Sony announced last month it was bringing PC VR support to PSVR 2 sometime this year, although the company didn’t specify how or exactly when this would happen. According to the headset’s latest firmware update, all signs now point to a direct wired connection—holding a few implications for Sony’s VR strategy.

Update (March 25th, 2024): iVRy, the leading third-party project dedicated to bringing unofficial PC VR support to PSVR 2, announced on X the headset’s latest firmware update seems to show that Sony is indeed enabling support for NVIDIA GPUs ahead of its own official solution for PC VR. Previously the headset only supported AMD graphics since that’s what is built into PS5 consoles.

It remains to be see what sort of hardware adapters will be required however, and whether they will be provided directly by Sony or not.

This further suggests Sony is fully untangling PSVR 2 from PS5 by letting users directly plug their headsets into a PC, and not offering a dedicated streaming solution, which would otherwise need both the console and PC to do. The original article detailing the firmware update follows below:

Original Article (March 21st, 2024): According to the latest PS5 firmware update, PSVR 2 now works without needing Extended Display Identification Data (EDID) and DisplayPort Compression (DSC), two things which were baked into the headset’s firmware for use with PS5 consoles.

Here’s hardware analyst and YouTuber Brad Lynch’s (aka ‘SadlyItsBradley’) take on it:

As Lynch rightly asks, is Sony washing its hands of PSVR 2? It might be.

Supporting PC VR through a direct tether and not a console-based streaming solution completely frees PSVR 2 from the PS5 ecosystem, letting users ditch the console entirely, which admittedly locks users into a fairly lackluster game catalogue. While this sounds great for consumers in general, it may point to troubled waters for the company’s VR strategy moving forward.

Of course, Sony hasn’t tipped its hand just yet, although it’s clear that the company is looking at it from a cost-cutting perspective, as it recently laid off eight percent of Sony Interactive Entertainment, which shuttered its London Studio (Blood & Truth) and, among others, reduced headcount at Firesprite (Horizon Call of the Mountain).

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Unlike Meta’s Quest platform, Sony ostensibly hasn’t subsidized PSVR 2 hardware in effort to recoup on costs with software sales though—putting the MSRP of the $550 headset likely at or above the cost of production. Granted, we haven’t seen the hardware cost breakdown, although it’s at least clear that from the outset that Sony wasn’t beholden to funding the sort of anchor content that it needed in order to convert a significant portion of ~50 million PS5 owners.

Provided Sony is really untangling PSVR 2 from PS5, the company may even see it as a way to wind down its VR efforts. If instead the company went with a PC VR streaming solution that required PS5, it would only really provide choice to existant PSVR 2 users, and not attract new users from helping to flush its backlog of unpurchased stock, as Sony has reportedly paused production on PSVR 2 due to low sales.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.