In a recent PlayStation Blog post, Senior Vice President Hideaki Nishino announced and detailed the new PS5VR controller following the announcement of VR on their next-gen platform.
With the confirmation that VR would be coming to PlayStation 5, Sony Interactive Entertainment decided to announce the brand-new PS5VR controller launching alongside it. Taking an “‘orb’ shape” design, the controller will apparently allow players to hold it “naturally, while playing with a high degree of freedom”. It’s supposedly more comfortable and balanced, and of course, includes PlayStations famous “adaptive triggers”. The design is certainly interesting and a significant difference from the previous model.
PS5VR Controller Features
In the blog post, Hideaki Nishino outlined several of the controller’s features. These include the aforementioned adaptive triggers, haptic feedback, tracking, and more. Below is an excerpt from the blog post, which outlines the features in a little more detail:
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. It will make every sensation in the game world more impactful, textured and nuanced.
Finger touch detection: The controller can detect your fingers without 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 new VR headset tracks the VR controller 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. You can use the “grip” button to pick up in-game objects, as one example.
When Is It Releasing?
Hideaki Nishino expressed his delight at the upcoming controller’s design and features. He shared his excitement to get it into the hands of developers.
“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!”