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.
Median for this class: 114°, from 33 models that publish the figure.
Median for this class: 500 g, from 23 models that publish the figure.
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
- Visible field of viewWhat the eye actually sees through the optics, by axis.
- Visible field of view: not published by the manufacturer
- Rendered field of viewWhat the device draws. Never smaller than what you see.
- Rendered field of view: not published by the manufacturer
- Binocular overlapWhere both eyes see the same thing — this is where depth happens.
- Binocular overlap: not published by the manufacturer
- Average pixel densityPixels per degree across the image. More is sharper.
- Average pixel density: not published by the manufacturer
- Peak pixel densityThe sharpest point, usually the centre of the lens.
- Peak pixel density: not published by the manufacturer
- Subpixel layoutHow the coloured dots sit in a pixel. A stripe looks cleaner on text than PenTile.
- Subpixel layout: not published by the manufacturer
- Foveated renderingWhether detail is dropped outside where you look, to save performance.
- Foveated rendering: not published by the manufacturer
- PassthroughWhat the front cameras give you: colour, grayscale, or nothing.
- Passthrough: not published by the manufacturer
- Passthrough camerasResolution, density and frame rate of that camera feed.
- Passthrough cameras: not published by the manufacturer
- IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.
- IPD adjustment: not published by the manufacturer
- IPD rangeHow far the lenses travel to match eye spacing. A narrow range excludes part of any group of adults, which matters when one headset is shared.
- IPD range: not published by the manufacturer
- Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.
- Yes
- Vision correctionHow somebody who wears glasses uses it, and in what dioptre range.
- Fits over glasses
- DimensionsWidth, height and depth of the device itself.
- 187 × 185 × 277 mm
- Weight with strapWith the strap it ships with — the weight you actually wear.
- Weight with strap: not published by the manufacturer
- Head strapSoft band or a rigid one. Decides how the weight sits over an hour.
- Rigid halo strap
- MaterialsShell and facial interface, in the vendor’s words.
- Materials: not published by the manufacturer
- ColoursColours the manufacturer sells it in.
- Colours: not published by the manufacturer
- Haptics in the headsetVibration in the headset itself, not in the controllers.
- Haptics in the headset: not published by the manufacturer
- TrackingWhether content stays put in the room (6DoF), follows head rotation (3DoF) or is simply fixed.
- outside-in 6DoF via the PlayStation Camera, plus six-axis motion sensing in the headset
- Base stationsWhether boxes have to be mounted on the walls before it works.
- Not needed
- Tracking camerasHow many cameras it uses to know where it is.
- Tracking cameras: not published by the manufacturer
- Tracking rateHow often position is recalculated. Higher is steadier.
- Tracking rate: not published by the manufacturer
- Depth sensorA dedicated sensor for distance, on top of the cameras.
- No
- Hand trackingWhether bare hands can operate the interface, without a controller or the phone.
- No
- Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.
- No
- Face trackingTracks facial expression — for avatars, not for training scenarios.
- No
- Body trackingHow much of the body the device knows about. Estimated legs are not tracked legs.
- None
- Controllers includedWhether motion controllers come in the box, or are bought separately — or the device is hands-only.
- No
- Controller modelThe manufacturer's own name for the controller.
- DualShock 4, PlayStation Move or PlayStation VR Aim controller
- Controller tracking6DoF controllers track position and rotation, so a hand reaches in space; 3DoF only point. “None” means hands only.
- 6DoF
- Finger tracking on the controllerWhether the controller senses individual fingers, and how.
- Finger tracking on the controller: not published by the manufacturer
- Controller inputsButtons, sticks and triggers the controller offers.
- Face buttons · analog stick · motion tracking via the illuminated orb
- Controller hapticsVibration feedback in the hand.
- Controller haptics: not published by the manufacturer
- Controller powerDisposable cells or a built-in rechargeable — a fleet question.
- Controller power: not published by the manufacturer
- Controller weightOne controller, as the vendor weighs it.
- Controller weight: not published by the manufacturer
- Other input methodsWays in beyond controllers and bare hands.
- Other input methods: not published by the manufacturer
- Runs Skillsive appsOur own statement about whether Skillsive training applications run on it today.
- No
- Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.
- No
- Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.
- No
- Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.
- No
- Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.
- Swappable facial interface: not published by the manufacturer
- CertificationsIndustrial certifications stated on the manufacturer's own page. Empty means unconfirmed, never "probably fine".
- Certifications: not published by the manufacturer
- PortsPhysical sockets and charging contacts.
- HDMI · USB
- Wi-FiThe Wi-Fi generation — it decides how well wireless streaming holds up.
- Wi-Fi: not published by the manufacturer
- BluetoothFor controllers, headphones and accessories.
- Bluetooth: not published by the manufacturer
- Video from a computerWhether a computer can drive it, over a cable or wirelessly.
- Over a cable
- AudioBuilt-in sound. Matters most where somebody has to hear a remote expert while working.
- Headphone jack
- MicrophoneBuilt-in microphone — the other half of talking to a remote expert.
- Yes
- MicrophonesHow many. An array picks a voice out of a noisy hall; one does not.
- Microphones: not published by the manufacturer
- Price bandThe band it sits in, rather than a price that goes stale.
- Mid range
- Launch priceThe manufacturer's launch price. Fixed history, so it never goes stale.
- $399
- Price by configurationWhat each configuration cost at launch.
- Price by configuration: not published by the manufacturer
- Price todayApproximate current net price in USD — a general figure, since these barely differ between regions once tax is stripped out. A snapshot from the date shown, not an offer.
- Price today: not published by the manufacturer
- Comfort (from reviews)How it wears over a full session. Scored from agreement between independent reviewers, not from our own testing.
- Comfort (from reviews): not published by the manufacturer
- Edge clarity (from reviews)Sharpness away from the centre of the lens. Scored from agreement between independent reviewers.
- Edge clarity (from reviews): not published by the manufacturer
- Tracking reliability (from reviews)How tracking holds up in poor light and fast movement. Scored from agreement between independent reviewers.
- Tracking reliability (from reviews): not published by the manufacturer
- Hand tracking quality (from reviews)How usable controller-free hand tracking is in a training scenario. Scored from agreement between reviewers.
- Hand tracking quality (from reviews): not published by the manufacturer
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
Consider these too
The nearest devices in the same class, ranked by availability and launch price — not by our opinion of them.
Specifications checked against the manufacturer's page on 2026-07-30. Manufacturer's specification
Product and company names used here are the trademarks of their respective owners and appear only to identify the hardware being compared. We are not affiliated with, sponsored by or endorsed by any of these manufacturers. Illustrations are our own.



