![]() So it is very sure that PSVR2 hardware isn’t subsidized, as in Sony doesn’t lose money on it. I created a PSVR2 BOM by analogy and came to less than USD 250, and teardowns confirmed the hardware is very simple. But with ERM selling for less than USD 0.50, I doubt the LRAs cost 10x that. The only “extra” are better haptics using LRA (Linear Resonant Actuator)/VCM (Voice Coil Motor) instead of ERM (Eccentric Rotating Mass) motors. PSVR2 consists of a 2K OLED display, a simple SoC with some RAM/flash, Fresnel lenses, a USB-C cable and Touch controllers. If PSVR2 becomes a popular PC HMD, this broadens the market for hybrid games, with extra development making PS5/PSVR2 itself more attractive, on top of the extra money from PC PSVR2 sales. And maybe even enticing AAA developers to release more hybrid games for PS5/PSVR2, as these rely on ETFR for performance, which so far don’t easily translated to PCVR due to the lack of eye tracking in the commonly used HMDs. Because console gamers didn’t really buy the hardware for it’s plug’n’play nature, and instead regularly also own and configure PCVR capable PCs, so enabling PCVR streaming via PS5 will sell more PSVR2?Ģ) Sony enabling PSVR2 to be used with a PC directly, still allowing users to buy games on Steams, but at least leading to PC users also buying the PSVR2 as a VR HMD, generating profits for Sony due to low PSVR2 production costs. We’ve reached out to Sony for clarification.ġ) Sony enabling PSVR2 owners to stream PCVR games from a PC over the PS5 to PSVR2, allowing users to buy games on Steam, depriving Sony of its share from PS5 software sales.
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