Happy birthday, PlayStation VR. It’s hard to believe that it’s been a year since we published our review of Sony’s innovative virtual reality headset, describing it as an imperfect but promising peripheral. A whole 12 months later, we figured that it’s probably the right time to consider how the futuristic facemask is faring – in terms of install base, software support, and much more. So pull up a pew, tighten up your PlayStation Move straps, and let’s get down to business.
Play Day: How Has PlayStation VR’s Software Support Fared?
There was a period early in the year where PlayStation VR software support seemed to dry up, and early adopters were getting a little bit antsy about it. In the end, this turned out to be little more than a New Year blip, as the product has been pretty well supported throughout the course of its first year on the market.
In terms of first-party software, it hasn’t been great – only StarBlood Arena and Farpoint really spring to mind – but what Sony’s done well is ensure that it’s getting virtually every indie and third-party title on its hardware. This has resulted in a regular release slate, which has seen new software dropping on a weekly basis via the PlayStation Store.
The quality’s been pretty good, too, although critics may argue that the hardware’s still lacking big names. Resident Evil 7: Biohazard proved that major AAA titles can be compatible with the headset if the publisher intent is there, but we’ve mostly seen big brands relegate support to optional extras – like the lousy functionality in Tekken 7, for example.
Smaller games have generally been the order of the day: puzzlers like Statik and arcade games such as SUPERHOT VR have been among the best games released for PlayStation VR, and while they may lack the longevity of big-name console blockbusters, we’d counter that these intense mini-campaigns excel best in the fledgling medium – assuming they’re priced appropriately, of course.
Brilliant or Bleak: How Does PlayStation VR’s Future Look?
Despite fears to the contrary, E3 2017 was a great showing for PlayStation VR – prompting us to comment as much during the ill-tempered show itself. Sony really doubled down on support for its virtual reality headset, despite concerns that it may end up overlooking it similar to the way the PlayStation Vita quickly became a black sheep.
The first-party front is still quiet, but we know that Media Molecule’s ambitious imagination simulation Dreams will take advantage of the technology, while London Studio and the recently founded Manchester Studio are both busy beavering away on new titles. Sony’s XDev Europe division also appears to have been tasked with rallying support, signing new Supermassive titles like Bravo Team.
Once again, it’s the indie scene that seems to be best supporting the headset, though. One thing that’s been quite refreshing to see is how standards have been determined between Oculus, Vive, and Sony itself – meaning that it’s quite easy for developers to reach the combined install base of all three headsets. Some online games like Star Trek: Bridge Crew have even shared player pools, too.
The best show of faith that Sony’s shown in recent weeks, however, is revising the hardware with a new Processor Unit and a better, more manageable cabling system. While this has irritated some early adopters, it goes to show that the platform holder is very much committed to improving its virtual reality product – and it sees it as part of its product portfolio for the foreseeable future.
Tech Talk: How Is PlayStation VR’s Technology Holding Up?
PlayStation VR is, without doubt, the least powerful of the high-end virtual reality experiences – and at times that has showed. In our original review we pointed to the slightly foggy image quality of the headset, and that has partly been addressed by the introduction of the PS4 Pro, which significantly increases image quality in properly supported games.
Perhaps the bigger concern these days is the motion control tech. While it was probably the right decision to repurpose the ageing PlayStation Move tech, some games like SUPERHOT VR are really starting to expose the weaknesses of the technology – particularly in the face of superior solutions like the excellent Oculus Touch controllers.
It’s not that the PlayStation Move controllers don’t work at all – firmware updates have actually improved their accuracy since launch – but the platform holder will need to be looking for a new solution if it plans to continue supporting virtual reality into a new generation, as the fact is that they’re starting to reveal their limitations now.
Sales Age: Are People Buying PlayStation VR?
Virtual reality in general is proving to be something of a slow burn, but PlayStation VR is faraway the market leader right now. This is a double-edged sword: it means that developers can’t afford to ignore the headset, which is good news for ongoing support. But departing group president Andrew House noted recently that for the technology to remain relevant, all of the headsets need to do well.
It’s still early days, but it’s clear that PlayStation VR exceeded expectations early on, as Sony had real difficulty getting stock out into stores. Those issues have, fortunately, been mostly addressed now – and with an install base of over one million units, we can say with some authority that the peripheral has been a success.
The challenges facing the platform holder remain the same, though: it needs to ensure consumers try the technology in order to sell them on it. It’s taking steps in the right direction by setting up demos in stores around the United States yet again this Christmas, and the headset remains an ever-presence at consumer conventions around the world – but these things take time.
Good Game: What Are the Best PlayStation VR Games?
Funny you should ask, as we’ve just published our list of the Top Ten Best PlayStation VR Games So Far. Our favourites so far include the likes of SUPERHOT VR, Batman: Arkham VR, and Farpoint; there’s quite an eclectic mix of software on the headset these days, and we’re also enjoying the growing number of educational experiences launching for the format, such as the recently released Chernobyl VR Project.
What are your thoughts on PlayStation VR? Have you picked up the headset yet, and what are your thoughts on it? How often do you use it? And if you haven’t bought into virtual reality at this stage, why do you think that is? Enter a different dimension in the comments section below.
Comments 13
I bought mine day one - I tried it out shortly before. I was aware of the risks but VR was something I had wanted to work as a tech since I saw Lawnmower Man in 1993.
How has it faired since? Well there are things I like and things I don't. I think Sony has supported it pretty well. AAA games are in short supply BUT I would also agree that I don't necessarily want AAA length experiences. I find an hour or two max is my comfort level. I agree the move controllers are a major weakness. The Aim controller is exceptional but other than Farpoint, not much really supports it.
I would say my VR doesn't get as much love as say my base PS4 BUT I do get urges to play it and then I wonder why I am not playing it more. One issue is the games and the cost of it. With games averaging from £15-£25 for less than 5 hours content, I just can't afford to keep trying new titles all the time. I do use my VR for regularly is 3D Blu Rays. It is a great way to watch those movies.
Overall, I don't regret the purchase and I do think there is a stack of potential. This iteration of VR feels like the N64/PS1 gen using 3d. It is really good but I think the next gen is going to knock it out of the park when people really learn how to use the tech.
I bought it day one and had it for about 3 months. It was pretty fun, but unfortunately motion sickness made it to where I could only play in short bursts. Fast paced games like RIGS made me crazy nauseous so I had to stick to slower games like Batman. I’m glad I got to experience it when it released and there are some quality experiences on it, but I don’t regret getting rid of it
...day one purchaser - and like many - the cost of games for their short length really is an issue (especially when sales can provide AAA titles giving weeks' worth of play for peanuts) - and also the technological limits are clear (it does look like playing VR on a PS2) but I don't regret purchasing - experiences like Star Wars, Resident Evil, Eagle Flight, Statik, Batman, etc. - priceless... you really can see the future of gaming in these titles... now if only PSVR would move away from the multitude of boring wave shooters and 2-hour 'interactive experiences'... then I'd be more engaged again... I've just pre-ordered Megaton and can't wait for Invisible Hours to be released... hopefully they'll re-ignite my PSVR passion!
Too expensive and not nearly enough compelling software for it.
Also, due to my lifestyle, extremely cumbersome hardware that blots out the senses doesn't really work for me.
Still, I think VR is a much more interesting development in the gaming scene than the race to 4K. PSVR could be really awesome if Sony goes all in on the concept in the future, like Nintendo did with the Wii and motion controls. That would be a tremendous risk, though.
Having an 'install' base of 1-1.5m is considered a 'success'? I know its got a bigger install base than OR or Vive but that's still a 'small' percentage of users. Assuming 60m PS4 consoles are in peoples homes (I know its higher but I bet some PS4 gamers have bought 2 (or more) consoles - like upgrading to the Pro), that means 1 in every 60 PS4 owners have a PSVR headset.
Now I know that's not the whole story but also a 'double edged' sword. I doubt many VR games will sell to 100% of owners but even if they did, that's only a possible 1-1.5m sales yet if some AAA game only sold 1-1.5m, its future would be in doubt and many would consider it a 'flop'. Its definitely not sold as many units as PS4 Pro or Nintendo Switch but again its more expensive for just a peripheral.
I don't think VR is dead but it does seem that its 'gaming' use has not exactly taken off either. Considering 2017 was expected to be the year of VR, it seems that it is falling a bit flat for the majority. Like I said only 1 in 60 PS gamers have it and its far less percentages on PC with OR and Vive. Maybe the VR headsets from H and Acer, the ones that are cheaper and don't require additional cameras or IR monitors to determine its position, will help VR become more accessible to more people which in turn could make developers more keen to invest in software for VR.
4k TV's have been commercially available to domestic homes since 2014 but that's taken 3-4yrs for 4k to be much more widespread in devices - like Set top boxes, consoles, Bluray players etc and as such content took a while to reach sufficient quantity to make it a viable reason to purchase a 4k TV. VR could be in a similar position and may take a while for the content to reach sufficient numbers AND quality to make purchasing a VR headset more viable.
I know that early adopters may consider the library of games/experiences to have been worthwhile for them but from my perspective, I haven't yet seen anything that would make me spend £400+ on a headset, camera, move controllers and that 'game'. I wouldn't necessarily spend £400 on a console for just 1/2 games regardless of how much I wanted to play those. Its a reason I never bought 'Vita' despite wanting to play Golden Abyss, maybe Kilzone and Resistance too. Its a reason I haven't bought Switch despite wanting to play Zelda and Mario. I need more than 1-2 system sellers as well as a decent library that I can invest in as I can't just keep playing those 1-2 games indefinitely. Also being disabled, it does limit my options in terms of movement - in the same way Kinect and Move games were not always accessible to me either.
One area that I would really hope VR can expand and be a 'big' reason to buy, would be in the 'non-gaming' and social areas. The ability to give me the freedom to visit places of interest - like museums, galleries etc, visit E3, Gamescom etc from my own front room, watch sports from the perspective of actually being in the Stadium, maybe even do all of these with other VR using friends - feel like we are all part of a group and able to feel part of the audience. instead of sitting in front of a computer, watching the same 'youtube/twitch' stream and typing our comments in a live 'chat' box. Imagine putting on your headset and being in the front row with all your gaming mates at Sony's PSX briefing and able to actually 'chat' as if they were also there with you. Its this area that VR will be an 'instant' purchase for me - much more so than a game or 3. Like I said, being disabled means that I am unlikely to ever get to E3, visit the Pyramids at Giza or many of the other wonders of the world in person - even socialising away from home isn't an option but VR could be a fantastic and freeing peripheral for many people like myself. Gaming on a TV with a standard controller is within my limitations as it really just requires me to be able to use my hands and eyes and its a great escape from harsh reality. I am hoping that VR can fill the void in more areas than just 'gaming' and until it can, I still think that a lot of games will not be quite as 'freeing' or playable in my situation and therefore its not worth my time or money - yet!
@Ralizah If you read my wall of text above, you may understand why I am not that interested in VR going 'all in' as you put it and solely as a 'gaming' peripheral.
Personally, I am much more interested in the pursuit of 4k - especially with HDR too. As a ex-Graphic Designer, the level o detail that 4k can add is incredible - especially with 4k quality textures that makes all the image that much more clear. HDR though, if implemented well, is on another level and adds so much more. Its a bigger jump up than SD to HD was. I remember playing games on a 32" CRT TV and then replacing that TV with a 48" HD TV and how that impacted on my 360/PS3 games. All that was though was a jump up from 540p to 720p. Now look at what 'full' HD has brought to gaming - along with all that power to improve lighting etc with the PS4.
VR is still not up to that visual standard and not without its issues - even with a 'PS4 Pro'. Compare the quality and beauty of Driveclub with its VR and the things that have to be sacrificed to make that game playable on a VR headset. In many ways, its like a last gen visual and its still quite a long from being more immersive. Seeing your hands' floating with no arms for example breaks that immersion for me and whilst it does bring things much 'closer', I still think there is a way to go before we can get to the levels of 'beauty' we see in 4k HDR games.
@BAMozzy I understand. I'm not really interested in buying new hardware to achieve moderately higher visual fidelity in games, though, so a next-gen focus on 4K is utterly alienating for me (besides, in a normal living room setting, 4K sets probably need to be inordinately large for the owners to take full advantage of the resolution boost). Even though VR is in its infancy, it allows for gaming experiences that are utterly unique. The biggest hurdles to mass adoption are the price tag and the lack of compelling software. The latter might change over time, but it's never going to penetrate the gaming mainstream unless costs go down. The best way to achieve this in the short term, I think, is for one of the manufacturers to subsidize the cost of the hardware.
This won't happen, of course. It's a risky strategy. If Sony can just launch a moderately more powerful console than the Xbox One X at a lower price and still maintain a stranglehold on the console gaming market, there's no reason for them to do anything different.
I could also see Sony letting PSVR live and die as a moderately successful peripheral that never lived up to its full potential.
Now that something like the Switch is possible, though, I'm probably done buying traditional home consoles. I like the flexibility afforded by hybrid hardware. I'll take 720p and the ability to a game anywhere over 4K and being tethered to a TV/monitor.
PSVR has had as good a start as to be realistically expected.It was always going to be a slow burner not matter what people say about it been sold to 60m PS4 users. And 1st party is always going to be limited because let's face it who Naughty Dog, Guerrilla and Sucker Punch to be wasting their time on it? That leaves Sony London and some indies to carry the can. And Sony had realistic expectations for how it was going to do in the 1st year and those goals were meet so more support will be forthcoming.
VR is not gaming's sole future. Honestly, it's a cool novelty, but not worth the hundreds of dollars up front for the device, and most software experiences are shallow, with limited adaptability for most genres.
Be realistic. This is Sony we're talking about. Save your money and buy a new console, or upgrade your PC. Or pay off some bills.
I'm glad I skipped out, I know it wouldn't have gotten much use and would've been a regrettable piece of tech collecting dust. Also why I haven't bought a switch yet either. Just have too many quality games to get through on PC and PS4 before I start buying tech with gimmicks.
Thank you for this article, because it got me thinking about PSVR and my favorite experiences so far. But also the games I missed out on - I wanted Farpoint at launch but I couldn't find the AIM controller anywhere. I've been looking for months with no luck...I just checked Amazon and there were like 8 in stock. So I pulled the trigger (see what I did there?) and apparently I had $20ish dollars in credit, so it was cheap too! And Farpoint is on sale on PSN too!
Day 1 purchase. I loved it, the wow factor and i hosted friends and family for the same experience. I was screaming out loud playing rush of blood and my wife checked if i was ok 😄. The motion sickness really is my biggest issue and i pivot to wayward sky which to date is the best vr game in my opinion. I am too affright to play re7 vr..... Too be honest, havent used psvr for more than 6 months, looking back feel it was more like a gadget which i have to buy considering myself an early adopter. Will try gts again and hopefully motion sickness wont spoil the fun!
I Kind of sort of maybe want to buy a PSVR one day when the price is right and there is more of a reason to do so… I frequently see VR games for sale in the PSN store and have thought of buying a few when they are cheap incase I one day want to get one, but after realizing how ridiculous that is decide against that plan. Though I think the VR is cool and still want one, nothing about the system has yet to make it a must-buy. I thought I would want to get one before Resident Evil 7 came out but still had a fun time with that game without the VR. When price goes down to an even $200 for the headset and controller I'll go out that say to get it, but until then, I'm glad I invested in my Switch instead.
Tap here to load 13 comments
Leave A Comment
Hold on there, you need to login to post a comment...