Sony PlayStation VR2 (PSVR2)

I still don't see PSVR2 available at any other retailers. That's a bit strange eh?
There may simply not yet be sufficient demand for PSVR2 for most retailers to want to to hold a stock of these items. For such a relatively high-priced piece of electronics, I expect the demand is going to be quite low.

I found a new sweet spot position yesterday and played GT7 for over an hour, and have began going through my B licences. Usually I don't care about bronze/silver/gold but I was motivated to try and better Arwin and London Geezer's times on a few tests! :yes:
 
I guess they overestimated the demands in my region
It is pretty strange. Maybe the retailers here don't care to bother with it right now (like DSoup suggests) but the stores by you do want it? I dunno. PSVR1 had a retail presence. I remember Gamestop did demos of it and there was so much demand they couldn't keep them in stock.
 
How are your experiences with this on screen 'dirt' artefact?

WARNING - I guess if you have no issues, don't look as it may draw your attention to it and then you won't be able to unsee it! Is the image clean or are there visual issues you are aware of? If you see no faults, that's good, don't go looking!

 
How are your experiences with this on screen 'dirt' artefact?

WARNING - I guess if you have no issues, don't look as it may draw your attention to it and then you won't be able to unsee it! Is the image clean or are there visual issues you are aware of? If you see no faults, that's good, don't go looking!

Mura is almost 0 bother for me, more noticable is frame reprojection ghosting.
 
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Maybe if there is enough complaining they might offer a toggle for lower detail level without reprojection. On the PC I reduce detail levels before enabling reprojection because maximum crispiness is the goal.

It's funny though of course. PSVR1 used it full time because PS4 could barely handle VR rendering. Now the console has like 4x the GPU/CPU power AND eye tracked foveated rendering but they still force reprojection to get maximum pretties.
 
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Maybe if there is enough complaining they might offer a toggle for lower detail level without reprojection. On the PC I reduce detail levels before enabling reprojection because maximum crispiness is the goal.

It's funny though of course. PSVR1 used it full time because PS4 could barely handle VR rendering. Now the console has like 4x the GPU/CPU power AND eye tracked foveated rendering but they still force reprojection to get maximum pretties.
I think mura has nothing to do with any detail settings but rather that its an issue of having not all pixels in an oled display be as exact same brightness levels. So if there is a uniformly coloured area (sky, water, or just darkness) all those slightly different lit oleds are producing a pattern of some sorts.
But other reviewers have mentioned this but said its actually on the lower end on PSVR2 and that you would see it only on mentioned areas.
So if someone experiences a rather strong expression of mura on his unit then maybe it's a faulty oled screen...
 
Maybe if there is enough complaining they might offer a toggle for lower detail level without reprojection. On the PC I reduce detail levels before enabling reprojection because maximum crispiness is the goal.

It's funny though of course. PSVR1 used it full time because PS4 could barely handle VR rendering. Now the console has like 4x the GPU/CPU power AND eye tracked foveated rendering but they still force reprojection to get maximum pretties.
Hard to expect from ps5 120fps 4k even with foveated rendering, maybe ps5 pro will come next year :d edit: btw its not complaining, gt7 is amazing in vr, its just hw limitation/trade off
 
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Games like moss 2 run at native 90hz so there might not be ghosting there.
Some simplier games run native 120hz on quest 2 like table tennis, so it's up to devs.
 
Hard to expect from ps5 120fps 4k even with foveated rendering, maybe ps5 pro will come next year :d edit: btw its not complaining, gt7 is amazing in vr, its just hw limitation/trade off
It's not hard at all. It certainly could run 120 fps 4K or 90 fps 4K native in everything. It's just all about their priorities. It's hard to sell fluidity / low latency over prettier graphics in screenshots and youtube vids. Or to tell people how reprojection artifacts might make them sick. It's the same story as making a stuttery 30 fps non-VR game instead of going for a solid 60fps.

It's just unfortunate that you don't get an option in the menu to choose your preference. They've been doing that for non-VR games for a few years now so seems like VR should get that treatment too.
 
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It's not hard at all. It certainly could run 120 fps 4K or 90 fps 4K native in everything. It's just all about their priorities. It's hard to sell fluidity / low latency over prettier graphics in screenshots and youtube vids. Or to tell people how reprojection artifacts might make them sick. It's the same story as making a stuttery 30 fps non-VR game instead of going for a solid 60fps.

It's just unfortunate that you don't get an option in the menu to choose your preference. They've been doing that for non-VR games for a few years now so seems like VR should get that treatment too.
From what I hear people that used to have motion sicknes in racing games dont have problem with gt7 (same story with me) so defenitly they make they lesson. Jumping from 60 to 120 is not trivial task, game looks amazing now, have doubts would look good in 120fps mode.
 
There was an update to GRID Legends VR Quest 2 last week because most people complained about the low res, so they added options, default game runs 75% native res and 72hz, you can toggle these, choose between 60, 72 or 90hz and from 60 to 120% resolution. Obviously all at max is unplayable, but you can fine tune, i opted for 90% res at 72hz as a good compromise which keeps fluidity needed. 60hz at 110% res was much cleaner and still fluid but the screen flickering was eyestraining.
 
I think mura has nothing to do with any detail settings but rather that its an issue of having not all pixels in an oled display be as exact same brightness levels. So if there is a uniformly coloured area (sky, water, or just darkness) all those slightly different lit oleds are producing a pattern of some sorts.
But other reviewers have mentioned this but said its actually on the lower end on PSVR2 and that you would see it only on mentioned areas.
So if someone experiences a rather strong expression of mura on his unit then maybe it's a faulty oled screen...
Hmmm. The video example is really pronounced. Pretty sure OLED screens don't have that intrinsic noise - it'd be obvious on every display, TVs, headsets, phones and tablets. I'd be inclined to say it's a defect.
 
PSVR1 is the most pronounced grain I've seen and is reminiscent of that video. My LG C7 TV has some ugly, striped dark grey uniformity but it's not like a film grain or noise. Yesterday I was playing some Alyx, running around in dark caverns, and thinking about this with the Odyssey+. It doesn't have a film grain look and I don't see uniformity problems. Just a uniform sort of dark fabric I guess?

Actually I would describe PSVR1's pixels as exactly like sequin at distance when bright/colorful. It's a curious thing.
 
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