=Road to VR|publisher=Roadtovr.com|access-date=May 18, 2016|archive-date=May 19, 2016|archive-url=https://web.archive.org/web/20160519231033/http://www.roadtovr.com/sony-confirms-new-90hz-display-mode-for-playstation-vr-formerly-morpheus/|url-status=live}}</ref>


<ref name="ps4daily_120fps">{{cite web|title=How Sony's PS4 VR headset will bump 60&nbsp;fps to 120&nbsp;fps|url=http://ps4daily.com/2015/03/ps4-vr-headset-120-fps/|website=PS4 Daily|date=March 7, 2015|publisher=PS4daily.com|access-date=May 18, 2016}}</ref>
<ref name="ps4daily_120fps">{{cite web|title=How Sony's PS4 VR headset will bump 60&nbsp;fps to 120&nbsp;fps|url=http://ps4daily.com/2015/03/ps4-vr-headset-120-fps/|website=PS4 Daily|date=March 7, 2015|publisher=PS4daily.com|access-date=May 18, 2016|archive-date=May 3, 2016|archive-url=https://web.archive.org/web/20160503015608/http://ps4daily.com/2015/03/ps4-vr-headset-120-fps/|url-status=live}}</ref>


<ref name="salesFebruary2017">{{cite news|last1=Wingfield|first1=Nick|title=Popularity of Sony's PlayStation VR Surprises Even the Company|url=https://www.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html?_r=0&referer=https://www.google.ca/|newspaper=The New York Times|date=February 26, 2017|access-date=February 26, 2017|archive-url=https://archive.today/20170226201823/https://www.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html?_r=0|archive-date=February 26, 2017|url-status=live}}</ref>
<ref name="salesFebruary2017">{{cite news|last1=Wingfield|first1=Nick|title=Popularity of Sony's PlayStation VR Surprises Even the Company|url=https://www.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html?_r=0&referer=https://www.google.ca/|newspaper=The New York Times|date=February 26, 2017|access-date=February 26, 2017|archive-url=https://archive.today/20170226201823/https://www.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html?_r=0|archive-date=February 26, 2017|url-status=live}}</ref>
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{{commons category}}
{{commons category}}
* [https://www.playstation.com/explore/playstation-vr/ Official website]
* [https://www.playstation.com/explore/playstation-vr/ Official website]
* [https://vr-compare.com/headset/playstationvr PlayStation VR on VRcompare]
* Jamie Feltham, ''[http://vrfocus.com/archives/15791/project-morpheus-the-story-so-far/ Project Morpheus: The Story So Far]'' by VR Focus
* Jamie Feltham, ''[http://vrfocus.com/archives/15791/project-morpheus-the-story-so-far/ Project Morpheus: The Story So Far] {{Webarchive|url=https://web.archive.org/web/20160218054837/http://vrfocus.com/archives/15791/project-morpheus-the-story-so-far/ |date=February 18, 2016 }}'' by VR Focus


{{PlayStation}}
{{PlayStation}}
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[[Category:Computer peripherals]]
[[Category:Computer peripherals]]
[[Category:PlayStation 4 accessories]]
[[Category:PlayStation 4 accessories]]
[[Category:PlayStation 5 accessories]]
[[Category:Products introduced in 2016]]
[[Category:Products introduced in 2016]]
[[Category:Products and services discontinued in 2024]]
[[Category:Virtual reality headsets]]
[[Category:Virtual reality headsets]]
[[Category:Video game console add-ons]]
[[Category:Video game console add-ons]]

Latest revision as of 22:42, 14 December 2024

PlayStation VR
A first-generation PlayStation VR
Also known as
  • PS VR (abbreviation)
  • Project Morpheus (code name)
DeveloperSony Interactive Entertainment
ManufacturerSony
Product familyPlayStation
TypeVirtual reality headset
GenerationEighth
Release dateOctober 13, 2016 (2016-10-13)[1]
Lifespan2016–2024[2]
Introductory price
Units sold5 million (as of December 31, 2019)
Display5.7" OLED, 100° field of view
Graphics1080p RGB (960 × 1080 per eye; 90–120 Hz refresh rate)[1]
Sound3D audio through headphone jack, and available microphone input
InputPositional tracking with 9 LEDs via PlayStation Camera
Controller input
CameraPlayStation Camera
Platform
Dimensions187×185×277 mm (w × h × l)
MassApprox. 600 grams (1st generation)[4]
SuccessorPlayStation VR2
WebsiteOfficial website

The PlayStation VR (PS VR) is a virtual reality headset developed by Sony Interactive Entertainment,[5] which was released in October 2016.[1] The headset works with the company's PlayStation 4 video game console and is forwards compatible with PlayStation 5. Sony released its successor, PlayStation VR2, in 2023, having sold at least 5 million PlayStation VR units worldwide.[6]

The PlayStation VR has a 5.7 inch OLED panel, with a display resolution of 1080p.[7][8] The headset also has a processor box which enables the Social Screen video output to the television, as well as process the 3D audio effect, and uses a 3.5mm headphone jack.[7][9] The headset also has nine positional LEDs on its surface for the PlayStation Camera to track 360 degree head movement.[7][10]

In certain games and demos for the VR, the player wearing the headset acts separately from other players without the headset. The PlayStation VR system can output a picture to both the PlayStation VR headset and a television simultaneously, with the television either mirroring the picture displayed on the headset, or displaying a separate image for competitive or cooperative gameplay. PlayStation VR works with either the standard DualShock 4 controller, PlayStation Move controllers or the PlayStation VR Aim controller.[11]

History

[edit]

Sony's interest in head-mounted display technology dates back to the 1990s. Its first commercial unit, the Glasstron, was released in 1997.[12] One application of this technology was in the game MechWarrior 2, which permitted users of the Glasstron or Virtual I/O's iGlasses to adopt a visual perspective from inside the cockpit of the craft, using their own eyes as visual and seeing the battlefield through their craft's own cockpit.[13]

The PlayStation VR was code named Project Morpheus during development. In early 2014, Sony Interactive Entertainment research and development engineer Anton Mikhailov said his team had been working on Project Morpheus for more than three years. According to Mikhailov, the PlayStation 3 Move peripheral, itself revealed in June 2009, was designed with unspecified, future head-mounted technology in mind. "We specced it and built it to be a VR controller, even though VR wasn't a commodity. As engineers, we just said it was the right thing to do. At the time, we didn't have a consumer-grade project that we could work on, but it was definitely designed with that vision in mind."[14] Shuhei Yoshida, the president of Sony's worldwide studios, also said the project started as "grassroots" activity among engineers and programmers, which came into focus in 2010 once the Move controller had been released.[15] Sony also went on record to say it is mandatory for all games to have no less than 60 frames per second at all times.[16]

Project Morpheus was first announced at The 2014 Game Developers Conference. SIE Worldwide Studios president Shuhei Yoshida introduced the device on March 18, 2014, and stated Project Morpheus was "the next innovation from PlayStation that will [shape] the future of games."[17]

On September 15, 2015, it was announced that Project Morpheus would be officially named PlayStation VR.[18] Later in 2015, Sony acquired SoftKinetic, a tech startup whose focus includes visual depth-sensing gesture recognition, for an undisclosed amount.[19]

On October 13, 2016, Sony released the PlayStation VR with the price of $399 in the US, €399 in Europe, £349 in the UK, and ¥44,980 in Japan.[20][21]

On April 16, 2019, Mark Cerny confirmed that the PlayStation VR would be compatible with the PlayStation 5.[3] This is in addition to new PlayStation VR hardware to be designed for the PlayStation 5 that Sony plans to release after 2021.[22] This was announced as the PlayStation VR2 at the 2022 Consumer Electronics Show.[23][24]

Hardware

[edit]
The breakout box of the first model headset that sits between the TV, PS4 and PS VR
All of the cables required to connect the first model of the PS VR
The first version of PlayStation Camera, which is required when using the PS VR

The prototype revealed at GDC'15 included an OLED 1920 × 1080 pixel display (providing 960 × 1080 pixels resolution per eye) with an RGB subpixel matrix,[8] and is capable of displaying content at 120fps.[1] It features an FOV of 100°, 6DOF head-tracking, stereoscopic 3D, and unwarped output to a TV, either for others to view what the headset wearer sees, or a separate display to compete against the headset user using a standard PS4 controller.[25]

In September 2015, it was revealed the headset would have three rendering modes for developers to choose from: native 90 Hz, native 120 Hz, and a mode where gameplay running at 60 Hz would be displayed at 120 Hz using a motion interpolation technique called asynchronous reprojection.[26] The interpolation would be achieved with little system resources and a small latency of under 18 milliseconds. The technique would also be utilised in the native 120 Hz mode to ensure consistent framerate.[27] According to a Sony representative, the company expects the interpolated 120 Hz mode to be a popular choice for games.[26]

PlayStation VR games can send different perspectives to the headset and television. Shuhei Yoshida, president of SIE Worldwide Studios, explained in regards to a demo by Japan Studio, Monster Escape (in which four players playing off the TV must evade a monster controlled by a player using the headset), that this ability allowed VR to become an asymmetric "social experience", similarly citing the existing game Keep Talking and Nobody Explodes as another example of a VR-compatible game that emphasizes interaction.[28]

On November 10, 2017,[29] Sony released the CUH-ZVR2 model of the PlayStation VR which included minor changes, like a slimmer, more streamlined connection cable with different connectors from the CUH-ZVR1 model, and integrated stereo headphones. The newer processor unit also supports HDR video pass through.[30]

PlayStation VR Aim Controller

[edit]

The Aim Controller is an optional, abstractly-shaped light gun-like peripheral that was bundled with Farpoint and also sold separately for US$59.99. It is also compatible with a limited selection of VR shooter games, and mimics the feel of a gun more closely than a traditional gamepad. It has all the functions of a Dualshock controller, and, unlike the PS3-era Sharp Shooter accessory, does not require a PlayStation Move controller to be slotted in. It was praised by IGN as "a must-have for VR shooter fans on PlayStation".[31]

Games and content

[edit]

In March 2016, Sony said there were 230 developers actively working on content for PlayStation VR, with 50 titles available by the end of the year.[32]

Existing, non-VR games can be played within PlayStation VR via "Cinematic Mode", which renders the content on a simulated projection screen in a 3D space. The mode has three screen size options, ranging up to 226 inches (18.8 ft) in virtual size. PlayStation VR also supports the display of 360-degree photos and video.[33] Other features, such as Share Play and Live from PlayStation, are also compatible within the headset.[34] It can also be used to watch 3D movies on Blu-ray 3D.[35]

Use with PlayStation 5

[edit]

The PlayStation VR is compatible with the PlayStation 5 via backward compatibility using a USB to PlayStation Camera adapter that is shipped for free by Sony to anyone who has previously purchased the PS VR. There are currently no PlayStation 5 games announced that support it; if a PS VR supported game also has a PlayStation 5 version available, the PlayStation 4 version has to be installed instead via backward compatibility to be able to play in virtual reality.[36]

Marketing

[edit]

"Our biggest challenge will be to get people demoing VR. Because there's no way to sell VR until you've tried it... You can watch over the shoulder, you can read articles, but – and I mean this genuinely – everybody that I know who has tried PlayStation VR has taken off their headset with a smile, and said 'wow'. So you've got to try it. That's the challenge."

Michael Ephraim, SIE Australia[37]

Prior to release, Sony predicted that interest in the headset would build steadily over time, through word of mouth.[37][38]

PlayStation VR was first demonstrated on The Tonight Show Starring Jimmy Fallon, and as a playable concept during E3 2014.[39] The device was also featured at Sony's PlayStation Experience Expo in Las Vegas in December 2014.[40] Sony announced new information regarding Project Morpheus at the 2015 Game Developers Conference, in line with the official schedule posted on their website[41] and released updated specifications.[42]

In an interview with Nikkei Japan in March 2016, Sony indicated the possibility of enabling use of the PlayStation VR in connection with a PC. This would allow the device to work with platforms extending further than the PlayStation 4.[43]

Reception

[edit]

Reviews from most publications were positive;[44] critics praised the PS VR's physical design, ease of use, and availability. Compared to other headsets that require high-end computers, the PlayStation VR only required a PS4. Most criticism was aimed at the system's performance, noting the PS4 offers less compute power than the high-end PCs required to run "PCVR" games, even though it offers "near to PC-quality performance".[45]

Sales

[edit]

As of February 19, 2018, PlayStation VR had sold over 915,000 units. Andrew House, the President and Global CEO of Sony Interactive Entertainment (SIE), the company behind the PlayStation VR, stated that the sales of the VR were far beyond expectations.[46][47] On June 5, 2017, the number of PlayStation VR units sold had passed 1 million.[48] Sony announced that the PlayStation VR had sold over 2 million units and 12.2 million games on December 3, 2017.[49] Sony announced that PlayStation VR had sold-through more than 3 million units and 21.9 million games worldwide as of August 16, 2018,[50] with the PlayStation VR sold-through number increasing to 4.2 million as of March 3, 2019.[51] As of December 31, 2019, PlayStation VR has sold-through 5 million units.[52]

See also

[edit]

References

[edit]
  1. ^ a b c d "PlayStation VR Launches October 2016". Sony. Archived from the original on July 22, 2016. Retrieved March 15, 2016.
  2. ^ Dwiar, Rob; Phillips, Kara; Pickard, James (April 23, 2024). "The best PlayStation VR deals in September 2024 - the latest prices on PSVR 2 and PSVR 1 sets". TechRadar. Future plc. Archived from the original on May 30, 2024. Retrieved September 10, 2024. [...] the older PSVR 1 isn't being made anymore [...]
  3. ^ a b "Exclusive: What to Expect From Sony's Next-Gen PlayStation". April 16, 2019. Archived from the original on April 21, 2019. Retrieved April 17, 2019.
  4. ^ "Tips and Specs – PlayStation Virtual Reality Headset". PlayStation.com. Sony Interactive Entertainment LLC. Archived from the original on September 4, 2019. Retrieved May 11, 2019.
  5. ^ "Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4". Polygon. March 18, 2014. Archived from the original on March 24, 2016. Retrieved July 16, 2014.
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  7. ^ a b c Stein, Scott (December 6, 2015). "Sony PlayStation VR Release Date, Price and Specs – CNET". CNET. Archived from the original on December 17, 2020. Retrieved March 17, 2016.
  8. ^ a b Alessio Palumbo. Sony Dev Explains Why PS VR Screen Is Crisper Than The Others Archived November 26, 2020, at the Wayback Machine, wccftech.com, November 2015.
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