Sep 7, 2025
Virtual Reality

PlayStation Store

Explore PlayStation VR2 on PS5 — specs, tools, market insights, monetization, and developer tips for successful VR games.

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PlayStation Store

Sony’s PlayStation VR brings VR to console gaming. The original PSVR (2016) on PlayStation 4 was one of the first mass-market VR headsets, selling over 5 million units in its lifetime.

In 2023, Sony launched PlayStation VR2 for PlayStation 5, a significant upgrade aimed at re-energizing VR on console.

Currently, PSVR2 is the focus – it features a high-resolution OLED display (2000×2040 per eye), inside-out tracking (no external camera needed, unlike PSVR1), new Sense controllers with adaptive triggers and haptic feedback, and built-in eye tracking for foveated rendering.

PSVR2 connects to the PS5 via a single USB-C cable. It is not backward-compatible with PSVR1 games (due to different tracking systems), so it’s essentially a fresh platform on PS5.

PSVR1, for context, used external camera tracking and repurposed PS Move controllers; it’s now legacy hardware, though some PS4 VR games have gotten PS5/PSVR2 updates.

For PSVR2, you simply need a PS5 console – no need for a high-end GPU or complex setup, which makes it appealing to the console audience.

Developer Tools & Process

Developing for PSVR is akin to developing any PlayStation game, with additional VR-specific APIs. Developers must be registered PlayStation partners to get access to the SDK and a PS5 dev kit (which includes support for PSVR2).

Many indie VR developers use Unity or Unreal Engine for multi-platform development, and both engines support PSVR2 through plugins. For example, Unity has a PlayStation VR package, and Unreal Engine 5 added PSVR2 support, including eye-tracking APIs and haptic feedback features.

Sony provides libraries for taking advantage of PSVR2’s unique hardware: e.g. the eye tracking can be used to implement dynamic foveated rendering (rendering high detail where the user looks) which significantly boosts performance.

Integration with PlayStation Network features (trophies, leaderboards, etc.) is available as with any PS5 title.

The development pipeline involves more overhead and compliance than PC or Quest – Sony has strict Technical Requirement Check (TRC) processes that your game must pass (covering performance, stability, UI standards, etc.). This means additional QA is needed to meet console certification. However, Sony often provides guidance and support for VR developers to ensure their titles make good use of the hardware.

Platform Ecosystem

Distribution is entirely through the PlayStation Store for PS5. There is no alternative storefront – so no equivalent of sideloading. Sony curates what gets published, but in practice any developer who has gone through the official channels and whose game passes certification can release on PSVR2.

It’s not as closed in terms of content genre (Sony welcomes indie VR games, not just AAA), but it is closed in terms of access – you must be an approved PlayStation developer.

Monetization on PlayStation

Monetization follows the standard console model: roughly a 70/30 revenue split (Sony takes around 30%). Exact figures aren’t public, but it’s understood to be similar to other digital stores.

Developers can set their price (often, VR games on PS5 are priced comparable to their PC versions; big exclusives might be $40–$60).

Sony sometimes secures exclusives or co-funds VR titles (for instance, “Horizon: Call of the Mountain” is a first-party VR title to drive PSVR2 adoption). Those deals vary, but for most indie devs, launching on PSVR means standard self-publishing (or partnering with a publisher) and then giving Sony the platform cut of sales.

Audience & Market Reach

The PlayStation VR user base, while not as large as Quest’s, is significant in the console space. By October 2024, PSVR2 was estimated to have around 2 million units sold.

This is roughly 5% of the PS5 install base. PSVR1 had about 5 million on PS4, but PS4 itself was over 100 million units; PS5 is still growing, and PSVR2 adoption is slower out of the gate.

The implication is that the audience for PSVR2 games is smaller than the Quest audience, but it’s a dedicated subset of console gamers who are likely quite engaged (having spent on the VR hardware).

There is evidence that PSVR2 users are hungry for content – for example, one VR developer noted their title sold better on PSVR2 in its first weeks than on Quest, despite Quest’s larger base, possibly due to lower competition on PSVR2.

A title on PlayStation also benefits from the console ecosystem: players may discover VR games via the main PS Store or promotions. Sony often highlights VR titles in State of Play showcases or on the Store homepage, which can boost visibility.

Another factor is player spending habits – console users are accustomed to premium game prices, so they might be willing to pay $30–$50 for a substantial VR game, whereas on mobile/Quest lower price points are more common. This can mean potentially higher revenue per user on PSVR for the right title.

Strengths & Weaknesses

Strengths:
For developers, PlayStation VR’s strength lies in its user quality and hardware capabilities. The PS5 is quite powerful, so PSVR2 titles can push high-end graphics (approaching PCVR quality but on a fixed spec, easing optimization).

Developers can create immersive experiences using haptics (the headset has rumble feedback and the Sense controllers have advanced haptics and triggers) that are unique to PSVR2.

There’s also the advantage of a console ecosystem – things like friends lists, voice chat, streaming/recording integration, and a user base that doesn’t need to fiddle with settings.

If an indie dev can get their game onto PSVR2, they may face less competition than on open platforms; the curated nature means fewer total titles. Being one of, say, a few hundred games (versus thousands on Steam) can help a good game stand out.

Moreover, VR games on PlayStation often get coverage in mainstream gaming media due to Sony’s influence, potentially raising profile.

Weaknesses:
The barrier to entry is highest. You must navigate the bureaucracy of becoming a licensed developer, invest in a PS5 dev kit (and a PSVR2 kit), and possibly work with a publisher if you’re not an established studio.

Development costs can be higher due to the required polish for console release.

Another weakness is the limited user base; even if PSVR2 hits a couple million users, not all are active game buyers – some use it only for a few showcase games.

The sales potential might be capped compared to what the same game could do on Quest’s larger base (assuming it could run there) or Steam’s global audience.

Cross-platform play is possible technically (for instance, a multiplayer game could match PSVR2 players with PC VR players), but in practice Sony sometimes has restrictions or requires additional approvals for cross-play features.

And obviously, a PSVR2 title is stuck on that platform – users on PC or Quest can’t access it unless a separate port is made and sold on those platforms.

One more consideration: while Sony seems committed to PSVR2 for now, the long-term support will depend on its commercial success. Unlike Meta, which is all-in on VR, Sony treats VR as a peripheral segment of PlayStation.

If sales disappoint, there’s a risk that support could wane (fewer exclusive titles, less marketing push). However, as of 2025, PSVR2 is still new and Sony has been rolling out games (including big titles like Resident Evil 8 VR and Gran Turismo 7 VR), indicating solid support.

In summary

PlayStation VR is a more exclusive but rewarding ecosystem – it offers possibly the highest fidelity experiences and an audience with console-level expectations, but it’s not as accessible to break into.

An indie dev with the resources to target PSVR2 can gain prestige (being on a PlayStation platform) and potentially achieve good sales especially if their game aligns with what the console crowd enjoys (story-driven games, polished visuals, known IPs, etc.).

Yet, for many smaller devs, the hurdles mean PSVR might be a “later” platform after proving the game elsewhere.

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