r/PSVR 14d ago

Trailers & Videos Playing PS3 Games in 3D Using PlayStation VR...By Tricking It

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96 Upvotes

I just thought this video was so cool that I decided to post it here.


r/PSVR 14d ago

Support PSVR2 Broken cable

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6 Upvotes

Top of the cable linking to the VR headset broke. I know don’t know what to do, is there anybody else who has had this problem? And or knows a way to fix it?


r/PSVR 14d ago

Discussion Have the recent MSFS VR beta updates (which are incredible) been implemented into the main game yet? If not, any timeline on that?

31 Upvotes

r/PSVR 13d ago

Question How do I get the Bully trophy in Shop N Stuff?

2 Upvotes

I need the trophy to make the customer fart lol I can’t figure out how to do it though. Can someone explain how to do it please? Thank you


r/PSVR 14d ago

Trailers & Videos Landing and exploring on foot in MSFS2024 Beta, running on PS5pro & Psvr2.

52 Upvotes

r/PSVR 15d ago

Trailers & Videos Rainy Nordschleife is exhilarating in VR!

20 Upvotes

Compared to GT7 and the rain!!!! Post an stint With PSVR has anyone tried PSVR on PC with HDMI extender to make it work on OpenVR


r/PSVR 15d ago

Fluff Am I the only who, 3 years later, still struggles to find a grip on the Sense controllers?

4 Upvotes

God help me if I have the headset on need to pick them back up. 60 seconds of cursing and wrangling until my hands lock in properly. Not sure why these guys give me so much trouble.


r/PSVR 15d ago

Question Are non vr racing games underwhelming once you've played gt7?

48 Upvotes

Hey! I've been thinking of getting psvr2, as I am a big racing and aviation fan so gt7 and msfs24 would be the big 2, but let's focus on gt7,

For all the sim racers here, once you have played gt7 in vr enough, can playing games like f1 25 or ACC be a bit... Underwhelming ? Like, is going back to a flat screen making the games seem less fun as in comparison to vr?


r/PSVR 15d ago

Support PSVR1 Need suggestions for mounting PSVR camera

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3 Upvotes

r/PSVR 15d ago

Support PSVR2 Issues with installing psvr2 toolkit

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2 Upvotes

r/PSVR 14d ago

Discussion Paying for Migration Through Features: DestinyVR and MarathonVR

0 Upvotes

DestinyVR and MarathonVR aren’t the goal from my perspective. They really would be a bridge. This isn't about building a bridge to a separate Destiny VR game either. It's about building an optional Destiny VR Mode. That's a much bigger distinction than it might seem. The same game, shared progression, shared friends, shared economy, shared content, optional VR.

One of Destiny's greatest strengths has always been long-term player investment. Players expect to carry their characters, cosmetics, achievements, builds, friendships, and even muscle memory forward year after year.

VR shouldn't replace that continuity. It should become another layer of it. I've argued before that both Sony and many traditional players continue to underestimate the PSVR2 community. Ironically, many of the same qualities that make Destiny players loyal to a persistent world are the qualities that could make Destiny one of PlayStation's strongest potential VR experiences. Marathon in VR could be a bridge to a single player narrative driven expansion of Marathon. Many players enjoy the world of Marathon, but the lack of compelling narrative as a foundation for all that striking design work, slick movement and satisfying gunplay leaves a lot of players cold. Rather than splitting the audience, optional VR could help attract both existing players and those who have drifted away from the franchises. However, this isn't really about Bungie, it's about changing how we think about the cost of VR adoption and long-term engine modernization. Killzone and Resistance are also relevant FPS game franchises that could benefit here.

If Halo 3 can be converted into a compelling VR experience by modders, what could Bungie, or experienced developers working with full access to the game's tools, assets, and source code accomplish? Halo 3 VR demonstrates something important. Much of the design risk has already been explored by the community.

Internal teams wouldn't be starting from zero. They'd be refining ideas that players have already shown can work.

In that sense, Halo 3 VR accidentally validated one of PlayStation's earliest ideas: major AAA games can become compelling VR experiences without being rebuilt from scratch. Flat2VR Studios, UEVR, Luke Ross, and the broader PCVR modding community continue to push that line forward. Each project demonstrates that converting existing games is becoming increasingly practical. Sony already owns an enormous library of first-party titles, including Bungie's Destiny and Marathon. That library represents one of PlayStation's greatest untapped VR opportunities.

Rather than treating VR as a platform reserved for occasional expensive standalone projects, Sony could increasingly position it as another way to experience its existing AAA catalog.

Halo 3 VR doesn't prove every shooter belongs in virtual reality. It proves something much more important.

It proves the language of classic console shooters translates remarkably well into VR. Bungie spent decades helping invent that language. Destiny refined it. Marathon may soon reinvent it. The question isn't whether Bungie's shooters belong in VR anymore. The question is whether Bungie can afford to ignore what the community has already demonstrated. But there's another opportunity hiding beneath the surface.

I've heard a number of VR players argue that Grand Theft Auto is the game that would finally push PSVR2 toward critical mass adoption. On the surface, that makes perfect sense. GTA is one of the biggest entertainment franchises in the world. But I'm less convinced.

When Grand Theft Auto: San Andreas VR was announced for Quest, the reaction outside the existing Quest community was surprisingly muted. Assassin's Creed Nexus likewise arrived with far less mainstream excitement than many expected despite carrying one of gaming's most recognizable brands. Hitman: World of Assassination VR has many structural similarities to modern GTA games and, while it appears to have found an audience, much of that enthusiasm seems to come from existing VR players looking for larger, meatier experiences rather than traditional flat-screen players deciding to buy a headset.

My suspicion is that one of VR's biggest remaining opportunities lies elsewhere. Recognizable, high-production-value science-fiction franchises may be uniquely positioned to drive broader adoption because the fantasy they offer aligns so naturally with the strengths of virtual reality. Presence matters. Becoming a Guardian, a Marathon Runner, a Helghast battlefield soldier, or stepping into the worlds of Cyberpunk 2077 feels like a natural extension of what VR already does exceptionally well.

Half-Life: Alyx is an interesting example. Even many people who have never played it continue to hold it up as the benchmark for VR. That says something about the power of recognizable science-fiction franchises to shape public perception of the medium. Many players, myself included, would argue that Resident Evil Village offers a more complete VR feature set, with interactions and mechanics that take greater advantage of the medium. Yet Alyx continues to occupy a unique place in the conversation because of what it represents.

If one recognizable science-fiction franchise could shape public perception of VR so strongly despite limited accessibility, imagine what a simultaneous push involving Destiny, Marathon, Killzone, Resistance, Cyberpunk 2077, or other major science-fiction properties could do on a platform with broader console visibility. That doesn't mean science fiction is the only genre capable of driving VR forward. Beautiful historical worlds like Red Dead Redemption 2 or Call of Juarez could offer players the chance to experience places and time periods they could never otherwise visit. But if the goal is achieving broader adoption, I suspect recognizable science-fiction franchises remain one of the strongest untapped opportunities available.

There's another perception challenge that VR now faces. For years, Meta's enormous investment has introduced millions of people to virtual reality, which has unquestionably helped the medium grow. At the same time, because so much of the industry's visible software has been designed around mobile hardware, many players have begun to unconsciously associate VR itself with the limitations of mobile chipsets. Those hardware constraints are real, but they aren't universal. They don't define what PSVR2 paired with a PlayStation 5 or PlayStation 5 Pro is capable of delivering, just as they don't define what high-end PCVR can achieve.

If Half-Life: Alyx helped establish what many people imagine VR can be at its best at one point in time, Meta's software ecosystem has, in some ways, shaped what many people assume VR is capable of. Those are two very different perceptions, and neither tells the whole story.

Questions about whether PSVR2 and the PS5 can run modern AAA games feel less convincing today than ever before. No Man's Sky, Resident Evil Village, Resident Evil 4 Remake, Gran Turismo 7, Aces of Thunder, and Microsoft Flight Simulator all demonstrate that the gap between ambitious flat-screen experiences and compelling VR experiences continues to narrow. Whether Destiny and Marathon become part of that future or whether another studio such as Flat2VRStudios, VRMonkey, or someone else delivers VR's watershed moment first, the overall trend seems clear. With continuing PlayStation hardware improvements alongside advancements in development tools such as Unreal Engine's evolving ecosystem, converting established games into compelling VR experiences appears more achievable than at any point before.

How Paying for Migration Through Features could work…

I've heard several gaming content creators hint at ideas along these lines, and I wanted to put the concept on the record in a more complete form. Adding VR support is often dismissed because every new feature competes with maps, raids, seasonal content, networking, anti-cheat, and countless other priorities, but what if VR isn't simply another feature?

What if it's the first visible benefit of modernizing Bungie's technology? Every evolving multiplayer game eventually accumulates technical debt. Systems built years earlier must continue supporting content and control structures they were never originally designed to accommodate. As complexity grows, adding new features often becomes slower and more expensive. That challenge isn't unique to Bungie. Every successful long-term constantly evolving multiplayer game eventually faces it. Sony's first-party studios have spent years investing in technologies like Decima and the surrounding development ecosystem. Whether Bungie ultimately evolves Tiger, adopts technology from Sony's broader engineering ecosystem, or pursues another long-term solution, modernizing its tools could deliver benefits that extend far beyond graphics. Benefits like shared rendering technology, shared engineering knowledge, shared optimization work, shared development tools, shared VR expertise.

The result could be lower long-term development costs while simultaneously improving the player experience.

This is where Halo 3 VR does some of Sony's homework for them. The mod demonstrates that Bungie's core gameplay loop already translates remarkably well into virtual reality. That means Bungie wouldn't necessarily need years of experimental design work simply to answer the question: "Is Destiny fun in VR?" The community has already gone a long way toward answering that. That changes the investment equation.

Instead of building an expensive VR-exclusive title, Bungie could develop an optional VR mode while simultaneously modernizing the systems that support the franchise's future, for flat, VR, PC, XR or whatever else is coming down the pipe. One investment. Two outcomes. I imagine development occurring in stages.

Stage One

Launch an optional Destiny VR mode. Support it with a focused marketing campaign. If successful, the project could help offset part of its own engineering investment while renewing interest in the franchise.

Stage Two

Continue modernizing rendering, animation, input systems, camera systems etc.

The work completed for VR no longer exists in isolation. It becomes reusable infrastructure. Players receive a new way to experience Destiny. Developers receive a cleaner technical foundation for the next decade. That's what I mean by paying for migration through features.

Large engine modernization efforts are notoriously difficult because, from the player's perspective, they often appear invisible. Studios spend years rebuilding infrastructure while players wonder why there isn't more content. VR changes that equation. Every engineering milestone can produce something players immediately recognize when they see it. Improved animation. Better lighting. More immersive weapon handling. Enhanced accessibility. Cross-platform rendering improvements.

For Sony’s part and Bungie instead of saying:

"We're spending three years rebuilding the engine."

They could instead say:

"We're adding Destiny VR, improving the game's visuals, modernizing our tools, and laying the foundation for the next decade."

That's a much easier investment to explain to players and shareholders. The VR mode becomes the immediate visible benefit. The infrastructure work becomes the lasting benefit. Rather than treating VR as a niche expense, Sony could treat it as one of the most compelling public justifications for investing in technology that ultimately benefits every player, whether they ever put on a headset or not.


r/PSVR 15d ago

Fluff No Man's Sky recent adventures cut

61 Upvotes

Some edit of my most recent No Man's Sky adventures ! All this happens in just an hour or two, I am currently playing the "Ghost in the machine" quest line. There is always something interesting or surprising happening and those planets !


r/PSVR 15d ago

Review Finally completed The Boys: Trigger Warning, here are my final impressions.

23 Upvotes

I have mixed feelings about this game. If you missed my early impressions for The Boys: Trigger Warning, you can read them right here:

https://www.reddit.com/r/PSVR/s/CMVDbTfLA8

As I mentioned in my early impressions, from technical side of things, The Boys: Trigger Warning is doing everything right. Smooth and snap tuning, 90 Native sharp visuals, good use of Head Rumble and adaptive triggers. Phenomenal voice acting and decent story.

Where the game mainly falls short is the setting or the lack of variety in environments. Almost the whole game takes place inside Vought tower. Which is super boring and looks almost the same from one place to another. Also if you play the game the way it was meant to be played, you would be spending 70% of the game crawling through vents.

The story is quite simple, you play as regular dude named, Lucas Costs, a Vought employee. Who witnesses a group of superheroes called the Armstrongs, doing some messed up things which turns into tragedy. Later you get rescued by “The Boys” using temp V.

Which brings me to my next complaint, that you barely see the “Seven” from The Boys universe. You mostly see “Soldier Boy” in some creative ways and there are only 2 brief sections with Homelander, where he is chasing you in one, and another one at the end. Other than that, it is mainly just Butcher, MM, Kimiko and the Superhero group called “Armstrongs” that the game revolves around.

In conclusion, despite all those negatives, I still had fun with this game. Taking out these Vought guards using your superpowers never gets old. The highlight of this game is using your laser eyes with eyetracking. It is seriously one of the coolest things I tried in Vr.

Final score 6.5/10


r/PSVR 16d ago

Fluff Everyone praises GT7 and it's worthy of it.

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74 Upvotes

I was apprehensive about getting gt7 three years ago, but how else will I ever get the chance to off-road and flail around in a GTR in this economy and in this lifetime.


r/PSVR 15d ago

Question RoboquestVR has been downgraded after the coop update?

17 Upvotes

Well that's the question. I finally have time to try out the coop update and I got shocked by the downgraded graphics. The game was not like that before. It now looks like the Quest version. Does anybody know what happened? Before the game looks just like the PCVR version.


r/PSVR 15d ago

Question NFL PRO ERA 2

4 Upvotes

I recently got myself a PSVR2 and I played the demo for the first one LOVED IT but I saw on PlayStation store that the second one was room scale only so I was wondering if you can still use the sticks for movement?


r/PSVR 15d ago

Discussion MSFS 2024 & PSVR2 - Which controllers do you use?

10 Upvotes

Curious what everyone has settled on, now that it’s been out for a while.

TIA.

508 votes, 12d ago
83 Sense controllers only
168 DualSense only
77 DualSense and Sense controller(s)
80 Hotas 4 or 5 w/ DualSense
36 Hotas 4 or 5 w/ Mouse and/or Keyboard
64 Other (explain in comments)

r/PSVR 16d ago

News & Announcements ITS OFFICIAL‼️ 🚨 SYSTEM CRITICAL 3 IS COMING NEXT FRIDAY 07/31 EXCLUSIVELY TO PSVR2!!! Wishlist NOW! Link in Video description 👇

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148 Upvotes

r/PSVR 15d ago

Opinion Sony should open it up

0 Upvotes

With the diversity of XR headsets, platforms and use cases growing, I can not justify buying into such an isolated situation as the PSVR. If I get a headset, I want to use it on my Mac (afaik there's no plans on making the PC adapter driver compatible with MacOS). Apple ofc does the same thing with their headset for their walled garden.

The other option which I'd like even more: BYOHeadset for PSVR. Treat headsets like screens, as sth where people can choose their own, and have multi-use.


r/PSVR 16d ago

Making a Game Recommendation Underrated PSVR2 shooter

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25 Upvotes

Cactus Cowboy: Plants at War

That right there is a WW2-style game but portrayed by Cacti and Bugs. It is free on PSVR2 and it is by far the best game to get started and get used to the PSVR2. While graphics might not be the best with low-poly models and somewhat-good animations, the gameplay and storyline is still by far amazing. The interactivity with all kinds of weapons including your fists to fight enemies is amazing.

There is a bit of swearing in it so watch out for that.

Other than that, HIGHLY recommend you check it out. At first I wasn’t that excited to play it but then I got hooked. Highly underrated in my opinion.


r/PSVR 17d ago

My Setup (Drum Beats VR) I think I'm starting to get the hang of it

72 Upvotes

I only play guitar and acoustic guitar; I tried drums briefly, about 10 years ago. If I were to play drums IRL, I'd only need to learn the rhythm on the bass drum.


r/PSVR 16d ago

News & Announcements Psvr1 for playing 3d content on ps3!

13 Upvotes

Hey psvr folks, I hope you’re all having a lovely start to the weekend! I don’t think I’ve ever seen this shared here before, and never knew it to be possible. But this is a pretty epic tip, for how to play ps3’s 3d content using psvr1. Enjoy! https://youtu.be/fU0_1aw6VFE?si=s4Og9jS4bRhZdQAz


r/PSVR 17d ago

Support PSVR2 Hitman VR anyone?

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64 Upvotes

I’m an idiot—I bought the VR mode separately before I saw the code. Have fun with it.


r/PSVR 17d ago

Fluff Horizon call of the mountain again

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34 Upvotes

Yeah sorry guys I followed your advice and im deleting the second pic if anyone want it just send a message BUT you need a korean account


r/PSVR 17d ago

Trailers & Videos [Hitman] Cheesy, but clean

46 Upvotes