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PlayStation VR

Sony Interactive Entertainment · 2016 · PC-powered VR

PlayStation VR

The headset that put a whole generation into VR — by plugging into a games console instead of a PC.

DiscontinuedNot for our training
Resolution per eye
960x1080
Refresh rate
90 / 120 Hz
Weight
600 g
Field of view
100°
Battery
Runs Skillsive apps
No

PlayStation VR — specification and verdict

PlayStation VR was the volume seller of the first VR wave, and it got there by needing a PS4 rather than a gaming PC. Sony lists a single 5.7-inch OLED panel at 960 x 1080 per eye, 90 or 120 Hz, roughly 100 degrees of field of view and 600 g without the cable. Tracking is outside-in: the PlayStation Camera watches the lights on the headset and on the Move wands, which is cheap and living-room friendly but degrades as soon as you turn away from it. Everything else lives in the console and in a separate processor unit that handles 3D audio and mirroring to the TV.

There is no deployment story here, and that is the point: PlayStation VR needs a PlayStation 4 (or a PS5 with a camera adaptor) for every single seat, plus a television and floor space in front of the camera. There is no device management, no kiosk mode and no business channel — it was sold in electronics shops to households. Sony withdrew it after PlayStation VR2 arrived in 2023, and the two are not compatible: PSVR titles do not run on the newer headset.

Of historical interest rather than practical use. If a PSVR turns up in a storeroom, it is a museum piece: the console it needs is two generations old, the tracking camera has to face the user at all times, and nothing in a corporate training stack reaches it. The reason it still matters is that it taught a lot of people what VR feels like, and many of the expectations trainees bring to a modern headset were set here.

How it compares within its class

The axis runs from the lowest to the highest published figure among the VR — PC-tethered devices in this catalogue. The grey tick is the median of that class.

Field of view100°
45°180°

Median for this class: 114°, from 33 models that publish the figure.

Weight600 g
107 g815 g

Median for this class: 500 g, from 23 models that publish the figure.

Launch price$399
$398$38500

Median for this class: $899, from 39 models that publish the figure.

Full specification

An em dash means the manufacturer does not publish that figure.

ManufacturerWho makes it — and who you buy support from.
Sony Interactive Entertainment
CategoryWhich kind of product this is. It decides which rows below make sense at all.
VR — PC-tethered
Device typeWhere the computing happens, and therefore what you need to run it.
PC-powered VR
AnnouncedThe day it was shown, which is not the day it shipped.
Announced: not published by the manufacturer
ReleasedYear the model went on sale. Older is not automatically worse in this category.
2016
AvailabilityWhether you can still order it new today.
Discontinued
Support endsThe date the manufacturer stops supporting it. Decisive for a fleet you are about to buy.
Support ends: not published by the manufacturer

PanelThe screen type. micro-OLED gives deeper blacks and higher contrast; LCD is brighter and cheaper.
OLED
OpticsThe lenses in front of the panel. Pancake stays sharp closer to the edges than older Fresnel, which decides how much a trainee has to aim their head to read something.
Optics: not published by the manufacturer
Eyes coveredOne eye or both. Over a full shift this is a real difference in fatigue.
Both eyes
Resolution per eyePixels delivered to each eye. Higher means small text and labels stay readable.
960x1080
Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.
90/120 Hz
Field of viewHow much of your view the image covers. Bigger is more immersive, not automatically better for work.
100°
Pixel densityPixels per degree of view — the honest way to compare sharpness between a headset and a pair of glasses. Higher is sharper. Only shown where somebody published it; we never compute it ourselves.
Pixel density: not published by the manufacturer
BrightnessIn a plant or outdoors, brightness decides legibility more than resolution does.
Brightness: not published by the manufacturer
WeightThe device alone. Anything above roughly 150 g is felt within an hour.
600 g

Who this device is for

Nobody buying hardware today. PlayStation VR belongs to households that already owned a PlayStation 4, and it is in this catalogue so that the comparison against a modern standalone headset can be made honestly rather than from memory. Its relevance to a training programme is indirect: it is the device most likely to be what a trainee means when they say they have "tried VR before".

How it differs from its predecessor

Against PlayStation VR2 it is a different machine wearing a similar name: PSVR2 moved to inside-out tracking, OLED panels at 2000 x 2040 per eye, eye tracking and a single USB-C cable to a PS5, and it does not run PSVR games. Against a Meta Quest of the same era, PSVR traded the freedom of a standalone headset for a sharper price and a console most living rooms already had.

What is missing, and what the manufacturer does not publish

Sony never published a discontinuation notice, a lens type, an IPD range or a brightness figure for PlayStation VR, so those rows stay empty here rather than carrying numbers from review sites. The specification page is still live and still describes the CUH-ZVR2 revision; there is no support-end date and no certification list on it.

PlayStation VR — frequently asked questions

Can PlayStation VR be used with a PC?
No. Unlike PlayStation VR2, which Sony later gave an official PC adapter, the original PSVR has no sanctioned PC mode. It expects a PlayStation 4, or a PS5 with the camera adaptor, and everything is rendered there.
Do PlayStation VR games work on PlayStation VR2?
No. The two headsets share a brand and nothing else that matters: PSVR2 uses different tracking, different controllers and a different software path, and PSVR titles do not carry over unless a developer ships a separate version.
Is it worth using for corporate VR training?
No. Every seat needs a console, a television and a camera with a clear line of sight, there is no device management or kiosk mode, and no route exists for training applications. A standalone headset does the same job without any of it.

Compare this device

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Specifications checked against the manufacturer's page on 2026-07-30. Manufacturer's specification

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