No eye tracking is a deal breaker for me. Was hoping to 3d print a mount for an htc face tracker and pop it on there for full face tracking in VR as soon as a furry makes the software for it.
I'd say that yes, some features such as HDR or adaptive triggers wouldn't be supported for about a year, but eye tracking seems like a no brainer There are many open source mods for openXR games to add eye tracked foveated rendering, and i bet the Vrcft community would get the eye tracking data working within a week (and frankly that's giving them a lot of time, they'd probably do it sooner) I'd also say the same for the headset haptics and VRChat but it is a lot less important I really dont care much about the features, except for eye tracking, and it's a shame it won't support it at launch and probably won't for a year
I'll bet eye tracking support will be supported by opensource projects (eg. eyetrackvr) before Sony's adapter even ships. Sony paved the way for that to happen when they put out a firmware update that unlocked the PSVR2 months ago. And 3rd party hardware adapters, while pricey at $200, already exist. As far as I know, there is nothing in the way of opensource support for this right now.
@FilledWithChi11 Again, the reason we were all excited for pc support was because Sony is abandoning VR2, and we would at least be able to play a shit ton of other titles with adaptive triggers, Foviated rendering, and eye tracking. Without that, I might as well use a meta quest 3. And at least it'll be wireless.
@@trelel1 Ok but if they do support adaptive triggers you do know games have to add the feature individually right? I don’t think any developer would do that just for one headset. You can still use foveated rendering with the psvr2 it just won’t be eye tracked which is not a big deal because the psvr2 already has a small sweat spot so it looks blurry at the sides anyways.
Hey, this is the first video of yours I've seen and I have to say I really like your sober take on this issue and I look forward to future videos. Great job!
It's not a big deal, if you're a PS5/PSVR2 owner, you just get to enjoy PCVR games. For everyone else looking to buy a "better" headset, suddenly all those features that made PSVR2 unique are no longer available, which automatically destroys its competitive advantage as there are headsets with better features. So why buy PSVR2 if I can go for Meta's wireless VR, with pancake lenses, while also having access to standalone exclusives? Display port connection and OLED are definitely not a priority for the majority of VR users anymore.
I have a Quest 3 and iv tried virtual desktop with a WiFi 6E dedicated access point, even got my latency down to 37ms and the frame times still felt choppy and my movement wasn’t as 1:1 as I would have liked especially playing games like blade and sorcery. The link cable is better but there are constantly audio issues and the bitrate issue as well. Quest being standalone is great but after a while its gets tiring playing mobile game graphics. What makes the PSVR2 unique is the 120hz OLED screens and large FOV. If you compare it to other PCVR headsets even high end ones you don’t get those types of features.
@@FilledWithChi11 Out of curiosity what cable did you use? The official one? I play using a 3rd party cable I found online. Don't have any of these issues with my quest 3. The only "choppiness" is when the games first starts up but after the splash screen everything is fine even audio. (Some games I tested with: Beat saber, Euro truck simulator 2, Skyrim VR, Subnutica, and a couble of flat screen games)
@@hermannroets1452I use a 3rd party one and it says I have 2.7gbs bandwidth. When I play contractors direct from the oculus app I get a perfect image with zero audio Issues at 120fps. When I play blade and sorcery the game will be fine for the first 10 minutes and then after that the audio crackling gets progressively worse and I start encountering stuttering as well that gets worse. I didn’t have this issue before.
If you're buying a headset for PCVR and don't care about standalone games (which is a lot of people, by the way), the PSVR2 is a better option even without its special features. Remote streaming latency is better on the Quest 3 versus the Quest 2, but it's not gone. Video compression artifacts are still a thing. The Quest 3 is still not as good at PCVR as a headset which supports DisplayPort. Other than that, the Quest 3 has better lenses, but the PSVR2 has better panels so it's kind of a wash depending on which aspects you value more. Specifically, there are a lot of people orphaned by the removal of support for WMR by Microsoft. Particularly HP Reverb G2 owners who use that headset for flight sims. They've been looking for an alternative to move to which isn't more than twice as expensive as the G2 was. The Quest 3 falls short of the graphical fidelity they had with the G2 due to video compression. The PSVR2 could be an interesting option for them which is right around the same price point they paid for the G2.
I'm glad I'm not part of that majority, 'cause I want OLED in my headsets. It's not about OLED not being a priority for the majority, what the majority wants is whatever they can get for almost nothing, LCDs are the cheapest lenses there are so they put them on Quest headsets. I have a Quest 2 and bought a PS5 just so I can buy a PSVR2 later on. I thought I was only going to play PSVR2, but later I found out PS5 has some amazing games, so I ended up playing PS5 and PSVR2 just as much.
Without eye tracking, it's pretty much pointless considering the Quest 3 is better value and more features minus the eye tracking, most people on PC VR are the VRChat players and Eye Tracking is a big deal. A LOT of PC VR Games support haptic controller because the Index Controllers have Haptic Feedback. Anyone who's truly in to VR right now are holding out for a better VR Headset specifically for Eye and Facial Tracking, just because the casuals don't need it doesn't mean it's not a big deal..
@@YuJay Not exactly, I have a Quest 3 and PCVR is very buggy. Quest 3 is definitely the better value as a whole but if we are talking about PCVR exclusively and comparing it to other dedicated PCVR headsets that have a direct connection to the GPU the PSVR2 is the best headset for the price even excluding the missing features.
@@FilledWithChi11exactly, the better latancy and resolution without having the cpu as a buffer to go through usb from the gpu is a massive thing for me. Ill still be getting it for the much better vr experience itll bring on pcvr
@@Joric78 I have used Quest 1 and 2 with PCVR and oculus link and the experience has been considerably worse compared to headsets, which are connected directly to hdmi or display port. Need to buy quest 3 for testing to see if that works any better. If not psvr2 sounds like the best option for me I fell in love with Quest1 oled screen, hopefully quest 3 pancake has its own benefits to compete oled.
@@nerdylittlesideprojects9141 Personally I think the pancake lenses leave OLED for dead. Being able to read normal sized text for the entire FOV makes the device usable as more than just a toy, and that clarity elevates the use for gaming and content consumption in all sorts of ways. Including being able to use the device laying down, because it's no longer necessary to constantly move your head to maintain the sweet spot. With the upgrade from the Quest 2 to the Quest 3, the wifi speed, AV1 encoding, processing power, resolution, dual displays with real ipd adjustment, colour passthrough for MR and reduction in size/improved comfort were all great improvements. But if they had done none of that and just switched to the pancake lenses, that would have been worth the upgrade.
Good Video, I shared my opinion on the Adapter and i'm more positive like yourself which is refreshing. I think a lot of people are missing the point as this will give PSVR2 owners access to a larger library along with getting SOny to sell more headsets overall. The world is so quick to point out the negatives in this word, but im like yourself, if anything, features such as my head virbrating or HDR are redundant as only a handful of developers use these features. When the adapter releases, its will have teething issues for sure, updated software, firmware updates, its a progressive thing. 12-24 month in the future, we will be applauding Sony and Steam, ATM and nVidia for opening the doors to VR even more.
I'm tired of my Quest 2 and tired of Meta. I use it strictly for PC and it's annoying dealing with headset battery and software updates, not to mention the random times it wants me to pair my phone even though I already have. Even when I manage to get it working with my PC, the compression from the link cable is just awful and I can't ignore it. I don't know who thought having compressed video as a VR solution was a good idea, but I'm getting the PSVR2 as soon as possible to avoid Meta and link compression.
@@zlurkx2432 When you mention compression what are your settings? I use my Quest 3 at 1.5x resolution, 90hz with 900mbs. With these settings I almost don’t notice any compression artifacts. Of course it’s probably nothing like display port but try those settings. If you use the official cable or a third party fiber optic usbc cable you can charge the Quest at the same time as playing it. I will make a video soon about the best PCVR settings for Quest.
@@FilledWithChi11 I'm not sure of my resolution, I may have tweaked it down a bit- but it still looks fine. My debug tool is set to 300mbs but compression still lingers. I can try 600 and maybe go higher. My CPU is kinda similar to yours as it's a R7 7700 but I have a 4070 which def isn't up with the 4090 but still a crazy card, especially coming from a 3060. I should be able to stretch my settings a bit higher.
@@zlurkx2432 No wonder you are seeing compression, 300mbs is very low. The Quest is able to do up to 964mbs but I put it to 900mbs because of headroom. Your cpu or gpu doesn’t matter if your using a proper link cable you can do 900mbs without an issue try it. Use the meta app and upsample at least 1.3x for resolution. If you can’t reach 90hz set it to 72hz. The resolution boost is more significant than the hz in this case. With these settings your Quest will feel like a completely different headset.
@@FilledWithChi11 I was able to push it up to 500 but for some reason debug tool wouldn't allow higher than that. Maybe there's a setting to bypass that but 500 wasn't terrible.
Good points really. The screen will still look great I'm sure. And I at least have a pretty powerful system so hopefully any benefit lost from potential foveated rendering with eye tracking won't be a big deal.
This argument doesn make any sense, the features need to exist first before they can be implemented and the more headsets have to features the more developers will implement them. Its just not great if all the unique features are not supported
That will never happen even if all the features are available. You really think SteamVR games are going to start implementing these features for one VR headset? Even a lot of PSVR2 games don’t support these features.
This is the chicken and egg problem that has existed long before this PC adapter was announced. There are very few PCVR headsets with eye tracking because of lack of software support, and there is very little software support because of lack of headsets with eye tracking. The advent of PSVR2 PC compatibility could be what finally breaks this barrier. It will bring the lowest price you can get a VR headset with eye tracking from $1000 (Quest Pro) down to $550. Assuming the opensource community is able to get its eye tracking working on PCVR (likely!).
@@FilledWithChi11 there are games that support eye tracking and they are trying to implement foveated rendering into steamvr. I didn't say everyone would implement those features just because of the PSVR2 but the more headsets have those features the more developers will care. I want VR to get better and not to stop evolving just because not everyone is using it.
The main thing I grabbed from this would be Sony future-proof their headset beyond the specs of what others are doing now. 🤔 Give the modding seen a chance 🤞 they'll get HDR and responsive controllers working.
@@FilledWithChi11 Exactly, I'm not too worried about it. Just look at the Quest 3, this last update made things a lot better, especially in the pass through. Give it time I'm sure someone will make it work.
Yeah.... you are spot on. I'm glad you found those excellent Reddit comments, a fantastic source to quote. Great place to go for authoritative information. Eye tracking and dynamic foveated rendering definitely isn't used in major titles besides just VRSS either. Noone that enjoys PCVR uses VRchat or MS Flight Simulator, DCS or Asetto Corsa Competizione anyway. Also absolutely correct that haptic feedback and controllers need to be supported from the outset. That's why all the haptic accessories like the Bhaptic suits didn't work at all when they were released, they definitely didn't incorporate user defined feedback, nor did support get added later for any games as the creators promoted it. Nor does anyone care about HDR. It's not as if high contrast is a primary feature of OLED displays, or having OLED screens was an important feature of PSVR2. Thankfully the PSVR2 has fantastic fresnel lenses, and not pancake lenses or aspherical lenses, uses cables and not wifi and doesn't feature any sort of passthrough, so it definitely doesn't need any of those included PSVR2 features to provide a competitive option in the current market and to expand the VR user base.
It's likely that support for these features is actually possible through the adapter. But like you say, the support for these features on the PCVR side varies from almost none to none. So if Sony were to claim that these features are officially supported, customers would buy an adapter, try playing PCVR games, find that none of these features actually work, and get upset. The blog posts where Sony announced this stuff are not developer level. They are for consumer point of view. Sony could not have announced support for these features from a consumer perspective whether or not they wanted to. Shortly after the original announcement that the PSVR2 would get PC support, Sony released a firmware update that unlocked the proprietary protections of the PSVR2. There doesn't seem to be any reason for Sony to do this for their own proprietary adapter since it could have maintained those protections. So I believe they did this intentionally to open the PSVR2 to the opensource community which is the only way features like eye tracking could be supported on PCVR right now.
@@SargonDragon Agreed, I think this is why Sony didn’t bother to implement these features because it would have taken resources for something that isn’t ever going to implemented in any game anyways. I just hope that modders will find a way to enable these features which I don’t see why not.
bigscreen beyond at 90hz is 1920x1920 and psvr2 2000x 2042 at 120hz. supersampling psvr 2 should look good. pimax makes a comparison with psvr 2 because it will be. when bigscreen beyond looked better than the pimax crytal light but the fov was small
@@martinlazonieto Even using a Quest 3 on PC at native resolution looks blurry. I have to supersample for it to start looking properly sharp. I feel like the PS5 is what is holding back the PSVR2 the most. Once we get a smooth native 120hz supersampled image on the PSVR2 it will look amazing even with its mura.
100%. I tracking is the only huge miss here. But it is a huge miss. That said, the tracking quality the controller quality and the headset quality still probably make this the best wired VR headset in 2024 for the money
For me, the adapter is a win-win. I had the psvr2 before going to pc gaming, so I'm glad to spend $60 to use my existing hardware instead of spending hundreds for another headset. I'd rather spend that on a new gpu anyway
HDR would be nice, and regardless if there isnt a headset that supports this stuff, nobody is gonna implement it. Self fulfilling prophecy, that would have at least a small push to change if Sony could be bothered to allow access to those features.
@@alfiegordon9013 I really dont think sony is going to lock down any feature now they have made the PCVR adaptor. I think they will leave it open for modders to do the job for them.
@@linzkirk yeah I phrased that badly, I meant more just giving some kind of explicit way to use the features. Hopefully modders will, if there's one thing about the vr community it's that they don't give up lol
I have a question, for my birthday i want a vr and cant decide if i should get a Q3 or psvr 2 for pc vr. my birthday is after august so i will be able to use the psvr 2 with pc. i cant decide bc of the lens, in one hand the Q3 has pancake lenses and doesnt have the mura affect but the psvr 2 has olded. i already have some vr horror games that i cant wait to play but idk which one to pick?
Hard to say because the adapter is not out yet there may be issues that come up that we don’t know about. But if you are strictly going to be using it for PCVR the PSVR2 would be better because it has a direct connection to the PC. Iv had a lot of issues using Quest link and steamVR, it’s not always a smooth experience.
Id suggest the q3. For the simple fact its a stand alone headset on top of being a pc vr headset. Also wireless is pretty good. Still need a wire for psvr2
@hobby_lobby1304 it nice to have the option at least. I usually use the wire but sometimes I can't play next to my computer so to limited space. Being able to go in the living room is so convenient
@@MattLad Wrong. Never have to worry about running out of power. More comfortable. Wider FOV. True deep blacks. Works on two platforms. PC connection will be compression free.
@@loudoesreviews if you ever played wireless pcvr you'd never want to go back to wired. A few accessories fix the comfort issue, battery as well. And you can take it anywhere to play lighter games. Also you can still use it wired for stationary games like racing.
i used to use quest2 ,my face is very uncomfortable when i wear it,and the dark place of lcd can‘t show black,when i use psvr2 the situation is much better
technically it's a VR for PS5 that has now additional feature to work on PC, though that said feature you were looking for will not work anyways because there's no wide adoption yet for game devs to implement it... still pretty compelling choice especially when you prefer exclusives from PSVR than Quest games
@@leahwells5692 it’s just an audio level balancer with noise filter but for some reason I get a weird popping at the top end and I agree it doesn’t sound the best I’ll work to fix it
@@MetalDeathHead It’s a con for sure but in my opinion gets better if the game is sharper. With PC if you supersample you can get a very sharp image and you might forget about the mura.
@@MetalDeathHead Iv played some sharper games on psvr and it definitely helps vs the blurry ones. I don’t like it either trust me but I guess we’ll just have to see if it’s worth it versus my quest 3