This was said to be the entire year virtual reality broke out. The Oculus Rift and HTC Vive, the first two high-end consumer devices in the marketplace, arrived this spring to critical praise and preorders that sold-out within a few minutes. Then… they plateaued. Despite some very nice experiences, months of near-total unavailability dulled the post-release buzz for both headsets, specially the Rift. Neither the Rift or the Vive ecosystems produced a killer software that was big enough to push VR out of your margins, especially given the high cost of a headset and gaming PC. While 360-degree video has at least gotten a toehold in popular culture, the imagine superior VR gaming – which arguably resurrected virtual reality to begin with – remains a long way away for most people.

But there are 90 days left in the entire year, and a very important factor that could change that: PlayStation VR.

PlayStation VR is Sony’s attempt at bringing virtual reality to its PlayStation 4 console, starting in a few days. Arriving right with time for the holiday season, it’s being positioned as a (relatively) cheap, unintimidating gaming headset, suitable for a device that may already be sitting in your living room. The Rift and Vive needed to be judged on sort of abstract scale of quality – on if they were good ambassadors for the medium of VR, and good harbingers of what to come. The question for PlayStation VR is very simple: if you’re among the millions of folks who own a PlayStation 4, in the event you get one?

PlayStation VR was primarily announced as something called “Project Morpheus” in 2014, and despite some visual tweaks, the core design hasn’t changed. Where Oculus applies to an understated, late-Gibsonian cyberpunk aesthetic and the Vive is aggressively industrial, Sony’s design gets the clean white curves of a ‘60s science fiction spaceship interior, leaving a black front panel and rubber nose and mouth mask. The external PlayStation Camera tracks it with a matrix of glowing blue lights: six lining the headset’s edges, two on the trunk, and one right in the center of leading panel. The condition echoes Sony’s old HMZ personal viewer, but without the futile effort at making a headset seem to be small and sleek. PlayStation VR is unapologetically eye-catching, and whether that’s an excellent or bad thing is a matter of personal taste.

PlayStation VR is unapologetically eye-catching

Looks aside, PlayStation VR is ridiculously comfortable. Your average virtual reality headset is strapped on just like a ski mask, which ensures a snug fit but may also squeeze that person unpleasantly. PSVR, in comparison, includes a padded plastic ring that rests on your own head a little such as a hard hat. To place it on, you’ll push a button to loosen the sides, stretch it over your upper skull, and fine-tune the tightness with a dial on the trunk. The screen is anchored to leading of the ring, where it almost floats before that person. Another button enables you to adapt the focus by sliding the screen in and out, which does mean it fits easily over glasses.

PSVR still asks you to clamp something around your mind, and it’s certainly possible to provide yourself a headache by putting it on wrong. But its weight is distributed a lot more evenly than other headsets, so it’s not constantly pushing down on your own forehead and cheekbones. At 610 grams, it’s the heaviest of the VR headsets, nonetheless it feels as though the lightest. The look also neatly solves some of VR’s subtler problems. I didn’t emerge from sessions with telltale mask lines around my eyes, just a tiny dent within my hairline. I’d still worry about smudging makeup, but much less than with any other headset. And because the face mask is constructed of rubber sheets rather than foam, it’s not likely to be bathing in dirt or sweat. That rubber also blocks out light incredibly well, neatly closing the gaps between your face and the screen. The only major downside is that it starts slipping out of place if you look directly or rapidly shake your mind, something that becomes a concern with gaze-controlled arcade games like PlayStation VR Worlds’ “Danger Ball.”

The thing that’s likely to draw a lot of men and women to PlayStation VR, though, may be the price: $399. Well, that’s technically the purchase price, although it’s also somewhat of a sneaky move on Sony’s part. This base system doesn’t support the PlayStation’s tracking camera, which is mandatory for PSVR, or both Move controllers, which are highly encouraged. The reasoning is that since both the products were already in the marketplace, some users will curently have them. But if you don’t were an extremely big fan of Johann Sebastian Joust or various other game that used among Sony’s niche peripherals, you should think about the $499 PSVR bundle – which includes two Move controllers and a camera – your default choice.

Even at practically $500, PSVR continues to be cheaper compared to the Rift and Vive

To make things more difficult, you’ll also need to decide whether to get the better PlayStation 4 Pro console as it pertains out in November. The Pro is meant to increase the frame rate and image quality of PSVR, but we haven’t had the opportunity to check the performance for ourselves – and Sony continues to be promising that PSVR will continue to work fine with the PlayStation 4 and PlayStation 4 Slim.

Even at practically $500, PSVR continues to be cheaper compared to the Rift and Vive, which respectively cost $599 and $799 plus the price tag on a PC. That’s partly because Sony isn’t pushing for the best specs available to buy. Where in fact the Rift and Vive incorporate two separate screens with an answer of 1080 x 1200 pixels per eye, PlayStation VR includes a single screen which offers 1080 x 960 pixels per eye, much like the next Oculus Rift development kit. In some recoverable format, this is actually the system’s biggest technical limitation. It’s grainier than its two big competitors, which still look just a little fuzzy within their own right, and dark colors can appear muddy. But screen resolution isn’t the only element in how good something looks. Sony loves to tout the PSVR’s high screen refresh rate in an effort to compensate because of its lower resolution. And games are actually quite smooth, with hardly any juddering or latency – which, a lot more than pixel density, was the big problem with the Rift DK2. The field of view feels much like the existing Rift and Vive, and bright, cartoonish games like Job Simulator look virtually identical on any high-end headset.

When compared to awkward dangling headset jack on the HTC Vive, this feels convenient and natural

PlayStation VR isn’t just competing against tethered headsets. With Samsung’s Gear VR on its third generation and Google’s first Daydream headset launching in November, mobile VR can be an increasingly viable option – and a cheaper one, in the event that you already own a phone that supports it. But it’s not in the same class as PSVR. Mobile headsets don’t have things such as positional tracking, that may help lessen motion sickness and start new gameplay options, plus they can’t touch PSVR’s comfort levels or graphical performance. They’re definitely not a worse group of virtual reality, but they’re an extremely different one.

PSVR also contains some interesting touches that aren’t present on any major headset, tethered or untethered. Midway down the cable, for instance, there’s an inline remote with buttons for power, volume, and toggling an integral microphone. Headphones aren’t built straight into the hardware, however the remote includes a jack for either Sony’s included earbuds or your own wired set. When compared to awkward dangling headset jack on the HTC Vive, this feels convenient and natural, although I accidentally yanked my earbuds out once or twice by kneeling in VR and catching the cord on my leg. You can pair wireless headphones with the PlayStation 4 for stereo sound, but Sony says you can only just get 3D audio tracks directly through the jack.

For each thoughtful design decision, though, there’s a reminder that PlayStation VR isn’t a completely novel system, but a patchwork of varied weird Sony experiments that may have finally found their purpose. It’s a fresh headset inspired by an individual 3D theater from 2012, paired with a couple of motion controllers which were released this year 2010, and also a camera peripheral that’s been with us in a few form since 2003.

For the present time, the motion controllers will be the system’s biggest shortcoming

Similarly, Sony deserves credit for seeing the potential in every these exact things. On the other, it’s saddled PlayStation VR with the worst motion controls of any major headset. The PlayStation Move controllers are painfully limited in comparison to either Oculus Touch or the HTC Vive remotes, due to the fact their interface is a bad fit for VR. They’re pimpled with four miniscule face buttons that are almost pointless for not menu selections, with inlaid, difficult-to-find options buttons along the sides. The only useful factors certainly are a single trigger and one large, awkwardly positioned button at the very top. The Move was formerly paired with another, smaller peripheral bearing an analog stick and directional pads; without it, navigating menus (including the key PS4 interface) involves dragging your controller just like the world’s clumsiest mouse.

They can be frustratingly inconsistent. In the leisurely Job Simulator, I had minimal problems with them. But through the frantic rail shooter Until Dawn: Rush of Blood, where precision was a matter of virtual life or death, I had to repeatedly reorient them once they drifted out of place. Since I haven’t had an opportunity to fully review the Oculus Touch motion controllers, I can’t make your final call about how a lot of that is a weakness of the Move especially or of camera-based tracking generally, but Move has enough shortcomings to place it on underneath of the pile regardless of what. If the first generation of PSVR does well, Sony will likely have to follow-up with something better, but also for now, the motion controllers will be the system’s biggest shortcoming.

Even setting PSVR up to begin with is a little more difficult than its unintimidating heritage suggests. Rather than plugging straight into the PlayStation 4, the headset runs on the separate processor box that helps mix 3D audio tracks and offer video to both PSVR and TV. You hook up the box to a power outlet as well as your TV’s HDMI port, then hook up it to your PS4 with a Micro USB and HDMI cable. The camera switches into a dedicated port on the console, and lastly, the headset connects to the other side of the box. This may create somewhat of a rat’s nest around your console, and it leaves treasured little space for juicing up your Move and DualShock controllers, if you don’t buy another charging dock. It’s nearly as involved as the HTC Vive’s room-scale setup, but it’s several more steps compared to the Oculus Rift requires.

PlayStation VR fits right into a popular, user-friendly system

Unlike with the Rift or Vive, though, the setup is practically impossible to screw up. There’s no third-party Software to set up or drivers to locate, simply a few screens that show you through setup and make any necessary updates. Once you’re in, you’ll start to see the ordinary PlayStation VR interface, as if viewed on a big-screen TV before you. In a few ways, this feels as though a letdown – you should launch a game to see PSVR’s full impact. But it’s immediately simple to understand, and after some time, any decent electronic interface will fade in to the background, even in VR.

Overall, what’s great about PlayStation VR is that it fits right into a popular, user-friendly system. But that also sets certain expectations that other headsets don’t have. Oculus and HTC can ask persons to create precisely calibrated personal holodecks with out a second thought, because PC gaming has already been a somewhat solitary activity that goes hand-in-hand with ridiculous hardware setups. PlayStation VR’s natural habitat can be an all-purpose entertainment space that you may share with a variety of people, including kinds who couldn’t care less about VR. Just like the PlayStation itself, PSVR feels best as something you can relax and revel in without rearranging your living room right into a VR cave.

PSVR’s camera is meant to track a headset up to 10 feet away, over a location about 6 feet wide. In my own NY apartment, that’s plenty of, especially for the reason that system’s standing activities rarely require moving greater than a handful of feet. But if you’ve got an especially big living room, you may want to go your couch or camera for seated games. The camera stand that my review unit was included with was also a touch too simple to knock out of place. To its credit, though, the PlayStation VR’s cable is long enough to easily accommodate a good-sized space between seat and TV, so when it’s working, the camera appears to track head motion about in addition to the Oculus Rift.