Sony PlayStation VR2 (PSVR2)

In the UK (and EU) the shop can't refuse it. For the first 6 months after purchase, any failings or faults are assumed on the part of the supplier than the consumer - the onus of proof is on them to show you did something wrong. Ergo, it's their fault and it's your consumer rights to get it remedied.

Seems odd that some some parts of the world are still so medieval in their views of business.

Sony has confirmed that they rejected my case.

In my region, it's only online shops that sells stuff in their 1st and 2nd party shops that have proper customer protection. I've got a few defective products and the return was always zero fuss.

Any other shops that are in physical space like large electronic shops, multi national shops, etc have that medieval customer protection, including the customer service. The only exceptions are Chinese brands like Lenovo, TCL, etc. Simply directly contact the brand (skipping the shop), and their customer care is top notch.

I'm planning to make a short video mentioning the shop, it's company name, and mentioning the customer protection laws they potentially broke, advicing people to be super careful and make sure to not receive defective product when buying from them.
 
I've tried psvr2 with a few games, to summarize :

The bad

  • The HDR is underwhelming. It's much flatter than my LG CX oled.
  • Real true blacks are seldomly used, maybe to avoid black smearing?
  • The vr controllers HD vibrators are WORSE than the ones inside dualsense. The vibrator in the headset is too rarely used.
  • The god rays, sweet spot, screen clarity / uniformity are abysmal
  • The OOBE and UX felt like it is was some kind of early access product with basic UX design. Even changing volume was not intuitive. The way the visual FX works with room scan then fades to black also felt like originally it was planned to have some kind of VR home thingy, but scrapped.
  • Some games have badly designed UX. Resident evil 4 requiring me to download a hidden DLC, switchback vr tutorial mission was not clear that I should shoot the dark skulls instead of the bright skulls in front of me, gt7 abruptly enters VR mode after staying in 2D mode all time including when in AUTO DRIVE mode when starting a race, etc
  • The comfort is worse than psvr1. I though people were kidding! They were not. Especially for games with lots of movements like beat saber.
  • The vr controllers lasts just a few hours instead of many hours like psvr1 aim and psmoves. It also only charge at slow 2 watts.
  • The USB C cable that plugs to the front of ps5 have quite long plastic frame thingy, longer than ps5's collars, potentially breaking both male and female connector if the ps5 fell or someone hit the USB c.
  • Beat saber is badly ported. The controller vibration is a bit late to hitting the block, and the reflections on the glass floor is very low resolution.
  • No buildin speakers, requiring earphones.
  • It only remember room by its front. Face different direction, it thinks I'm in different room.
  • Very few exclusives
The good
  • Amazingly immersive games. Not just for sim games like gt7 but also arcades like switchback. Heck, gt7 vr even feels more immersive than asseto corsa competition vr for me.
 
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I know you mean UI (User Interface) but what does the abbreviation UX stand for ?
It's user experience. So it includes the user interface stuff like how things looks amazing or not, and also experience stuff when using that UI whether it's cumbersome or stressful, etc
 
I've tried psvr2 with a few games, to summarize :

The bad

  • The HDR is underwhelming. It's much flatter than my LG CX oled.
  • Real true blacks are seldomly used, maybe to avoid black smearing?
  • The vr controllers HD vibrators are WORSE than the ones inside dualsense. The vibrator in the headset is too rarely used.
  • The god rays, sweet spot, screen clarity / uniformity are abysmal
  • The OOBE and UX felt like it is was some kind of early access product with basic UX design. Even changing volume was not intuitive. The way the visual FX works with room scan then fades to black also felt like originally it was planned to have some kind of VR home thingy, but scrapped.
  • Some games have badly designed UX. Resident evil 4 requiring me to download a hidden DLC, switchback vr tutorial mission was not clear that I should shoot the dark skulls instead of the bright skulls in front of me, gt7 abruptly enters VR mode after staying in 2D mode all time including when in AUTO DRIVE mode when starting a race, etc
  • The comfort is worse than psvr1. I though people were kidding! They were not. Especially for games with lots of movements like beat saber.
  • The vr controllers lasts just a few hours instead of many hours like psvr1 aim and psmoves. It also only charge at slow 2 watts.
  • The USB C cable that plugs to the front of ps5 have quite long plastic frame thingy, longer than ps5's collars, potentially breaking both male and female connector if the ps5 fell or someone hit the USB c.
  • Beat saber is badly ported. The controller vibration is a bit late to hitting the block, and the reflections on the glass floor is very low resolution.
  • No buildin speakers, requiring earphones.
  • It only remember room by its front. Face different direction, it thinks I'm in different room.
  • Very few exclusives
The good
  • Amazingly immersive games. Not just for sim games like gt7 but also arcades like switchback. Heck, gt7 vr even feels more immersive than asseto corsa competition vr for me.
About hdr, try some gt7 night race and wait when cars behind you light your car interior, looks awsome
 
About hdr, try some gt7 night race and wait when cars behind you light your car interior, looks awsome
I've tried day and night in gt7. Both hdr are flatter than my LG CX OLED.

Not sure whether it's the fault of the psvr2 or how gt7 vr handle the hdr. As psvr2 do have a fan inside it, so theoretically it should have no problem driving the oled panel to high nits levels.

But for all games, including rez infinite area x (almost black environments, fireworks), have HDR that's flatter than lg CX oled.
 
I've tried day and night in gt7. Both hdr are flatter than my LG CX OLED.

Not sure whether it's the fault of the psvr2 or how gt7 vr handle the hdr. As psvr2 do have a fan inside it, so theoretically it should have no problem driving the oled panel to high nits levels.

But for all games, including rez infinite area x (almost black environments, fireworks), have HDR that's flatter than lg CX oled.
strange, I was almost blinded by back cars lighting my interior, super realistic, never had this experience on my oled (also use cx ;))
 
strange, I was almost blinded by back cars lighting my interior, super realistic, never had this experience on my oled (also use cx ;))
Now I wonder if I got defective screen. How do I test the max nits? Any test patterns? Is phone sunlight sensor good enough to measure?
 
No cluess here, but beside gran turismo night races experience hdr and brightness isnt generaly on tv level for sure. Try night race at Autopolis.
Tested on autopolis and the low sun is useful for calibration.

Turns out putting the EV at minus 1 results in better HDR. The stuff that are supposed to be blinding becomes blinding.

The tunnel lights in Tokyo toll road at night also becomes much more immersive

Dunno whether minus 0.5 would be better than minus 1. Hadn't got time to test each minus values.
 
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