Sony showcases the controllers for its PlayStation 5 virtual reality system

Shawn Knight

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What just happened? Sony in February confirmed it is developing a next-gen virtual reality headset for the PlayStation 5. Now, the company is sharing details about its new VR controller. Unlike the existing PlayStation Move motion controller, the new units take on a more traditional orb shape that reportedly offers gamers a higher degree of freedom. The controller is also said to be built with great ergonomics in mind, meaning it’s well-balanced and comfortable to hold.

Hideaki Nishino, SVP of platform planning and management at Sony Interactive Entertainment, said the new controller speaks to their mission of achieving a deeper sense of presence and a stronger feeling of immersion in VR experiences.

Key features include adaptive triggers (one per controller) that offer palpable tension when pressed, haptic feedback optimized for the form factor, finger detection and positional tracking. Each controller also packs an analog stick, action buttons, a grip button (to pick up in-game objects, for example) and a trigger.

Nishino said prototypes of the new VR controller will be going out to developers soon but stopped short of sharing when they (or the new VR headset) might reach the retail market. That means you've still got plenty of time to nab a PS5 if you haven't had any luck thus far.

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What's ultimately missing in VR is "standards".

VR Games aren't generally designed to accept any and all VR systems - and they typically don't cross from console to PC.

Some one needs to standardize VR.

Good luck with that. MS could do it on XBox and PC, but they have to take into consideration if some partners in the eco system are not ready.

It‘s much easier for Sony or even Apple as they control hard and software. If they want this it will happen and tbh I don‘t mind getting a PS5 for VR if PSVR turns out nice.

At least this way I won‘t have to worry that some games and apps don‘t play nice with my hardware because someone paid off developers to make it so. That is something I dislike strongly and it doesn‘t matter who does it. And this is imho a big reason why there won‘t be a good universal VR standard.
 
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What's ultimately missing in VR is "standards".

VR Games aren't generally designed to accept any and all VR systems - and they typically don't cross from console to PC.

Some one needs to standardize VR.
I don't think standards should apply yet to such things. Some buttons and functions are already standard, but right now VR needs continued innovation/experimentation, especially with the controls.
 
What's ultimately missing in VR is "standards".

VR Games aren't generally designed to accept any and all VR systems - and they typically don't cross from console to PC.

Some one needs to standardize VR.
Tbf a lot of developers had done good making their games accessible to multiple different VR headsets and control schemes as well as accessibility options for teleportation and various locomotion options to help with motion sickness. Luckily I'm not that sensitive to motion sickness in VR.
 
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