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On paper, the PlayStation VR stands tall next to its two PC-based competitors, the Oculus Rift and HTC Vive. Here are the specs we're most interested in:
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Single 5.7-inch AMOLED display with 1920 × 1080 resolution (960 × 1080 per eye)
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Approximately 100º field of view
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Refresh rate up to 120 Hz
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Six-axis inertial measurement system (three-axis gyroscope, three-axis accelerometer)
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Headset weight: 610 g
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The PlayStation VR differs from its competitors with its headband-and-hanging-visor, rather than the (previously standard) goggle configuration.
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The standard PS VR comes with headset,
mini-PS4processor unit, headphones, and several numbered cables to connect it all. -
Sold separately (or included in the bundle edition) are the (very necessary) camera and (optional) PlayStation Move sticks.
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Time for a brief look at the external bits before we crack the PS VR open.
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Lacking the "strap it to your face" build, the PS VR has a sliding headband (not unlike the Oculus CV1) with a wheel for fine tightening to ensure a snug fit.
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Sony's unique hanging visor design presents an all-new solution to the problem of adjusting eye relief. Just hold the button (above the cute PlayStation button symbols) and slide the "scope" forward or back to change the focus.
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The PS VR lenses are actually totally conventional, no Fresnel (Vive) or hybrid-Fresnel (Rift CV1) lenses here.
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Инструмент, используемый на этом этапе:iFixit Opening Picks (Set of 6)$4.99-
The scope relies on a rubber mask, rather than goggle foam and a tight fit, to block light. As a bonus, it's probably more washable than foam.
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With the user-replaceable rubber shield peeled away, we're treated to simple JIS screws (Phillips' pointed-headed cousins) holding the scope together.
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We gleefully pry the futuristic plastic trim (and LED diffusers) away with our trusty opening pick.
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And peeking out just behind, we've found the first of the 9 position-tracking LEDs. Soon.
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Trim bits removed, we're able to detach the front panel of the visor unit to reveal a sea of flex cables and components.
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Pulling off the top panel reveals the metal rail that the visor unit slides on when adjusting eye relief.
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Unlike the Rift and Vive, which rely on invisible IR light for position tracking, the PS VR uses visible light LEDs, in that iconic PlayStation blue.
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We peel up the first of these LEDs, but can't separate them yet—they're part of a larger assembly, containing all 7 of the headset's lights.
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After teasing the first bit free, we go for gold and take out the entire insectile LED assembly cable.
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Capitalizing on their existing technology, Sony chose to use visible light LEDs and the PlayStation Eye camera for position tracking.
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This system is most similar to the Rift CV1, with a pattern of light on the headset scanned by a stationary receiver. The Vive, on the other hand, uses IR receivers on the headset, reading from a pair of stationary emitters.
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Remember that slick scope adjustment button a few steps ago? Here's the adjustment it allows—up close and personal! Oooh, springy.
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Eye relief is the distance between your eye and the plane of the display. A large adjustment range means that users can fit glasses under their headsets with ease.
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Two cables remain before we're able to separate the
saucer sectionheadband. -
This wide, reinforced connector makes us think display cable—and we're not too far off, as this is for HDMI-in and an AUX connector.
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The second cable, a tiny 4-pin job, powers the remaining LEDs, located on the back of the headband.
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Tucked away ever so slightly between the lenses we find some hidden electronics.
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On the one side, a lone IC: Bosch BMI055 IMU
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On the reverse, what looks like an infrared rangefinder, composed of an emitter and a receiver.
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The motherboard is free from the headset! Here's what we found:
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Toshiba TC358870XBG HDMI interface bridge
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Nuvoton NUC123SD4SN3 NUC123 series ARM Cortex-M0 microcontroller
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ROHM BD2802 RGB LED driver (x3)
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Wolfson WM1801G (likely an audio codec, as found in the DualShock 4 controller)
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Parade Technologies PS8203 3.0 Gbps HDMI level shifter
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Texas Instruments S1L 621 APGH (likely a power supply module for the AMOLED display)
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Rohm BR24T16-W 16 Kb Serial EEPROM Memory
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What we thought might be a wee speaker grille is actually for a sizable microphone mounted under the visor.
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The single display is mounted to the lens assembly with a few screws and two clips, quickly unclipped by a spudger.
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Sony's been touting the subpixel matrix in this display, so we decided to whip out our microscope and take a closer look.
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On the left we have a traditional LED-backlit IPS display from an iPhone 6s.
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And on the right is PS VR's AMOLED display featuring a hexagonal subpixel matrix, consistent with other Samsung-made OLED displays found in their flagship smartphones.
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A soft rubber gasket cushions the display against the lens assembly, and seals dust out of the clean-room optics chamber.
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The lenses are glued in place in their frame, but with a bit of encouragement (e.g. some heat and a good push) they pop right out.
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These are 14 mm thick conventional lenses, with no Fresnel stepping, and a smooth dome shape. That means the lenses are quite a bit thicker than the Fresnel lenses in the Vive and the hybrid Fresnel lenses of the Rift.
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Time to tackle that headband!
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First up, we pop out the squishy headband cushions. No glue or screws here, so fret not, sweaty friends. The prospect of future cushion swaps look good.
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We have nice little counterweights on either side of of the adjustment knob to offset the scope's display and lens mass. There's just a dab of glue and some clips holding them in place, so they're easily scooped out.
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Because these weights are purely for balance, let's take them out and then compare across the big three, to see who could make the lightest headset. Removing their 95 g puts the PS VR at around 515 g. That puts it right between the Vive's 563 g and the Rift's 470 g.
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Last out of the headband, the pair of "back up" lights.
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These are the two LED assemblies that allow the position tracking system to keep an eye on you when you're looking over your shoulder, keeping the in-world feel alive.
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Before we leave the headband for dead(band), we pop open the band adjustment mechanism.
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A spring-loaded pinion gear assembly rotates against two racks that spread or contract, tightening or loosening the band.
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A locking mechanism built into the gear assembly prevents the band's adjustment from slipping while you're swinging your head around in the zone.
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We move on from the headset to the miniature PlayStation that Sony graciously included with the PS VR at no extra charge.
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It comes equipped with three HDMI ports (one for the PS4 to send video to the unit, and two to send video back out to the TV and headset), a USB port, a proprietary AUX socket, and a barrel jack for DC power.
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We crack it open and find the insides are encased in metal. Not helping your case that this isn't actually a tiny PlayStation, guys.
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While we're here, we stumble upon a cute little brushless fan! Definitely something warm going on in here.
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We pop the board out of the box and peel a beefy aluminum heat sink from the processor-side of things.
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According to Sony, this box isn't packing any graphics processing chops. Instead, it handles PS VR's 3D audio processing and can simultaneously direct video to your TV and headset.
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We're just itching to see what powers this puppy.
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What's inside the box?
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Marvell DE3214-B0 Armada 1500 Pro 4K SoC
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Samsung K4B2G1646Q-BCMA 256 MB DDR3 SDRAM (4 chips for 1 GB total)
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ADV7626 HDMI 2:2 cross point transceiver (x2)
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On the reverse:
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Samsung KLM4G1FE3A-F001 4 GB eMMC flash SSD
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Marvell 88E8087-NMN2 (likely a USB Redriver)
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Marvell Power Management
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That's how the virtual cookie crumbles!
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For your dining pleasure we have a deconstructed PS VR headset
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And for dessert: a PS VR Processor Unit!
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- Thoughtfully constructed and fairly straightforward to disassemble.
- Many pieces, such as the cushions and light shield, snap in place with no fussy fasteners or adhesive.
- Standard JIS J0 screws are used throughout. You can take it apart with a single driver that's likely already in your electronics toolkit (Phillips drivers work for JIS in a pinch).
- Adhesive is mild, used sparingly, and mostly easy to remove. However, the lenses are firmly glued in place.
- Complicated piece of hardware with a lot of extra trim pieces that would be difficult to reassemble without guides.
Заключительные мысли
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51 Комментариев
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Is the PlayStation vr power adapter a dual voltage
It will work just fine, it supports dual voltage.
Yes it supports dual voltage, enjoy