Rec Room Won’t be Coming to PSVR 2

Rec Room screenshot 1

Posted on: 27 Jan 2024

Social platform Rec Room originally started life in VR. Over the years as the team sought to expand the community, the platform made its way outside of VR. Rec Room now supports PlayStation, Xbox, and mobile devices, alongside Meta Quest, PSVR and PCVR headsets. But there’s one device missing, PSVR 2. And it turns out Rec Room will likely never get a PSVR 2 edition.

During a Reddit AMA this month Rec Room co-founder, Cameron Brown replied to a question regarding PSVR 2 support. “No current plans to bring RR to PSVR2. We’ve looked into it, it’s a non-trivial port, and we haven’t found a way to make it make economic sense,” said Brown. “In an ideal world we would love to bring RR to PSVR2, but we just can’t justify the cost based on the numbers. Sucks I know, but that’s the truth.”

Considering Rec Room supports almost every other device imaginable that’s a bit of a shame.

Rec Room screenshot 2

No Rec Room for PSVR 2

Rec Room originally launched way back in 2016 as one of the earliest VR social apps. Supporting the likes of Oculus Rift, HTC Vive and PSVR, it has gone from strength to strength in that time. Plus it’s cross-play between all platforms, no matter if you’re on mobile or VR. Completely free of charge to download and jump into, Rec Room fosters a creative community that can build their own in-game content.

On the other hand, if you’re not interested in building stuff you can hang out and play games with friends instead. Rec Room is almost 8 years old, so there’s a huge amount to see and do within its digital walls.

Unlike rival Meta Quest which has the likes of Horizon Worlds, VRChat and Roblox, PSVR 2 is sorely lacking on the social metaverse front.

What do you think of the news? Does PSVR 2 need a social app? Let us know in the comments below.

Author: Peter Graham

Previously editor of XR news site VRFocus and founder and editor of Web3 publication GMW3, Peter has worked in the tech and video game industry for over 10 years. His expertise covers a critical understanding and reporting of the XR industry, video games reviews and commentary.