Sony plans to bring the "how games feel" ethos even further with their Next-Gen VR Controllers, with haptics and triggers to change the feeling of PSVR2.
PSVR2 Controllers will feature adaptive triggers, haptic feedback, finger-touch detection and more.
If there are any paranormal investigators amongst the readership of VR Final, may I suggest an investigation into PlayStation CEO Jim Ryan? It's hard to believe that only last November he had said "I think we're more than a few minutes from the future of VR". Today, we've gotten our first glimpse at the controllers Sony will use to bring VR to the Next-Gen.
There are a couple of things that could explain it, but a possession of some sorts might do the trick.
That being said, in hindsight the writing was on the wall. The whole build-up to PlayStation 5 was defined by an emphasis on immersion, "play has no limits". "Welcome to a world where you can feel more," they said. If that doesn't scream "PSVR2 - or something like it - is probably gonna come out pretty soon", I don't know what is.
Now, Senior Vice President of Platform Planning & Management Hideaki Nishino has posted a PlayStation Blog giving us a first glimpse of Sony's Next-Gen PSVR controllers.
Nishino writes that the Next-Gen PSVR controller will "build upon the innovation we introduced with the DualSense wireless controller, which changed how games 'feel' on PS5 by unlocking a new way to tap into the sense of touch."
"Now," Hideaki Nishino writes, "we're bringing that innovation to VR gaming." Here's everything we know so far:
An "orb" shaped design that allows you to hold the controller naturally, while ensuring a high degree of freedom. They designed the new controller "with ergonomics in mind": "so it's well-balanced and comfortable to hold in each of your hands."
Features & Technology
These devices are designed to allow players to "feel and interact with games in a much more visceral way."
There are several features, including key features from the DualSense Controller, and a few extra thrown in for good measure:
Adaptive Triggers which add 'palpable tension' when pressed. "If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level."
Haptic Feedback adds a system of feedback points "optimised for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR."
Finger Touch Detection allows your controller to "detect your fingers without pressing in the areas where you place your thumb, index, or middle fingers."
A Tracking Ring across the bottom of the controller tracks the new VR headset.
And, finally, a variety of Action Buttons or Analog Sticks: "The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example."
So, there we have it. That's more than enough to get our teeth stuck into for now, but the Blog ends with a promise that "there's still much more to share about the next-generation of VR on PS5."
Well, that's half good news for Console VR fans this week. Especially now that the Italian Xbox VR Leak has been well and truly debunked (thanks, Reddit).