Ah, the “metaverse”. Will a fantasy where our office meetings
and social gatherings take place mostly in virtual reality ever come true?
As a tech critic who has worn almost every pair of
virtual-reality goggles released in the last seven years, I have been holding
my breath for a long time. And based on my testing of this year’s first big
hardware release in the metaverse category — Sony’s PlayStation VR2, which
arrives Wednesday — I have concluded that VR still has a ways to go before becoming
a mainstream staple for work and play.
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To be clear, the PlayStation VR2, priced at $550, is one of the
best pieces of VR hardware you can buy. The curvy white headset plugs into the
PlayStation 5 console, which is equipped with a powerful computer to run
high-resolution games more smoothly; by contrast, Meta’s VR devices, including
its $400 Oculus Quest 2 and $1,500 Quest Pro, work wirelessly and rely on
slower computing chips built into the headsets.
Also unlike Meta, Sony leans into the use of VR goggles only for
gaming — a wise choice because, so far, games are the most popular VR
applications, and productivity apps for taking video calls through headsets
have not gained traction.
Still, none of this is enough to make VR more than a niche, even
as more brands, including Apple, prepare to enter the industry. That is because
many of the problems people have had with VR headsets since the get-go —
including their off-putting aesthetic and high price — remain for the
PlayStation VR2 goggles. That being the case, I can recommend them to
enthusiasts but not to those who play the occasional video game.
Here is how I felt about virtual reality and the metaverse after
a week of testing the PlayStation VR2.
VR has yet to find a truly killer appWhy use VR for making video calls, streaming movies, or playing
games when the existing methods already work well? This is the perennial
question surrounding the metaverse. Despite making progress with the
technology, the new PlayStation goggles don’t offer a clear answer.
The most compelling new game I tried was Horizon Call of the
Mountain, a VR spinoff of the bestselling PlayStation 4 title Horizon Zero
Dawn, a postapocalyptic role-playing game. In the VR game, you control the
character from a first-person perspective and can swing your arms to run around
and climb mountains; you can also move your hands to grab an arrow from a
quiver and shoot it with a bow.
It’s a fun game with impressive graphics that show off the
hardware’s muscle, but in the end, I still preferred the gameplay and deeper
story of the original Horizon Zero Dawn, which I finished years ago on the
PlayStation 4.
Otherwise, a majority of VR games accompanying the device’s
launch that I tested were relatively old and uninteresting. Those included Star
Wars: Tales From the Galaxy’s Edge; Tetris Effect: Connected; and Moss, which
were previously released for the older Quest 2 and first-generation PlayStation
VR.
In general, the graphics and motion in the new PlayStation
goggles looked clearer and smoother than Meta’s VR products. Still, more often
than not, I found myself wondering why a game should be played in VR instead of
on a television screen.
In the Star Wars game, where you take on the role of a droid
mechanic, shooting a blaster at an enemy would have been just as simple using a
game controller. The same could be said about Moss, where you control a white
mouse in a 3D environment. Tetris Effect: Connected involves rotating pieces
known as tetrominoes, just as you would in any traditional Tetris game made in
the last few decades; there was no clear benefit to playing this in an
immersive environment.
Other games that will soon be available for PlayStation VR2,
which I could not test, include big titles like Gran Turismo 7 and Resident
Evil Village. Those are popular franchises, but both were released for
traditional consoles in the last two years.
Gaming may currently be VR’s killer app, but if you want fresh
and exciting games, the console-plus-TV combo is still king.
Headsets still look and feel weird to wearSince VR hardware started hitting the market about seven years
ago, headsets have shed some weight. At 20 ounces, the PlayStation VR2 is 1
ounce lighter than its predecessor and 5 ounces lighter than the Meta Quest
Pro. But all the goggles still felt too heavy. In my experience, I could wear
them for no longer than 30 minutes before starting to feel neck strain.
Case in point: The PlayStation VR2 fell off my face and hit the
ground when I was playing the Star Wars game and bent over to pick up a tool
from the floor of a virtual space station. The wire plugged into the console
also made the device feel more cumbersome than wireless headsets, and it
created a tripping hazard in the living room.
And like all the goggles that came before it, the PlayStation
VR2 looks pretty ridiculous. My wife couldn’t resist shooting videos to mock me
as I wore a headset that made me look like a character from the movie “Tron.”
For storage, Sony includes a charging station to hold the motion
controllers, which is convenient. But along with the headset, the product takes
up precious space in a living room — and unlike a laptop or smartphone, VR
goggles instantly make a tidy room look cluttered. For single folks, I fear
that the sight of the goggles would kill the chances of a second date.
The metaverse is lonelyFor the concept of the metaverse to succeed, we need to be able
to connect with our loved ones in that space. In its current state, VR is still
a mostly solitary experience. When you wear the PlayStation goggles, you block
out your view of the real world. What you are doing in the game is shown on the
TV screen that the PlayStation is plugged into. That lets others in the room
follow along, but it’s not very social.
Which brings up another issue: To have friends to play with in
the metaverse, they must buy the same headset — and the tech is still
expensive.
When consumer technology goes mainstream, it typically becomes
cheaper and more accessible. Despite being on the market for most of the last
decade, virtual reality is heading in the opposite direction. At $550, the
PlayStation VR2 costs $150 more than its predecessor — and that is on top of
the $500 you have to pay for a PlayStation 5.
Sony is not alone in the price creep. Last year, Meta raised the
price of its bestselling headset, the Quest 2, to $400, from $300. Apple’s
headset, which may release this year, is expected to be a premium device that
may cost thousands of dollars, according to reports.
So maybe one day — when the tech is cheaper, has a truly killer
app, and does not make people look like weirdos — we will all hang out in the
metaverse. For now, I will continue to meet folks in person and online the
old-school way.
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