PlayStation's Big 2022 Starts Off With PSVR 2 News – Beyond 730



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On this week’s episode of IGN’s weekly PlayStation show, Podcast Beyond!, host Jonathon Dornbush is joined by Jada Griffin, Mark Medina, and Tom Marks to break down the first big PlayStation news of the year, and take a look at PlayStation’s big 2022.

First, we dig into the PSVR 2 news drop out of CES, examining the PSVR 2 reveal’s specs, what PlayStation VR 2 needs to do to make a big splash, and we take wild guesses on when we think PSVR 2 will be launched and how much we think the PlayStation next-gen headset will cost. We also discuss our hopes for PSVR 2 exclusive games, and how exciting Horizon Call of the Mountain will be.

Then, we take a wider look at PlayStation’s big 2022, including the three PS4 and PS5 first-party exclusives we know are on the way – Horizon Forbidden West, Gran Turismo, and God of War Ragnarok. We break down our hopes and expectations, when we think God of War will actually be released, and more on our PlayStation podcast. We also take a wider look at upcoming PS4 and PS5 games, including platform exclusives like Sifu and Forspoken, as well as multiplatform games like Elden Ring, Gotham Knights, and more.

Plus, we take a look at January’s PS Plus lineup and discuss why PlayStation Plus is off to a strong start this year, with looks at Deep Rock Galactic, Persona 5 Strikers, and Dirt 5. We also dig into the games we played over our holiday break, Jada offers some trophy tips after nabbing 11 platinums over break, and much more!

00:00:10 – Intro & PSVR 2 Chat!
00:36:06 – Looking Ahead in 2022
01:07:35 – PS Plus Games for January
01:16:08 – What We’ve Been Playing for the Holidays
01:19:29 – Trophy Tips: Never Yield & Outro

#IGN #Gaming #Beyond

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48 responses to “PlayStation's Big 2022 Starts Off With PSVR 2 News – Beyond 730”

  1. My guess for the PSVR 2 is that it’ll release Oct 11, 2022 (Tuesday) at $399 USD for the full bundle. From a competition standpoint, the quest 2 is $300 for everything. For a consumer to get into VR on the PlayStation vs the quest, they essentially would need to shell out $900 for both a PS5 and VR bundle as opposed to $300. I could see Sony even price the bundle at $350 to push more units ultimately making more margin on software. The higher the player base, the more profit opportunity in the long run.

  2. These guys all sound so negative about Horizon in VR. Seriously, how can you not be super excited to play Horizon in VR!? Things like pulling back a bow and feeling the tension, planning out your attack strategy with a 3 dimensional view of the map, feeling the wind rush past your face when you ride hard, etc. I'm pumped to play this game and there's no way Guerilla and Sony let it flop by just being like, a demo experience. It'll be a full game

  3. Will Sony make us pay a $10 upgrade fee to play PSVR2 compatible versions of our existing PSVR games? I hope there is free backwards compatibility between the PSVR and PSVR2. I think PSVR 2 will be at least $500 maybe more with controllers and I think it will be released in 2023. The specs are very high and those parts are very expensive at the moment. I think they will wait until the parts are cheaper. They are announcing PSVR 2 now just to make people buy a PS5 instead of an xbox. Just like they pretended God Of War was coming out in 2021 when they didn''t even have a name for the game. And just like they made people assume Sony believed in generations and God Of War and Horizon would be PS5 only. They have hardly any next gen games to showcase so instead they just make people hope that amazing next gen stuff is coming out any minute. This generation Sony's marketing has been very questionable

  4. Can I just take a moment to shine a light on Jada and talk about how much of a gem she is? I honestly love when she is on the show. I wish that she would speak more because I really look forward to her input and perspective on things. I also really love when she smiles, but hate when she covers it. Don’t hide it, Jada! It really brightens up someone’s day! You’re awesome!

  5. Why do ya'll keep talking about Playstation's big 2022 release when we all only know about 3 games that have legit release dates. How salty and dumb everyone is gonna look when they start seeing the super late delays these companies love to do like they never had it planned. I play on Playstation and I'm saying this. 😏👀👀

  6. I think scalpers could get burned and PSVR2 could be quite available. The market is only whatever percent of PS5 owners want one, it’s 5% of PS4 owners for PSVR1, so say 25% of owners want one day one (prob unlikely) that could be around 5-7 million or so by the time it releases. Sony could offer it direct to PS5 owners to avoid scalping like they did for some PS5s reducing the market further. Quest 2 has shipped (not sold) 10 million in a year and that has always been available on shelves. And the quest 2 has a silicon microchip and PSVR2 won’t need one. And they have all the time between now and release to manufacture them. That being said I’m so pumped I’d still maybe pay a scalper if I couldn’t find one!

  7. Just a little constructive criticism: Clean up the "like", "you knows', and "uhmms' on the podcast. They were really prevalent on this episode. They tend to be a result of speaking too fast or not confidently in what you're saying.

  8. Just a little note – foveated rendering actually means reduced fidelity in the areas outside the focal point of your eyes… so it reduces GPU load, so you can spend your render budget where it counts. Also, the controllers positioning is based on the wifi tech, not the inside out cameras (which are only for the head position/orientation)

  9. I don't know what it is with all of IGN's podcasts, but they sound super tinny and sharp like they have the upper frequences boosted. I like the content, but they are physically painful to listen to.

  10. The cords have never been a problem, the Quest 2 with no cord is neither here or there. Its just not fun 🤷‍♂️ its not lived up to what I want out of VR,when it gets their,then I will be excited

  11. 'DualSense' controllers each have DUAL haptic actuators and DUAL adaptive triggers. PSVR2 'Sense' controllers each have ONE haptic actuator and ONE adaptive trigger. The headset haptics are for reducing nausea. The haptics fool your head/ears that there is motion matching what you see.

  12. Fun fact; Sony and Oculus both did research on motion sickness from VR and found that headset rumble had a counteracting effect on VR motion sickness. So not only will it add to immersion it may make VR more accessible as well.

  13. I’d like to know who all these people are raving about how good Dirt 5 is…..like….wut?? The game is average at best and no serious fan of racing games thinks it’s anything more than that.

  14. I'm really looking forward to PSVR 2, and I enjoyed your conversation about it. A couple quick notes about foveated rendering and haptics in the headset that the hosts weren't aware of or didn't mention:
    Tom's description of foveated rendering was broadly correct, it's used to have better visual fidelity. Basically, the game can render the area where you're looking at a better visual quality (higher resolution, better textures, more complex 3D models) and everywhere else at a lower visual quality. That uses processing power more efficiently because you're spending more of it where the person is looking, and less where they aren't. If it's done well, the player won't be able to tell that any areas are lower quality because they will become high quality when (or slightly before) they look at them. Previous VR headsets did something called Fixed Foveated rendering, where they display things near the center of your view (or where your head is pointing) at higher detail than stuff at the edges. But with eye tracking, PSVR 2 could actually do it where your eye is pointing, rather than where your head is pointing.
    As for haptics in the headset, there are lots of gimmicky uses for them, as was discussed on this podcast and the PS Blog. Don't get me wrong, I'm all for that stuff! I want to feel raindrops on my head in VR! The real reason they're there though, is to reduce motion sickness. Sony has done extensive research into combatting motion sickness, and found that haptic feedback on your head can dramatically reduce the chance of a person getting motion sick in VR. I don't know how or why that's the case, but they filed a patent for it years ago. I'm sure the haptics will be used for all sorts of cool stuff (Headmaster 2 please!), but if they can reduce or eliminate motion sickness, that could be a game changer for VR. It'd allow a lot of people to enjoy it who just haven't been able to play VR yet, and that would be a really great thing.

    Anyway, enjoyed the PSVR 2 discussion! Now to watch the rest of the show!

  15. Foveated rendering is actually cooler and more interesting than the explanation given here:

    Basically the human eye can only focus on a tiny area at one go (to prove it, hold both thumbs out in front of you and try and focus on both at once – it's basically impossible). This tiny area of focus is called the fovea. What foveated rendering does is drastically lowers the detail of the image EXCEPT for the part your eyes are focusing on, reducing the amount of graphics processing required, meaning much more detail in the bits you can actually see properly, as well as smoother franerates etc.

    Some current/older headsets (including the Quest 2 AFAIK) do this just in the centre of the actual screen, with the area of focus always staying in the same place (this is called fixed foveated rendering). This is good if you're looking straight ahead, but what the PSVR2 does is use the eye tracking to move the area of focus around the screen to follow where your eyes are looking, so you get that same level of super high detail wherever you're looking.

    This technique is called "dynamic foveated rendering". Hearing other people talking about this stuff after they've tried prototypes of the tech, they talk about how you can pick up a book and clearly read small print on a page. It could make a huge, huge difference for VR going forward.

    The eye tracking can also be used for all sorts of other interesting stuff that we probably can't even imagine at the moment too. I cannot wait for this thing to come out

  16. Sony will work hard to make as many PS5 consoles as possible for the holiday season. This is the year when a lot of new production and new shipping solutions are coming around… barring new pandemic developments, shortages will get better and better during this year and forward…

  17. Lots of stores do pre-orders and their allotments come direct from Sony, scalpers are not sniping store allotments… unless store is corrupt… Lots of people report getting a PS5 within several weeks of trying… they have to wait, but the consoles are not impossible to get… Edit: lots of goods have a several month wait time in normal times… PS5 has had more production than PS4 did, it is demand that is out of control and even without shortages it takes a long time to build more production lines if you get way more demand than you expected… We are talking 5 to 18x more demand for all video gaming products than before the pandemic…

  18. And i thought the first PSVR was immerive enough with games like Blood and Truth or Saints and Sinners, so i can only IMAGINE!!! how the psvr2 is gonna set the bar even higher. what a time to be alive!!

  19. I predict it will come out in October and it will be $299. The original PSVR came out at $250 and since this has controllers; I expect $299. A lot of people speculated that the PS5 would be up to $600 and they gave us a digital for $400. I think the Beyond panel will be happy with the lower price.

  20. OMG this just horrified me, as soon as NFTs have fully entered the gaming space, the mining community will make a run for consoles too, just to mine them. FIFA and MADDEN farms already exist so these will just become more common. So buying consoles will probably stay broken if that happens.

  21. Because WiFi6 and 5G interoperate (built from the same tech) Sony may very well write a phone app that allows you to plug into your phone to wirelessly play VR from the PS5. If Sony doesn’t do it I suspect multiple 3rd parties will.

    Tom was wrong on some stuff. Inside Out trackings blindspots are not quite as wide out to the right or the left out of field of the cameras as you might think. I hope that Sony optionally integrates camera tracking with the PS5 camera just to make up for blind spots.

    Foveated rendering and eye tracking are two separate technologies. Foveated rendering picks a spot for the highest quality of rendering and the rest is at a lower quality. With eye tracking it just tracks the location of your eye to attach all kinds of other secondary actions to like accurate aiming of thrown items to derive the correct arc for things like grenades, discs etc. connecting eye tracking to foveated rendering moves the sharp circle with your eye so that you never perceive the difference and with AMDs FSR (Sony’s modded implementation) it’s likely not going to look different from higher res. to lower res without pixel peeping.

  22. Bethesda is a much more intelligent and skilled company than most in the industry when it comes to announcing release dates. They don’t say a word for years and do all their delays behind closed doors because they don’t speak until they are confident. Your guys are treating them like the rest for the industry. They are better.

  23. That type of arrogance cost Sony the PS3 generation. Remember they proclaimed “the next generation of gaming starts when we say so”. Yea, that didn’t pan out too well for them. Especially when Xbox is more competitive than its ever been and they are aggressively working toward growing the brand and consumer engagement.

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