On paper PlayStation VR is arguably the best placed VR headset for mass market adoption.

Not only can it look to capitalise on the PlayStation 4’s install base, which could easily surpass 50 million by the time PSVR is released, but it’s now also confirmed to be the cheaper than both the Oculus Rift and HTC Vive.

However, is it the same when it comes to actually using Sony’s brand new VR technology?

Well as part of GDC I was given a considerable hands on with PSVR, and lets just say I was very impressed with what I saw.

The first thing that hits you when you see PSVR up close and in person, is how stylish and futuristic it looks.

Make no mistakes, this is definitely the best looking of all the current VR headsets, and this is matched by the material used to create it. Material which is extremely similar to that of the PS4.

But what’s it like to put on your head?

Well first of all, for those worried about the comfort of VR headsets, and the implications this has for extended gaming sessions, allow me to put your mind at ease.

You see, having had extended hands-ons with all of the major VR headsets now, I can safely say that PSVR is arguably the comfiest of them all.

One of the main reasons for this is thanks to the easy to use extendable strap on the back of the headset, which took little explanation or help.

Once on your head, the only thing that you’ll be able to feel aside from the plastic of the headset, is a thin flap made of rubber which is made to prevent light from entering the headset.

Whilst the headset itself rings with quality, this rubber flap was the only part that potential felt cheap. However, more importantly it was extremely comfy, and didn’t cause any irritation or itchiness on my face.

To be honest, there were even times when I completely forgot that I had the headset on, such was the overall comfort.

This is all good and well, but I suppose what most people are wondering is what the quality of the display is like?

Well, no PSVR does not have the technical specifications of the Oculus Rift or the HTC Vive. With PSVR having a resolution of 960 x 1,080 per eye, against the Rift and Vive’s 1,080 x 1,200 per eye.

However the thing is, just like the age old debate about PC vs Console gaming, whilst the difference is there, it’s certainly not going to affect the average consumer.

In fact, that’s exactly how I felt, as whilst there is difference it’s certainly not that noticeable, and within 30 seconds of the all encompassing and overwhelming experience, you’ll have soon stopped noticing this entirely.

The only area where PSVR gets slightly confusing though, is when it comes to the control scheme. In fact, within Sony’s PSVR booth there were four different control schemes on offer.

Some games such as Rez Infinite utilised the traditional Dual Shock 4, others were using a combination of one or two PlayStation Move controllers (yeah, remember them!), and some were simply using the headset alone.

Within these control schemes, PlayStation Move is understandably the one that feels the most closely aligned to the VR technology, even if it slightly feels like they’re trying to shift old inventory.

Nevertheless, for the most part they seemed to worked exceptionally well, especially when I was getting a hands on with Job Simulator.

No they weren’t the same as those that have been built from the ground up specifically for VR, like the exceptional Oculus Torch controllers, but given that many people may even have these lying around the house, they more than did the job.

I may have only been able to get a hands on with Rez Infinite, Job Simulator and the interactive animation short Gary the Gull, but all in all the experience has made me very excited for October's launch.

All in all, I found PSVR to be stylish, comfortable, and a highly engrossing experience, one that truly felt next-gen. Moreover, at $399 / £349 PlayStation VR is looking set to be the most essential piece of gaming equipment for quite some time.