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Ps4 Vr |
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#26 |
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First impressions from someone that has tried Morpheus ar GDC - He says the resolution "isn't an issue" and the graphics "looked impressive" while the 3D depth was "very well done". It improves over Occulus Rift by "the clarity of very near and far as well as full body tracking". He also stressed that the unit was "very comfortable".
The only negatives were that the sound was too quiet and the tracking wasn't perfect. Overall though, a good result for a prototype. "Gold star" to Sony, apparently. https://twitter.com/Solanimus |
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#27 |
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Short video of someone playing at GDC. You can see how the player moves in reaction to what's happening on-screen. Looks to be totally immersed.
http://instagram.com/p/lvAmnRCd3o/ |
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#28 |
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Quote:
First impressions from someone that has tried Morpheus ar GDC - He says the resolution "isn't an issue"
They've a lot of experience in lenses for the previous HMD range - I guess we'll find out when someone gives us the first native display and 'through-the-lens' shots! |
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#29 |
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Quote:
As per the Oculus, it is a single display - and LCD rather than OLED, unless that changes, putting it at lower cost than cutting edge.
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#30 |
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The major problem I can see with this is we're going to need 2 wires trailing across the floor (usb/HDMI) could end up being a pain in the ass.
It's nice to see it's going to use the camera, wonder if this is why Sony were so encouraging for us to buy the thing. |
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#31 |
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Quote:
The major problem I can see with this is we're going to need 2 wires trailing across the floor (usb/HDMI) could end up being a pain in the ass.
It's nice to see it's going to use the camera, wonder if this is why Sony were so encouraging for us to buy the thing. Yeah, the camera, the always-on light bar - you can see Sony's plans slowly coming together. |
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#32 |
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Quote:
The first dev kit was but the second dev kit based on crystal cove is OLED http://www.oculusvr.com/dk2/
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#33 |
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Demo of the eye-tracking tech they 'may' build into the headset -
http://www.youtube.com/watch?v=kKYr9MaZw3I Nice! If it works that well at a distance, it could be spectacular when it's just centimeters from your eyes! Article: http://www.theverge.com/2014/3/20/55...of-playstation |
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#34 |
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Quote:
Sony have said they are hoping to make the consumer version wireless. That could have an impact on cost though. Perhaps we will see a wired version at first with a wireless revision later?
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#36 |
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Some glimpses (shot from the public monitors, forgive the iffy quality) of the demos that were playable at GDC -
EVE Valkyrie - http://www.youtube.com/watch?v=4AImxzr-1p0 The Deep (with the now famous Great White Shark!) - http://www.youtube.com/watch?v=ANgyuzTPOFc General stuff, including a brief glimpse of the lenses - http://www.youtube.com/watch?v=gMGuCHRLkuQ |
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#37 |
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Quote:
Some glimpses (shot from the public monitors, forgive the iffy quality) of the demos that were playable at GDC -
EVE Valkyrie - http://www.youtube.com/watch?v=4AImxzr-1p0 The Deep (with the now famous Great White Shark!) - http://www.youtube.com/watch?v=ANgyuzTPOFc General stuff, including a brief glimpse of the lenses - http://www.youtube.com/watch?v=gMGuCHRLkuQ |
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#38 |
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I doubt this would go for less than £200 unless Sony heavily subsidize it..
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#39 |
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Quote:
The Occulus Rift dev kit is $350. The Sony one can be a bit cheaper as the camera is bought separately. It'll be interesting to see if the PS4 is powerful enough. The OR guys say it isn't, but Sony evidently designed it and its camera with VR in mind.
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#40 |
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Quote:
t'll be interesting to see if the PS4 is powerful enough. The OR guys say it isn't
For example, if you had Tron level graphics, even a PS3 or 360 could cope! The demos above were running on PS4 devkits, there's a good chance they're fairly representative of what a PS4 could do. Then we can all upgrade to Oculus when they've got an 8k version with smellovision module! |
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#41 |
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I don't have any concerns about PS4 not being powerful enough to deliver a solid VR experience. It's already proved it can display beautiful stereoscopic 3D graphics and using GPGPU techniques would mean the modest CPU isn't taxed too much when it comes to head and body tracking.
I have high hopes. |
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#42 |
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Some other interesting snippets - http://www.dualshockers.com/2014/03/...n-oled-screen/ The black box that connects the headset to the PS4 takes the processing load for 3 tasks - Quote:
The unit contains three separate processors: a Digital Sound Processor (DSP), a Frame Rate Conversion (FRC) unit and a third chip to correct lens distortion.
Frame rate conversion? Wasn't the assumption that it was 60fps..? Yes, but looky here -Quote:
The FRC unit effectively doubles the frame rate by creating an interpolation frame between each frame. Basically it analyzes the correlation between the past frame and the present frame of the rendering and creates the appropriate frame between them, converting 60 frames per second into 120. It’s crucial in reducing the afterimage effect of the LCD panel. Custom panel with 120hz updating, LCD now... maybe OLED later (& the LCD was already well received!).(...) Yoshida-san also mentioned that the LCD used with Project Morpheus is an especially made panel that isn’t the common vertical scan type, but a horizontal scan type that is much faster at updating horizontally adjacent pixels with a side scrolling image, and can dramatically reduce the afterimage effect of the picture. The possibility to use an OLED screen is being examined, but a final decision between the two options for the retail version hasn’t been taken yet. The only cautionary note is - Quote:
The third processor is dedicated to correct the distortion caused by passing the image through a magnifying optical system built into the headset. Both this and the FRC unit are not final, and it’s undecided if they’ll make it to the retail unit, as it’s possible to offload their tasks to the GPU of the PS4.
With the black box, these tasks take no system resources - if (probably to keep prices down) they opt to make the PS4 do these tasks as well, there will be a slight hit on the visuals. Maybe it'll be offset by a superior display....
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#43 |
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"Sony R&D Dev explains why it's feasible to run games at 60fps on PS4's VR headset"
http://gamingbolt.com/sony-rd-dev-ex...s4s-vr-headset Full interview - http://www.eurogamer.net/articles/20...nton-mikhailov |
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#44 |
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Quote:
"Sony R&D Dev explains why it's feasible to run games at 60fps on PS4's VR headset"
http://gamingbolt.com/sony-rd-dev-ex...s4s-vr-headset Full interview - http://www.eurogamer.net/articles/20...nton-mikhailov |
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#45 |
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Slightly Mad Studios have said their forthcoming racer Project CARS will support Morpheus.
They've released a clip of the Occulus Rift's VR head tracking at work in the game, giving an idea of how the game should look. http://youtu.be/zKMLfhanTuY |
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#46 |
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The full GDC presentation for Project Morpheus.
https://www.youtube.com/watch?featur...&v=pWMp_o03qH4 |
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#47 |
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Quote:
The full GDC presentation for Project Morpheus.
https://www.youtube.com/watch?featur...&v=pWMp_o03qH4 I did like the comment about its as if the PS4 camera was made for the VR headset in mind I would say with 1 kHz tracking that was definitely the case!
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#48 |
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Having played on an Occulus Rift today, I can safely say I am even more excited for Project Morpheus now.
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#49 |
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Where did you get to play it.
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#50 |
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Quote:
Where did you get to play it.
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