PlayStation VR 2 headset design features could be useful for accessibility

Ben Bayliss2 minute read

More information about the design of the PlayStation VR 2 has been revealed, and there appear to be some accessibility benefits.

Sony Interactive Entertainment has revealed more information on the design of its upcoming virtual reality headset through a new blog post. This information details several PlayStation VR 2 design choices that could be useful for those hoping for hardware accessibility benefits.

Extensive testing has been carried out on a “variety of head sizes” and users will see returning features from the PSVR such as balanced weight, the stereo headphone jack position, and an adjustable headband. However, this time around the PlayStation VR 2 will have an adjustable scope allowing the user to pull or push the scope placement closer or further from the face.

PlayStation VR 2 headset showing the inside of the lenses and a controller either side.

A lens adjustment dial is also introduced for the PlayStation VR 2 which could be great for accessibility as users will be able to adjust the lens distance between their eyes to optimise their view. The headset itself will also be slightly lighter with a slimmer design. A new vent system should also help allow air out from the headset and stop fogging taking place.

Other features previously announced in another blog post detail; Enhanced tracking with integrated cameras within the headset to track the user and controllers, eye-tracking, 3D audio, and headset vibrational feedback. The headset also boasts a single cable.

As for the controllers, it’s been revealed that the new design will feature adaptive triggers, haptic feedback, finger-touch detection, tracking, analog sticks, and action buttons. More information on the PlayStation VR 2 controller features can be found on the official blog post, and it looks like some features could be good for accessibility.

While this is sounding nice on paper, it’ll be interesting to see how the headset handles with real-world testing. For example, I’m curious how this will fit on my face as a hearing aid and glasses wearer.

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Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+,, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at:

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