Next-gen VR on PS5: the new controller

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Next-gen VR on PS5: the new controller

Stronger immersion with adaptive triggers, haptic feedback, finger-touch detection and more.

Following the recent reveal of our next-generation virtual reality system for PS5, I’m excited to unveil more details about the new controller that will play a critical role in providing gamers with the VR experience we’re working to deliver. Our new VR controller speaks to our mission of achieving a much deeper sense of presence and stronger feeling of immersion in VR experiences. It will build upon the innovation we introduced with the DualSense wireless controller, which changed how games “feel” on PS5 by unlocking a new way to tap into the sense of touch. Now we’re bringing that innovation to VR gaming.

VR Controller

Design

The first thing you’ll notice with our next-gen VR controller is the unique design, which takes on an “orb” shape that allows you to hold the controller naturally, while playing with a high degree of freedom. There are no constraints with how you’re moving your hands, providing developers with the ability to create unique gameplay experiences.

We also designed the new controller with great ergonomics in mind, so it’s well-balanced and comfortable to hold in each of your hands. We applied learnings from testing users with a range of hand sizes, as well as the decades of insights from controllers across all PlayStation platforms. The result is an iconic design that will change how VR games are played.

VR Controller VR Controller

Features

The new VR controller enables players to feel and interact with games in a much more visceral way. There are several features, including key features from the DualSense controller, which match our vision for what next-generation VR games can be.

●      Adaptive triggers: Each VR controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense controller. If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level.

●       Haptic feedback: The new controller will have haptic feedback optimized for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.

●       Finger touch detection: The controller can detect your fingers without any pressing in the areas where you place your thumb, index, or middle fingers. This enables you to make more natural gestures with your hands during gameplay.

●       Tracking: The VR controller is tracked by the new VR headset through a tracking ring across the bottom of the controller.

●       Action buttons / analog sticks: The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.

SIE’s Product, Engineering, and Design teams have collaborated to build our new VR controller from the ground up with a goal of making a huge leap from current-gen VR gaming. We’re thrilled with the controller we developed, but what matters now is how game creators will take advantage of the features to design the next generation of VR experiences. Prototypes of our new VR controller will be in the hands of the development community soon, and we can’t wait to see what ideas they come up with and how the controller helps bring their imagination to life!

There’s still much more to share about the next-generation of VR on PS5. On behalf of all of us at SIE, I want to thank you for taking this journey with us!

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356 Comments

  • Looks good, would love to play with them (okay that sounded weird)

  • So excited for psvr2! Now all we need is a next gen AIM controller.

    • I’m guessing this replaces the aim controller (since they cover the same functions) – but perhaps they’ll be a ‘plastic add-on’ type of device for those wanting to replicate the feel of a larger gun perhaps.

    • true cuh

  • It looks pretty good except for three things: Is this meant on the go or does it require the PS5 in order to play VR? Is the next-gen Playstation VR compatible with the current Playstation VR games (where I can use the next-gen controllers to move my character around)? Plus I know that Playstation Move was able to track using a camera and light (that came from the move controller) – but how is the next-gen controllers intend to track? Is it being tracked through light or just movement?

  • Imagine welding the Chains of Olympus with these two bad boys.
    😍😍

  • I noticed they went black controllers with this but white with the console controller what a weird choice. also i would like to know if the ps4 vr games would work with the psvr2 as it would be silly having 2 diff vr headsets for pretty much the same thing.

    • I suspect the colour choice may have been to keep the adult-children happy (and quiet), having observed the mania over the PS5’s white colour scheme.

  • Now these are the controllers that should’ve been made in the first place

  • I feel to excited about this new created experience of vr gaming I can’t wait.

  • Duuuuude lets freaking gooooo!!!! These look sick!!! And whats that about the headset being the tracker????! Ooohhhh man cant wait to see the magic they put into the new headset!!!

  • Not to sound negative, but where is the acquisition of Square Enix? There is a gaping hole in the 1st party RPG lineup. Paying for timed exclusivity doesn’t seem like you’re thinking long term.

  • SIE, please commission Namco to do a Ridge Racer VR Remake compilation of RR 1-4 (or just Type 4 if that’s asking too much). I’d have a heart attack but that’s okay… Happy to crowd-fund! Just tell me where to throw my money. Many thanks!

  • Interesting indeed!

  • The biggest possible improvement over he original. Now we need to see a new VR Aim controller with a stock!

  • these look dope as hell
    imagine playing minecraft with these

  • These need a strap that goes around the back of your hand so you don’t have to actually grip the controller. This is so obvious I can’t believe so many hardware developers miss it. Actually, Valve are the only devs I can think of that have implemented it at all. It’s an absolute must for deeper immersion.

  • Looking forward to it. Go Leafs go!!

  • Looking good, can’t wait to try them.

  • I’m in love with the orb design of these controllers! Great job!

  • These are very very cool! Not sure if its doable or not but it would be cool if their new headset could work wirelessly or have the ability to connect to the system using a high end cable providing a super high visual/performance boost like a PC.

  • Absolutely what I’d hoped Sony would produce for a next gen vr controller. Can’t wait to see more!

  • As a first gen PSVR owner, I’m really looking forward to PSVR2. It looks like it’s solving my most pressing concerns (controllers and ability to quickly set it up without a rats nest of cables). Can’t wait! (Even though I expect it’ll release in 2022 at the earliest)

  • sweet!

  • not counting on it, but it’d be great to see this become compatible with pc eventually

  • Very, very excited about PSVR2! We’ve had so much fun playing PSVR over the last few years. So many great games, i’m excited to see what devs come up with all that new hardware power to back it up. If you need a beta tester let me know!!! ;)

  • I can not wait to see more about this, so far it sounds like a substantial improvement.

  • Great looking design, they look like a real step up from the current wands. For me grabbing virtual objects is the most immersive thing about VR and hopefully these will be easy to get working with existing games too. I just hope the cost isn’t prohibitive, they look very premium i.e. expensive!

  • I strongly dissagre with the triangle and square button being in the left hand, in my opinion theres no meaning for the right stick to exist since in VR we move the camera with our head, so in the right controller there should be all the 4 buttons and in the left hand should be the stick to move around the character. Just an opinion

  • I am super excited about this new vr…definitely saving some stimulus cash for this right here lol

  • Please let me know when I need to start sending you money to secure my VR for PS5. I can’t wait for it to release. I love my gen 1 vr and just got my adapter so I can use them again. Thanks Sony

  • This is exactly the kind of Controllers the PSVR1 needed on Day 1 Along with a much more accurate Tracking System with Room Scale. I am happy to finally see PSVR making real Progress! Sony and 3rd Party Developers really needs to somehow make all PSVR1 Games Compatible with these new Move Controllers with Patches because there are so many PSVR1 Games that can Benefit from these new Move Controllers right Now! I hope they get released early so we can play our PSVR1 Games with these before PSVR2 Comes out. And the PSVR2 Headset should be Backwards Compatible with with old PSVR1 Games with the new Move Controllers with improved accurate Tracking with no more Aim Drift, as well as full smooth Joystick Locomotion with Joystick Smooth Turning and Finally Joystick Strafing!
    The PSVR1 Library needs these New Move Controllers! It would be a huge wasted potential otherwise.

  • The new VR is looking good!

  • I’m there day one, that’s if I can order one!

  • These PSVR controllers look exceptional. In tandem with the new PSVR2 Headset. Gaming (RE8) cannot get any better.
    How do they work with gun peripheral?

  • Who’s gonna be the first person whose hands don’t fit through the loop

  • Let’s do this!

  • They are beautiful!

  • They didn’t mention with which camera it will work or it does not need any camera?

    So it means the PS5 camera won’t work with, so in sum it won’t work with any of the old PS VR or PS4 camera games regraldess of any situation.

  • I SEE A DESIGN FLAW:

    If you are backing away from a target (left thumb) and you want to switch to your next weapon (traditionally the triangle button) you will have to stop moving to do so.

    When designing such a thing we should never have to lose our ability to control the motion of our avatars.

    The triangle, square, circle, and “cross”, buttons should be laid out like a flute.

    In a racing game for example I can already see my self reaching over with my right hand to hit a triangle boost button so I dont let go of forward to accelerate, only to have the two “rings around the wrist of the controler” bump in to each other.

    Let’s take the current ps 4 controller in a game like fortnight for example, if your in a sniper dule wouldent it be great to jump with X as well as moving right thumb to line up your shot. There is some customization options in the menus, but if the buttons were laid out so that each of your fingers rested on triggers on the back of the controler you might not have have to remap any thing.
    If an esports champion had a controler like that, would he have an advantage over others ?
    (Thinking specifically of streetfighter champion justin wong whom uses an arcade fighting stick with six buttons rather than a controller)

    I have seen some custom add on’s to controlers that add triggers to the rear of the controler.

    I cant say I have ever seen any one play with index and middle finger covering r1, r2, its rather uncomfortable due to the controler design. Most people, (I assume) transfer there index from position 1 to position 2. in a highly competitive environment such as “rainbow 6 siege”, “for honor” or “firewall” on the ps vr. Characters can strike you in seconds and saving a half second reaction can win the match for your entire team.

    We can assume that most of the vr games will be PC first then brought to console, did the developer of the game design it with ps5 controls in mind? We should speak up and ask qwestions now, so we dont end up with the inferior controler during cross platform gaming.

  • Looks amazing! The way those tracking rings are oriented tells me that the new HMD is going to have inside out tracking which is GREAT! Let’s hope that’s true.

  • Neat! Now back to providing the world with more PlayStation 5s. Damn its insanely difficult getting one.

  • Controllers look amazing. This is why I love sony, innovation. Always improving technology.

  • What VR need is games. There’s no need for a second iteration of PSVR but there is a need for worthwhile titles. VR will never be mainstream when the games are trash.

  • This looks fantastic can’t wait to play Polyarcs new games with this. Hats of to the design team. The controllers look great!!

  • My hands are ready.

  • Those are beautiful, they look
    🎆amazing🎆 no cap 🔥🧢🔥 but they will be interesting how they work please send me them they look cool as af.

  • This new controller is way, way better and more comfortable-looking than the previous controller used for PSVR. I can’t wait to try it out!

  • Make them like the index controllers. With a strap so your fingers are free and you can grab things. That is VR controllers 2.0. Any thing that isn’t that is just more 1.x versions. Once a users tries the index controllers the only style is just done. So yeah, keep working on it. Add a strap. Add finger detection.

  • Hope there will be another aim controller and good games for it.

  • does this mean we can get rid of the old ones? or do we have to maintain 2 headsets AND 2 sets of controllers to play our library my

  • The ps move controllers could be incredibly accurate if you have your area set up properly. I learned that I can’t wear bright shirts because they reflect light from the controllers and headset, and stripped shirts would make the camera drift, along with any dimmer switch that could cause light to pulsate. I used them often in Dreams to create art and they were incredibly intuitive, no need for the joystick unless you were actually playing a game you created. I can’t wait to spend some time in that game with these, as long as they make it backwards compatible.

    But I am excited for these. I did get tired of the tracking instability of the old psvr. It’s going to be nice to not have anxiety over it. . . I’m a casual user but I’ll definitely buy the new one. Vr is great for artist. I don’t think many people have experienced it, but to create scenes in vr is something everyone should try once.

  • Now just make the headset wireless!

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