
The headset also works really well for my glasses, fitting over my wide frames easily with soft rubberized sides to block out light, and the hardware feels comfortable over longer game sessions. The headset can move closer to your face, and lens distance can be adjusted for different IPD levels (interpupillary distance, or the space between eyes). An adjustable headband, similar to the PSVR's original design, means it'll tighten around the head like a visor instead of using an elastic strap to squeeze your face.

Josh Goldman/CNET Headset design: Vibrations, eye tracking, moving lensesĮven if Sony's PSVR 2 headset looks bulky in the photos, it's actually a lot more comfortable than the Quest 2. It means the PSVR 2 could, theoretically, also have some mixed reality experiences like the Quest 2 is already playing with, although Sony hasn't announced anything on that front yet.Įye tracking comes built in, via infrared cameras around the lenses. The meshing part is particularly interesting, because it's something AR headsets and mixed-reality headsets do. It can create a boundary you can play in.


The headset will also "mesh" your physical space, scanning walls, floors and obstacles like chairs and desks to get a clear sense of play space. Passthrough cameras on the headset work like cameras on the Quest 2 and other VR headsets, showing the real world in your headset. (Dominic Mallinson, Sony's PlayStation head of R&D, suggested eye tracking could be likely back in a 2019 conversation with CNET.) PSVR 2 can scan your room, live-broadcast VR gaming The VR headset's eye tracking also enables foveated rendering, a technology that focuses only on where the fovea of the eye is looking to maximize resolution, getting more graphics punch with fewer pixels.
