PS(PC)VR 2, anyone interested?

A


What is Mura out of interest?

Mura shows up as a grey patchy fog or speckling in dark scenes on OLED headsets. The pattern doesn't move when the image moves, and more importantly is different in each eye's panel, so it can be distracting.

It's unique to each headset (some have little or no mura, others have loads). It's caused by inconsistent brightness on individual OLED pixels, when some OLED pixels turn off, others may be showing a very dark grey.
It is possible to calibrate the panels the factory to improve this, (The Rift CV1 had this) but doesn't look like Sony do this with the PSVR2.
 
To be honest the Quest Pro QLED panels, despite not being the highest resolution, are the best I've tried so far. No mura, very bright (blindingly so in some scenes), and extremely vibrant colours. The Q3 looks very washed out by comparison, and doesn't look hugely sharper.
The local dimming on the Pro means that when you get a black screen it shows as black and not dark grey, though you do get haloing around bright objects due to the limited number of dimming zones, but for the majority of games and content I find it a big improvement.

I was interested in getting a PSVR2 for PC but it increasingly seems like overall it's just not worth it over the Pro, or Q3, except perhaps for the uncompressed image over display port.
 
VERY QUICK FIRST IMPRESSIONS:

Really disappointed. Just been doing a 2 hour comparison between my Reverb G2 and the PSVR2, and the PSVR2 is poor. This isn't hyperbole, I'm genuinely quite shocked at how bad it is. The clarity of the G2 is light years ahead, such a cleaner crisper image. The mura / screen door effect of the PSVR2 was immediately apparent to me also and it is just atrocious. The G2 has zero artefacts like this in comparison. Zero.
The only saving grace of the PSVR2 is the OLED black levels and the general higher brightness, but with the mura, really - what's the point!? The only positive I can say about the PSVR2 is the controllers which I like a lot.

I genuinely don't know what most of the youtube reviewers I've watched are smoking. I can only assume they've been paid off by Sony.

I'll do some more testing and double check my settings, but this isn't my first rodeo. I know what I'm doing and even tried adding some reshade sharpening to some games to see if it helped, but no. I just don't see how the PSVR2 can have the same fresnel lenses and basically same resolution panels as my G2, and look this bad in terms of clarity. In SKyrim VR it felt like (if I was playing in normal flatscreen mode) I'd switched from 4k to 1080p.

It's not your settings. Last weekend I compared a PSVR 2 with a Quest 3(wireless PCVR) And I reached the same conclusion as you, the PSVR 2 isn't great at all. There is massive difference in clarity between the two headsets. Sure the Quest 3 has compression artifacts, but not in every game and with a proper setup and configuration you might not notice them at all unless you go looking. Whereas the PSVR 2 has mura, and to use your word, it's atrocious!!

The poor clarity and the bad mura kill this headset. The saving graces you mention above don't come close to saving it for me.

And to think I have seen some reports saying that the PSVR 2 has much better clarity when connected to a PC. I can't imagine how bad it is when connected to a Playstation!!
 
Mura shows up as a grey patchy fog or speckling in dark scenes on OLED headsets. The pattern doesn't move when the image moves, and more importantly is different in each eye's panel, so it can be distracting.

It's unique to each headset (some have little or no mura, others have loads). It's caused by inconsistent brightness on individual OLED pixels, when some OLED pixels turn off, others may be showing a very dark grey.
It is possible to calibrate the panels the factory to improve this, (The Rift CV1 had this) but doesn't look like Sony do this with the PSVR2.

Ah ok, I'm just used to it then, every VR headset I've ever used has had lots of what you describe as mura
 
On further testing, and based on some of the info above, especially regarding the pixel arrangement / sub arrangement, I think I understand what's going on more now with the image quality of the PSVR2. First up, if this was my first ever VR headset I'd probably think it was great. However, it's not and my Reverb G2 is almost 4 years old now, and the fact it's whipping it in terms of clarity is what's really bothering me the most.

The ppd is lower than the reverb G2 but not by a huge amount so I don't think it's this primarily. I think it is mainly this pixel arrangement that's causing the 'softness' and lack of clarity. I'm also not even sure now that I'm actually seeing 'mura'. I think it's this stupid 'filter' they've apparently used to supposedly mitigate screen door effect. But to me, it ends up looking like screen door effect - that my Reverb G2 doesn't have at all.

This however seems to imply the opposite....

"OLED tends to have more space between subpixels. This usually results in a more visible “screen door effect”, but that’s not the case here. Sony appears to be using some kind of diffusion filter to avoid that. The tradeoff of such a filter is that the image looks somewhat soft, not entirely crisp, so PSVR 2’s image appears slightly less sharp than even LCD headsets with lower resolution – though not less detailed.

The second, more problematic issue is that there is a non-uniform fixed pattern noise over the entire screen, called mura. It’s incredibly noticeable and distracting in loading and transition scenes, or when looking at a skybox or other low detail region. It’s not as noticeable in typical gameplay, but it’s still definitely there."

From here:

Going to do lots more testing and I have a month to decide to return it or not. What's anyone else doing? Keep or return?
 
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Each OLED pixel is self illuminating. An LCD panel is backlight illuminating. Mura is just tiny deviations of illumination brightness from each OLED pixel. LCD won't suffer Mura in the same way because it doesn't light each pixel individually. LCD suffers "dirty screen" which is a more broader deviation of brightness across the entire panel area.

PSVR2 sub-pixel layout really gives the resolution something like 1800x1800. The PSVR2 will have a much less PPD than the Reverb due to having less pixels/subpixels and a larger FOV.

Yeah the clarity isn't the best but I'm enjoying Elite, Skyrim, Alyx etc more on the PSVR2 than I have on any other headset, including Crystal and Aero.
 
I've discovered something that's a bit of a game changer - for some games anyway. THIS GUY: https://vrtoolkit.retrolux.de/

Managed to get it working in Half Life Alyx (the main game I'm testing with) and it's basically a very good reshade sharpening setup. With this running it's made a noticeable difference to counter the PSVR2 softness. They really need to add some sort of easy sharpening set up to Steam VR or the PSVR2 software this reshade tool really does make a difference. I think the PSVR2 is definitely 'soft', when it doesn't need to be.

Got to some darker areas with lights etc in Alyx and holy **** - this is what I've been waiting for. This is why I wanted OLED for VR! It's amazing, and the mura/ screen door is hardly visible at all in dark areas. On my headset light areas are most noticeable.

I'm starting to learn to like this now, and trying to treat the 'mura' like film grain :p I think it could be a keeper for sure. As mentioned, I'll probably keep using the G2 for Flight Sim etc for the better clarity, and the PSVR2........ for everything else??? More testing required....
 
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I've discovered something that's a bit of a game changer - for some games anyway. THIS GUY: https://vrtoolkit.retrolux.de/

Managed to get it working in Half Life Alyx (the main game I'm testing with) and it's basically a very good reshade sharpening setup. With this running it's made a noticeable difference to counter the PSVR2 softness. They really need to add some sort of easy sharpening set up to Steam VR or the PSVR2 software this reshade tool really does make a difference. I think the PSVR2 is definitely 'soft', when it doesn't need to be.

Got to some darker areas with lights etc in Alyx and holy **** - this is what I've been waiting for. This is why I wanted OLED for VR! It's amazing, and the mura/ screen door is hardly visible at all in dark areas. On my headset light areas are most noticeable.

I'm starting to learn to like this now, and trying to treat the 'mura' like film grain :p I think it could be a keeper for sure. As mentioned, I'll probably keep using the G2 for Flight Sim etc for the better clarity, and the PSVR2........ for everything else??? More testing required....

Have you tried the toolkit in MSFS or any other flight sims to see if it improves instrument readability?

Having to send my PSVR2 back as a stuck pixel in the middle of my right eye, once seen cannot unsee :(
 
Have you tried the toolkit in MSFS or any other flight sims to see if it improves instrument readability?

Having to send my PSVR2 back as a stuck pixel in the middle of my right eye, once seen cannot unsee :(

Tried MSFS 2020 VR this evening and I always use the OpenXR toolkit with that. I ran the settings at the exact equivalent of how I run my Reverb G2 to test. My MSFS set up is long winded and complex but it partly involves running at huge supersampling levels (about 160%) and then using DLSS performance and then sharpening in the game itself and via the toolkit. Doing this on my G2 makes it look absolutely superb with great clarity and very smooth edges. On the PSVR2............. it looks like garbage in comparison! Just doesn't have the clarity, and the pixel layout and mura ruin the image.

As I predicted I think the PSVR2 has a specific use case on a per-game basis. There's no way I'd use it for MSFS now but for Half Life Alyx and Alien Isolation with the VR mod as just 2 examples I definitely will. The OLED screen, even with all its faults in this headset is just too damn good for those type of dark, atmospheric games.

I look at this this way as a kind of easy comparison - If I was going to watch a darkly lit, moody film would I rather watch it on a 1080p OLED TV with HDR and inky blacks, or on a 4k LCD TV with no HDR and washed out grey blacks? I'd choose the former every time. And I know the PSVR2 doesn't have HDR actually working on PC (yet! I reckon modders may make it so) but the difference in black levels, brightness, colour and ergo general 'dynamic range' vs my G2 - it may as well be HDR!
 
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Complete VR noob here, so please bear with me...

I bought a PSVR2 on day 1, and it has sadly been sat in the box after just a couple of uses with the PS5... until now. I've connected it to my PC (direct to USB-C VirtualLink on 6900XT), and the controllers are connected to a TP-Link UB500 (one of the Bluetooth adapters "approved" by Sony). I've been playing Half-Life: Alyx for a couple of hours - which is blowing my mind - but I am encountering a couple of annoying issues.

Firstly, the controllers keep getting "stuck" - like the hand on the screen will still be responsive (finger tracking, firing gun etc.), but I can't move it in 3D space. I can literally walk far away, and the hand just hangs out stuck in one place! I assume this is something to do with controller tracking? Any ideas on how to stop this from happening?

Secondly, I've had a couple of issues with the SteamVR app itself. One time it just straight up crashed (gave me an error message) and booted me out of the game. Another time it wouldn't let me access the SteamVR UI / settings from inside the game. Just displayed a sort of gray screen with the play area awkwardly flashing in and out. No idea what might be causing this one!

Any help appreciated :)

Cheers,

Su
 
Complete VR noob here, so please bear with me...

I bought a PSVR2 on day 1, and it has sadly been sat in the box after just a couple of uses with the PS5... until now. I've connected it to my PC (direct to USB-C VirtualLink on 6900XT), and the controllers are connected to a TP-Link UB500 (one of the Bluetooth adapters "approved" by Sony). I've been playing Half-Life: Alyx for a couple of hours - which is blowing my mind - but I am encountering a couple of annoying issues.

Firstly, the controllers keep getting "stuck" - like the hand on the screen will still be responsive (finger tracking, firing gun etc.), but I can't move it in 3D space. I can literally walk far away, and the hand just hangs out stuck in one place! I assume this is something to do with controller tracking? Any ideas on how to stop this from happening?

Secondly, I've had a couple of issues with the SteamVR app itself. One time it just straight up crashed (gave me an error message) and booted me out of the game. Another time it wouldn't let me access the SteamVR UI / settings from inside the game. Just displayed a sort of gray screen with the play area awkwardly flashing in and out. No idea what might be causing this one!

Any help appreciated :)

Cheers,

Su
Tracking is because the bt signal is not strong enough,try moving the dongle around and the steam VR app i would recommend a fresh install.
 
Complete VR noob here, so please bear with me...

I bought a PSVR2 on day 1, and it has sadly been sat in the box after just a couple of uses with the PS5... until now. I've connected it to my PC (direct to USB-C VirtualLink on 6900XT), and the controllers are connected to a TP-Link UB500 (one of the Bluetooth adapters "approved" by Sony). I've been playing Half-Life: Alyx for a couple of hours - which is blowing my mind - but I am encountering a couple of annoying issues.

Firstly, the controllers keep getting "stuck" - like the hand on the screen will still be responsive (finger tracking, firing gun etc.), but I can't move it in 3D space. I can literally walk far away, and the hand just hangs out stuck in one place! I assume this is something to do with controller tracking? Any ideas on how to stop this from happening?

Secondly, I've had a couple of issues with the SteamVR app itself. One time it just straight up crashed (gave me an error message) and booted me out of the game. Another time it wouldn't let me access the SteamVR UI / settings from inside the game. Just displayed a sort of gray screen with the play area awkwardly flashing in and out. No idea what might be causing this one!

Any help appreciated :)

Cheers,

Su
I have the exact same problem with the same bluetooth dongle, a guy on YouTube said switching to the asus ub500 solved the problem for him, not tried it yet myself
 
Complete VR noob here, so please bear with me...

I bought a PSVR2 on day 1, and it has sadly been sat in the box after just a couple of uses with the PS5... until now. I've connected it to my PC (direct to USB-C VirtualLink on 6900XT), and the controllers are connected to a TP-Link UB500 (one of the Bluetooth adapters "approved" by Sony). I've been playing Half-Life: Alyx for a couple of hours - which is blowing my mind - but I am encountering a couple of annoying issues.

Firstly, the controllers keep getting "stuck" - like the hand on the screen will still be responsive (finger tracking, firing gun etc.), but I can't move it in 3D space. I can literally walk far away, and the hand just hangs out stuck in one place! I assume this is something to do with controller tracking? Any ideas on how to stop this from happening?

Secondly, I've had a couple of issues with the SteamVR app itself. One time it just straight up crashed (gave me an error message) and booted me out of the game. Another time it wouldn't let me access the SteamVR UI / settings from inside the game. Just displayed a sort of gray screen with the play area awkwardly flashing in and out. No idea what might be causing this one!

Any help appreciated :)

Cheers,

Su

If you have a USB extension cable to get the dongle away from the PC and into open space can also improve signal.
 
I think the extension cable might be the key thing here. I've got a cheap as chips bluetooth 5.0 mini dongle that's a few years old now and it's worked perfectly for me so far. Thing is I already had it on a usb extension lead (for various other 'reasons') and it's about 3m away from my PC in the corner of the room, behind a bookcase!
 
Tracking is because the bt signal is not strong enough,try moving the dongle around and the steam VR app i would recommend a fresh install.
If you have a USB extension cable to get the dongle away from the PC and into open space can also improve signal.
I have the exact same problem with the same bluetooth dongle, a guy on YouTube said switching to the asus ub500 solved the problem for him, not tried it yet myself
I think the extension cable might be the key thing here. I've got a cheap as chips bluetooth 5.0 mini dongle that's a few years old now and it's worked perfectly for me so far. Thing is I already had it on a usb extension lead (for various other 'reasons') and it's about 3m away from my PC in the corner of the room, behind a bookcase!

Got it, I have a cheapo extension cable so will give this a go tomorrow! But if it was interference, wouldn't it just be totally unresponsive, or lose connection? The fact that I can still move my fingers and press buttons perfectly fine is a little odd.

Re. the Asus dongle, I read the opposite which is why I bought the TP-Link which makes we wonder if the choice of dongle is actually a moot point!

I did some reading and apparently USB 3.0 has inherent interference issues with Bluetooth...? Is it worth investing in a USB 2.0 back panel header to try this? (Don't have any spare onboard 2.0 ports).
 
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Got it, I have a cheapo extension cable so will give this a go tomorrow! But if it was interference, wouldn't it just be totally unresponsive, or lose connection? The fact that I can still move my fingers and press buttons perfectly fine is a little odd.

Re. the Asus dongle, I read the opposite which is why I bought the TP-Link which makes we wonder if the choice of dongle is dongle is actually a moot point!

I did some reading and apparently USB 3.0 has inherent interference issues with Bluetooth...? Is it worth investing in a USB 2.0 back panel header to try this? (Don't have any spare onboard 2.0 ports).

According to the interwebs, the dongles are underpowered for what they need to do, which is handle tracking data from the controllers and finger/button control, perhaps finger/button control is prioritized over tracking or it's a bandwidth thing. Putting the dongle on an extension cable gives it a better chance of communicating with the controllers, but if you look at the size of the dongle's antenna its probably never going to be optimal. Recent drivers from the dongle manufacturers are helping to address this. Also ensure you don't have onboard wifi enabled which could be competing with the dongle. People have had a lot of success with with wifi cards and dongles that have a larger antenna to help with comms to the controllers. Unfortunately this could mean more expense for a lot of users, but there are some tips that may get rid of the issue that you're having.
 
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