The PSVR 2 headset then adjusts the eye distance. Of course, I can also use the PSVR 2 comfortably while sitting down if the respective VR game allows it. I can then easily adjust the resulting "play space" with the VR controllers. The VR play area is configured with a camera scan. For orientation in physical space, I activate the passthrough camera via a button on the bottom of the VR headset – the passthrough view is perfectly fine. Noise and grain are nowhere near as noticeable as on the Quest 2, but I have to get close to a smartphone display to read it. The passthrough comes from the four inside-out tracking cameras, and while monochrome, is of good quality. The passthrough view of the Playstation VR 2 is monochrome, smooth, and relatively clear. Everything is meticulously and sensibly guided, like when I use passthrough mode to grab the clearly marked Sense controllers. A thin USB-C cable plugs into the front of the PS5, and off you go: The setup starts on the TV and walks me through the process step-by-step. That's because PlayStation VR 2 is super easy to set up. Sony's second attempt fixes all of these problems and more. The number of cables, the limited tracking volume, and the clunky Move controllers all detracted from the experience. One of the reasons for the success of the Quest 2 is its ease of use – turn it on, put it on, be in the application you want in seconds, and enjoy it (most of the time) without a hitch.
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