These are some of the things we can expect for the PSVR2, based on patents that have been disclosed so far, Sony related articles and my expectations for the technology by 2021/2022. This of course does not mean they are guaranteed to happen, just that it is a possibility.
Gaze/Eye tracking
-How it works:
Just like the name says Gaze/Eye tracking allows the headset to know where you are looking at on the screen. The biggest limitation of adding eye tracking to VR headsets is cost, but the price of adding this should be greatly
reduced by 2021/2022.
-What it will allow:
Foveated rendering: Is a technique that allows to reduce graphical detail on the parts of the screen you are not focusing on. You won't notice any image degradation because everything you are not looking at is out of focus and it's not reaching the part of the retina that captures more detail (fovea).
Example of how foveated rendering increases performance on the
Vive Pro Eye. It can help to reduce graphics load by up to 70.75%. The Vive Pro Eye tracks the eyes at
120hz, but it is likely this will be increased on the PSVR2, to allow even more aggressive performance savings.
-PlayStation's Dominic Mallinson: "I think that the gaze tracking is the most exciting change that we'll see in next-gen VR," Mallinson declared. "So really, if you look at the history of user input, starting off with keyboards, and then the mouse, and recently touchscreen interfaces, I seriously think that having gaze as a user input is going to be as fundamental as each of those changes we've had in the past. That's my number one point about next-generation VR: Gaze will allow much, much richer user interaction."
"More pixels needs more rendering performance," Mallinson explained. "If you just brute force it, it requires a lot of extra rendering performance. The human eye has a part in the retina called the fovea, which is responsible for our super-sharp vision. We don't see very much in the peripheral vision. So if we can match our rendering performance to the fovea, we can deliver higher effective resolutions, and also better quality images. So gaze tracking is a win-win in this respect."
Sony patent link
Iris login: Your Iris is unique so it can be used for the headset to identify who is putting it on and automatically log you in to your account or game save file. This can also be used for parental control.
Source
Hand tracking
-How it works: By using multiple capacitive sensors on the controller it is possible to track every single finger in your hand.
-What it will allow: A greater level of expression and interaction in VR.
Sony patent link
Facial Tracking
-How it works: Dedicated sensors to track eye and mouth movements.
-What it will allow: For you to express better what you feel in a virtual environment. This will greatly enhance the experience on VR social interactions and can even be used for NPCs in a game to have a better idea of what are you feeling and where are you focusing your attention.
Sony patent link
Wireless
-How it works: Just like the name implies, it means sending a wireless signal from the processing device to the VR headset. Having a wired connection to the PC/gaming console is still a major factor that takes you out of being immersed, so I think we can be pretty sure that by 2021 the PSVR2 will be wireless.
-What it will allow: Greater immersion and quality of life improvement in VR.
-PlayStation's Dominic Mallinson: "User comfort is incredibly important in order to widen the adoption of virtual reality," Mallinson emphasized. "There are many aspects to user comfort. I'm just going to touch on one here. And that is the cable. Being tethered to this cable is inconvenient. And it's not just about getting tangled up in the cable. It's not just about the restriction in your motion. It's also about how you set things up, how you configure the system, where you store it. Let's face it, having a mess of cables in your living space is just not attractive. So this is something that we have to solve in order to get wider adoption."
Sony patent link
Inside out tracking
-How it works: The headsets does its own positional tracking, instead of depending on external sensors to track the headset movements.
-What it will allow: Makes the setup process a lot easier to do, as you don't need to dedicate space or time to setup the external sensors.
New Sony Patent Points To Inside-Out Tracking For VR Headsets
"Many people in the virtual reality (VR) industry believe that inside-out tracking is the future of consumer-grade HMDs. We've seen prototypes from Oculus with Santa Cruz and Intel's Project Alloy-powered devices and now Sony is dipping their toes into the inside-out tracking race. Today we caught wind of a new Utility Patent Application from Sony Interactive Entertainment that would allow for inside-out tracking of interactive VR devices.
The full patent application was originally filed back on December 6th, 2016, just two months after Oculus' Santa Cruz prototype was announced. The patent application's Abstract is difficult to parse, but what's being described sounds similar to existing prototypes and methods of using an inside-out tracked VR headset."
Sony patent link
Higher resolution panel
-How it works: A higher resolution panel compared to the 1920 x 1080 one on the PSVR, means a higher concentration of pixels.
-What it will allow: Greater definition on whatever you see on your headset.
PlayStation's Dominic Mallinson: "This is more pixels per degree. It's about the sharpness and the clarity of the display. And you have to be able to match what people expect to see today with high definition. I would expect the resolution to roughly double in the next set of VR products."
Sony-backed Japan Display launches new high-end VR screens that could power PSVR 2
"Japan Display, a joint venture between Sony, Hitachi, and Toshiba, today announced separate 1,001-pixel-per-inch (PPI) and 803PPI displays specifically designed for VR use. While the new screens boast visual improvements that set the stage for a second-generation PlayStation VR, they also hint at a future market trend in VR design: lower-size, lower-weight headsets."
Japan Display claims that as "even more compact-size LCDs and higher magnification lenses are required to decrease the size and weight of HMD devices," only "over 1000PPI" options will be sufficient to actually shrink headsets. So it appears that the joint venture's 803PPI screens are intended for headsets roughly as large as current options, while the 1,001PPI screens will go into smaller, lighter units.
Unlike the current PSVR screen — a single 5.7-inch, 1,920 by 1,080 panel that uses OLED technology — both of the new screens are eye-specific LTPS TFT-LCDs, featuring "IPS designed for VR." Notably, only the higher-end 1,001PPI screen can match the current PSVR's 120Hz refresh rate, as the lower-end 803PPI screen has a maximum 90Hz refresh rate — enough for most VR apps, but with higher system latency."
Source
HDR
-How it works: It allows a panel to display a higher contrast or color range between the lightest and darkest tones in an image.
-What it will allow: More believable and color rich worlds in VR.
PlayStation's Dominic Mallinson: In the TV industry, HDR is already incredibly important to creating the best experiences. The human eye sees an enormous range of light from bright sunlight to deep shadow. Today's VR panels only capture a tiny fraction of that. So in order to increase the sense of presence, I do expect to see HDR adopted in the near future."
Source
Wider field of view
-How it works: Most current VR headsets have a 100 to 110 degrees of horizontal field of view, the normal human vision has a range of around 180/220 degrees. This is the main reason why it can feel like you a wearing a scuba mask when using a VR headset.
-What it will allow: Allow you to view VR worlds in a way that takes more advantage of your full field of view.
PlayStation's Dominic Mallinson: "we also need a greater field of view," he continued. "The human visual system is out to about 180 degrees. Most VR headsets today are about 100 degrees. There are diminishing returns to get wider. But I would expect the next set of products to be roughly 120 degrees in terms of field of view.
Source