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Project Morpheus

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Project Morpheus

Unread postby icycalm » 12 Jan 2014 02:01

I renamed the other thread to dedicate it to the Oculus Rift, and we'll be starting new threads for every gaming-specific VR headset. It makes sense since they are proprietary devices that work with specific systems and specific games and not like different mice or different keyboards which all work with pretty much everything.

http://www.neogaf.com/forum/showthread.php?t=749816

Man wrote:In September of last year it leaked from trusted sources to Gamesindustry.biz/Eurogamer, CVG and more that Sony is prepping their own Virtual Reality solution (indirectly challenging Oculus Rift) for the PS4. Apparently they were/are surprisingly far into development with various devs having received dev-kits already:


Can't be arsed to copy-paste and format the rest of that huge post since most of it is speculation anyway that I don't care to look too much into. But apparently there IS a PS4 headset in the works, and this is the thread to post concrete details if and when they are revealed. All I'll say for the time being is that I'll be pretty miffed if they force me to buy three headsets for $300 a pop that all do pretty much the same thing. They should create a standard that works with everything and compete on features and performance, so I can just buy the best one, as I do with keyboards, mice, etc.
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Unread postby infernovia » 12 Jan 2014 07:07

A lot of people have speculated that this was in the works, especially when CCP started playing coy with the platform of EVE Valkyrie. However, we were expecting to see it in CES and VR enthusiasts have been completely disappointed. It can in no way compete with the Oculus (45 degree FOV lol). There are some people who are claiming Sony will reveal it in GDC, but the information is sketchy [ > ].

Now that Oculus has managed to get down to 20-25ms latency in most of their demos [ > ] and has eliminated motion blur with low persistence displays, they will be very hard to beat. I did not expect Oculus to have enough weight to get these incredible displays until next year, so I was very excited to see what Sony had to offer. Now, the only way I believe Sony can compete is if they manage to get some killer titles lined up with some very big developers. They will need it because they will be tied to a platform that can barely display 1080p at 60fps, and that's the minimum recommended by Oculus.

Also, it looks like Valve is going to create the VR standards so you will be able to get what you wanted on the PC at least. I am sure Oculus will support it considering how close those two companies are.

http://www.bbc.co.uk/news/technology-25661997

Mark Ward wrote:Valve designer Brian Coomer says the company is "days away" from releasing a VR software development kit that will give game makers a standard way to provide an interface for VR controllers.

The kit will be released at Valve's forthcoming Steam Dev Days conference due to take place on 14-15 January in Seattle.

Valve's interest in VR has been long known, says Mr Coomer, as has its relationship with Oculus Rift.

"There's also technology in development at Valve based around head-tracking and headset manufacture and design," he says.

"We are working with other companies right now but we have not made any specific announcements."

The kit that Valve plans to release later in January will be part of a broader software tool chest that will help give developers a standard way to control games via Steam Box, he adds.
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Unread postby icycalm » 12 Jan 2014 18:37

infernovia wrote:It can in no way compete with the Oculus (45 degree FOV lol).


You are talking about Sony's existing range of consumer electronics headsets. This thread is about the rumored gaming-specific PS4 device. Read the link in my OP.
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Unread postby icycalm » 12 Jan 2014 18:44

And hooray for the Valve VR solution you mentioned. At least with that and their controller they are doing something useful underneath all the OS and PC ripoff shenanigans.
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Unread postby infernovia » 03 Feb 2014 19:56

http://www.roadtovr.com/sonys-ps4-vr-he ... ls-emerge/

The existence of a Virtual Reality headset from Sony for their PS4 console has passed well beyond idle speculation over the past 12 months. We bring you new information from a PS4 developer.

Note: This article contains speculation based on information from sources which cannot be officially verified.

Sony, No Stranger to HMDs
Sony have been at the forefront of wearable entertainment technology since the the days of the Walkman and since have pioneered niche products such as the Glasstron and the HMZ line of personal movie viewers. One things for sure, not only do Sony believe in the HMD as a concept, they’ve now amassed years of experience in both miniaturised displays, optics and ergonomics as a result. If there’s one blue chip company out there that’s best placed to challenge Oculus VR in the VR gaming hardware space, it’s probably Sony.

We’ve been charting the building evidence for Sony’s plans to enter the virtual reality arena for months now. But things started to heat up in the run up to GamesCom in Cologne, 2013. Before I headed to GamesCom to cover the event for Road to VR, we received a message from one of our anonymous tipsters saying simply this: “Keep an eye on Sony.” We heeded the advice and watched developments from Sony unfold at Gamescom like hawks but alas, nothing official, just a fresh set of new rumours.

Come September, and the big media outlets were all spouting the same speculation, this time however there was a level of confidence that doesn’t usually accompany such headlines. Chief among them was Games Industry’s forthright piece entitled “Inside PS4's new VR headset” in which it stated that there was indeed a headset and that:

The headset (which is not tied to the company’s existing Wearable HDTV Personal 3D Viewer, pictured above) uses the PS4's PlayStation Eye camera, like Move did, for head tracking. This, say people who have used it, makes the headset even more accurate than the Oculus Rift – though it does present some aesthetic challenges.

At present, the working prototype for the headset, which select developers currently have in house, looks much like Oculus’ better-known VR system – with ping pong balls attached. The design is not expected to be final.

It seemed to us that it wouldn’t be long until we finally had confirmation or perhaps even a reveal by Sony that this seemingly ‘all but confirmed’ headset did indeed exist and when we could expect it. But, things went quiet again, at least unit now.

"Sony’s PS4 VR Headset As Impressive As Valve’s"
We’ve now received word from someone claiming to not only have tried Sony’s secretive virtual reality hardware but is actively developing software to utilise the device. Our source describes the HMD as having an FOV comparable to that of the Rift DK1 but with a much higher resolution. Further, the prototype our source had extensive time with, used 2 glowing orbs mounted atop the headset. Using a camera, assumed at this point to be the standard PS4 Stereo camera that launched alongside the console late last year, the system tracks the user’s head in 3D space – using the orbs to pinpoint position. Currently we have no information as to how head orientation is tracked, but it would make sense for Sony to include a solution similar to Oculus’ 6DoF (Degrees of Freedom).

Perhaps more interestingly though, is that our developer source claims also to have attended the recent Steam Dev Days event in Seattle and sampled Valve’s apparently impressive HMD for himself. According to the source, the two HMDs compare very favourably. The general impression was that resolution was comparable between Sony’s and Valve’s unit (believed to use 2 x 1080p panels) and that head tracking accuracy was very close.

Finally, the developer also tells us that Sony’s HMD was supposed to be revealed already but that technical issues delayed the announcement. What those issues were, we do not know.

If we hadn’t already made it abundantly clear already, this information is unconfirmed and in no way delivered via official sources. It must all be treated as wild speculation until such time as Sony decides to reveal their plans to enter the virtual reality arena. However, the information does tally with details leaked to other sources and the technology, albeit based on scant details, seems at least technically plausible.

In all honestly, my concern isn’t the execution of the hardware – Sony has good track records in producing superlative industrial design wrapping innovative technology. My biggest concern is that Sony will use this new device purely as a differentiator in the now ‘current gen’ console race. The PS4 and Xbox One offer such similar experiences, most of which I consider evolutionary, the chance for either to make their system stand out to gamers at large is incredibly valuable.

Whether the PS4 can offer the kind of processing grunt requires to push high resolution, high fidelity, stereoscopic scenes around at frame rates exceeding 60FPS is another question and perhaps the biggest obstacle to Sony in this venture. As of writing, the AMD based APU in the PS4 offered performance comparable to that of current mid-range PCs – although a single hardware platform affords benefits which inflate its potential, in PC terms the PS4 is already behind the curve in terms of performance. And despite an encouraging trend for games to target a 1080p resolution, frame rates are another matter. Killzone: ShadowFall looks fantastic, but runs at a locked 30FPS, way below the minimum threshold of 60 FPS required for a comfortable VR experience. If PS4 developers are to offer high frame rate, high resolution visuals it’s clear something’s got to give and that’s fidelity. Will gamers accept titles sacrificing their cosmetic looks for more immersive delivery?

Here’s the rub though, virtual reality cannot be treated as an add-on or a peripheral. It must be treated as a platform in its own right. Software needs to be conceived, designed and built from the ground up for the realm of VR and cannot be tacked onto a renowned franchise as an afterthought. In this respect, Sony’s attempt at VR may well prove damaging to Oculus’s attempt to ensure virtual reality reaches escape velocity this time. If a company with as much market reach as Sony fumble an entry into VR, it could sour the taste of this revolutionary gaming experience for an entire generation of gamers. And if Sony launch the device before Oculus can come to market, the average Joe may well try this half-hearted, rushed implementation and be put off for life.

This is of course a slightly pessimistic and overly-dramatic scenario, but one that has a very real possibility of coming to pass. Whilst the Games Industry article above does give some encouragement that Sony’s VR venture will not meet the same fate as the PS Move controller it’s clear the PS4 is a standard, traditional console first and potential platform for virtual reality a very distant second.

As I was writing this article, yet more evidence of the existence of a Sony PS4 VR HMD emerged. John Smedley, President of SOE (Sony Online Entertainment), the first party studio behind the likes of the next generation MMO Everquest Next, appeared to hint at the existence of such a device in a recent Reddit AMAA:

hearing good things about 2 competitors.. one of which actually comes from Sony. so I’m thinking this is real and we may have our Snowcrash after all.

With any luck John isn’t referring to the dismal HMZ-TQ3, demoed at this year’s CES and was received poorly by those VR enthusiasts that tried it but to a real dedicated HMD for gamers.

We shall see – but as we continue to state, possibly ad-nauseum at this point, 2014 will be a very interesting year for VR.

What do you think? Is there now enough speculation and rumour to convince you such an HMD exists? Could Sony do more harm than good by entering the VR arena? Or do you think Sony can bring an important device to the table and help virtual reality enter the public consciousness more quickly? Let us know in the comments below.

Finally, many thanks to our tipster – you know who you are.
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Unread postby Some guy » 12 Mar 2014 17:13

Sony's VR tech to be revealed at GDC
http://www.edge-online.com/news/sonys-v ... test-hope/

Neil Long wrote:Sony’s VR tech will be revealed at GDC – and it represents virtual reality gaming’s greatest hope

Sony will reveal its Oculus Rift-beating VR headset at GDC next week, according to developers familiar with the tech.

A prototype is already in some thirdparty developers’ hands, who have told us that Sony’s VR headset is far superior to Oculus Rift’s first incarnation, though that is expected to even out a little with the arrival of Rift’s new, more advanced Crystal Cove devkit. They also said that there’s little software to speak of currently, but they expect to see something from one of Sony’s firstparty studios at GDC, even if it is just a tech demo.

There’s also no pressure on developers from platform holder Sony to adopt the tech; indeed, the studios we spoke to were excited by the technology, but questioned its viability as a platform. The cost of VR game development and its niche appeal means that many developers will wait and see how the Sony-authored experiences fare before committing to VR game development in earnest.

Sony will reveal all at its ‘Driving the future of innovation’ session at GDC on Tuesday, March 18. The event’s description on the GDC site is deliberately brief, but it is significant that it’ll be hosted by senior SCEA research and development executives Richard Marks and Anton Mikhailov. Both men helped develop PlayStation Eye and Move; feeling out the possibilities of virtual reality on consoles appears to be a logical progression for the pair within Sony’s R&D departments. The presence of Sony’s President of Worldwide Studios Shuhei Yoshida lends the showcase extra kudos, too, and its significance is being stressed privately to Sony’s development partners, who are being told that it’s not a session that they’d want to miss. When contacted about all of the above information, a Sony spokesperson told us: “We do not comment on rumour and speculation.”

Nonetheless, barring a last-minute change of plan – which has happened in the past, as the headset was almost revealed late last year – Sony will announce its entrance into virtual reality gaming next week, and it’s a game changer for the medium. Oculus Rift is well-funded and its technology is dazzling, and if you can stomach using VR, we’re already seeing thrilling games emerge. Frontier’s Elite: Dangerous and CCP’s Eve Valkyrie are among the more spectacular examples, but the medium has its problems, too.

There’s the obvious issue of motion sickness, the lack of a standardised controller and VR gaming’s potential complexity, not to mention cost. If it is to become anything more than an expensive hobbyist niche, it’ll need the backing of a major platform holder to popularise the medium by simplifying the proposition and opening it out to the average player. Sony has all of this in its grasp, potentially – it has millions of players already locked into its ecosystem, and the preexisting marketing and distribution presence to take VR mainstream. Right now, VR on PS4 represents virtual reality’s best chance of becoming a viable future platform for interactive entertainment.

Speaking at a press event for its forthcoming Oculus Rift game Eve Valkyrie, CCP’s Chris Smith tells us: “We are passionate about the potential of this new wave of VR tech, so the more people who have the possibility to experience it the better as far as we are concerned. So yes, we would definitely welcome VR headsets for console players – it can only help bring the experience to the mass market.”

Smith says four things need to happen to make VR mainstream, be it through Oculus Rift or Sony’s headset. Virtual reality must deliver genuinely new and worthwhile game experiences, killer launch games, an acceptable price and a good promotional campaign. Though Sony is in a better position to deliver all of this right now, Smith is confident that Oculus Rift can do the same. “As far as I can see Oculus and VR as a whole is on the right track,” he tells us. “The first barrier is getting the Oculus on everyone’s head to show them why it’s a viable platform. The subject of ‘if’ or ‘will’ Oculus be a platform is not even a question worth asking after you have experienced it. If there is perhaps one barrier, it’s how long I can game with VR. Right now an hour is fine, but can I game for 10 hours? Perhaps having to take a small break isn’t so bad.”

Longer stretches of play are leaving players dazed for hours afterwards at this point. Indie studio Streum On Studio is developing SpaceHulk: Deathwing for Oculus Rift, and it too says VR must overcome this problem. “Oculus seems to be working hard on that,” says studio associate Longuepee Christophe. “The new HD version seems to have started to decrease this effect a bit.”

On the controller front, fellow Oculus Rift game Loading Human from Italian indie Untold Games is currently using Razer’s Wii Nunchuk-like Hydra controllers to replicate the player’s hands in the game. Its designer and art director Flavio Parenti suffers from motion sickness himself, but continues to work on the project, such is his enthusiasm for VR. “It’s a new medium so rules can be set and have to be discovered,” he tells us. “But the nausea has to go away. The real war is going to be on the controller side. We already almost have a standard view in VR, but how do you control something in VR? I’ve been playing tech demos for almost a year now and I can assure you the only way to play is with motion control, not with a gamepad. I think we need something that’s in between the two.”

SpaceHulk: Deathwing developer Streum On Studio says that it is using a gamepad to control its VR game, too, and it’s the same with CCP’s Eve Valkyrie, though its lead designer Chris Smith sees potential in all kinds of inputs. “Flight sticks, controllers and body tracking hardware all bring new opportunities to player control in VR as well as new design challenges,” he says. “Right now we are using a standard console controller and it’s working great.”

More complex, non-traditional controllers always excite and inspire game designers, but ultimately the simplest solution will surely win out. And it already exists; Dualshock 4’s light bar in concert with PlayStation Eye could offer both traditional and motion-based inputs for VR games, if executed well.

With Microsoft’s own spin on wearable tech still some way off, Sony already has everything it needs to steal Oculus’ thunder at GDC. It has the audience, the branding and the support of game developers across the industry – if its tech is accessibly priced and can overcome the problem of motion sickness, Sony’s VR headset could be the device to truly kickstart virtual reality gaming.
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Unread postby infernovia » 19 Mar 2014 05:49

Project-Morhpeus-Ann.jpg


http://gematsu.com/2014/03/ps4-virtual- ... s-unveiled

Sony confirmed ‘Project Morhpeus,’ its long-rumored PlayStation 4 virtual reality headset, durings its “Driving the Future of Innovation” panel at GDC.

“Many of us at PlayStation have dreamed about VR and what it could mean for the games that we create,” Sony Worldwide Studios boss Shuhei Yoshida said.

Sony has been working with virtual reality for at least four years, Yoshida revealed. Slides shown during the panel show Yoshida testing prototypes in fall 2010 and March 2011. He also showed God of War III running in a head-mounted display first-person view mode via the a prototype headset from years back.

According to Sony R&D head Dr. Richard Marks, PlayStation 4 virtual reality “is going to be pervasive, and what I mean by that is it’s going to be used for all sorts of things you might not think it would be used for.”

For example, he has been working with NASA’s Jet Propulsion Laboratory to create a Mars demo that lets you feel as if you’re actually standing on the surface of the planet.

Virtual reality comprises of six main challenges, Dr. Marks said. Sight, sound, tracking, control, ease of use, and content. And that content has big names backing it, including Unity, Havok, Wwise, Gigantic, Autodesk and Autodesk Gameware Scaleform, DDD, Criware, Epic Games, Silicon Studio, Bitsquid, Crytek, and FMod.

But games are only one type of content virtual reality can provide, Sony R&D software engineer Anton Mikhailov said. As demonstrated by the Mars demo, virtual reality can be used for virtual tourism and media, “but games are still the best,” he said.

Virtual reality amplifies emotion sensory block-out, and can emulate feelings of vertigo, claustrophobia, fear of the dark or unknown, fear of voids and empty spaces, extreme and intense horror, and creature phobias.

“Emotion in virtual reality is amplified,” Mikhailov said. “You have a lot of new emotions to play with as developers.”

Morpheus will work with PlayStation Move, PlayStation Eye, and PlayStation 4. It’s not a final product, but a work-in-progress. The current dev kit runs at 1080p with a 90+ degree field of view, and supports position and rotation head tracking (1000hz, 3 meter working volume, full 360 degrees), forward prediction, and DualShock 4 and PlayStation Move with the same camera. It promises true spatial sound, and supports custom headphones. You can use it with glasses, too.

GDC attendees will be able to go heads-on with it starting tomorrow, with demos including The Deep, The Castle, EVE Valkyrie, and Thief. Yoshida said GDC was chosen as the headset’s unveil venue because Sony is seeking feedback from developers.

Find some specs below.

Configuration: processor unit, head-mounted unit
Display method: LCD
Panel size: 5 inches
Panel resolution: 1920xRGBx1080
Field of view: 90 degrees
Sensors: accelerometer, gyroscope
Connection interface: HDMI + USB
Function: 3D audio, social screen

Q&A

Mikhailov held a post-panel Q&A following the headset’s reveal. Unless in quotes, these aren’t direct quotes from Mikhailov, but summaries of his responses.

When will the unit launch?

“As soon as possible.”

Is it wired?

The current prototype uses a five meter wire. Obviously, Sony is seeking a wireless solution.

What frame rate will you get, and what latency?

The highest frame rate and the lowest latency.

Will it also work on PC?

Sony is currently focusing on Project Morhpeus as a PlayStation 4 product.

Would it ever be standalone without PlayStation?

No.

How many units do you plan people have?

Right now, it’s one per PlayStation 4.

Are you looking into eye-tracking?

Yes.

Will there be mobile connectivity with PS Vita?

Right now, Sony is currently focused on PlayStation 4.

Why is it called Project Morpheus?

“Well… we decided on the name last week (laughs). It was decided because Morpheus is the god of dreams… not a Matrix reference.”

You can put your hands in the game with PlayStation Move. But what about your feet?

“We’re researching… it depends on what you’re trying to accomplish.”


Unfortunate that this isn't going to be on the PC, but I am excited to finally see their plans and what they have been working on. Hopefully they can influence more studios to start developing games for VR.
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Unread postby infernovia » 20 Mar 2014 14:06

http://www.reddit.com/r/oculus/comments ... _sonys_vr/

Bear with me, I have a lot to share. All I can tell you about my source is that he is the same person who initially leaked months ago that Sony was working on a VR headset and was planning to unveil it at Gamescom last August. He disclosed that information to me well before the PS4 launched.
Sony has very strict NDAs in place. At my sources request, this is a throwaway account. He is very enthusiastic about Morpheus but he is also quite worried that I will accidently share information that leads back to him. As a result, he is okay with me sharing the below information but nothing more. Because of the amount of information he is sharing, he asked to avoid sites which may recieve a legal notice from Sony to compel them to reveal a source prefering less regulated places such as reddit or pastebin. He also asked me to not share any information about how I know him, what he does, or the circumstances behind this leak of information. He also asked me to not share any information about who I am in case people start asking me for more information and I slip up. It’s unlikely that I will be posting from this account again after today unless he explicitly permits me to.

The Launch Window
• Sony hopes to release Morpheus before the end of fiscal year 2014 (which ends on March 31, 2015). However, they are much further along than people realize and were initially targeting a Fall 2014 release. The prototype Sony showed yesterday, as advanced as it is, was fairly close to the one they were planning to debut at Gamescom last august. There were some minor adjustments made to the LED positioning and there is a slightly improved screen in this prototype but the two prototypes were otherwise identical. They decided against showing the prototype last year because they wanted more time to nail down the software and because they didn’t want to take focus off the PS4’s launch.

The Device’s Name
• The final name won’t be Morpheus. The device doesn’t have a name yet but is likely to be named with an evocative action verb akin to Move, Play, Create and Share. According to my source, View (as in Playstation View and PSView ) are two that are often thrown around internally. But he also added that its way too early for them to settle on a name and it may very well might end up being named some other verb like Focus, See, Experience, Imagine, Live, Immerse or something entirely different like Vision all of which he has heard people suggest.

The Target Price
• Sony is internally targeting a price of $250-$299 with a camera bundled, and they are planning to subsidize the cost of the device in order to achieve this price tag. Later in the conversation, he noted some reservations he has about this target price. Sony invested a substantial amount in R&D for this device for the past several years.

The Games
• Sony’s first party studios are working on some absolutely fantastic VR experiences. The Last of Us, God of War and Drive Club are being built into brand new VR experiences from the ground up. I mentioned that Drive Club was supposed to be a PS+ free game and he told me that Drive Club will be a traditional game but will also have a dedicated VR component with pared back but nevertheless very impressive graphics. According to my source, Sony feels that while these known franchises are what will drive gamers to first make the leap over to VR, entirely unique and engaging experiences are what will demonstrate to gamers what VR offers over traditional gaming. Guerrilla Games is working on a unique first person Adventure RPG built from the ground up for VR and Sucker Punch once they wrapped up work on Infamous started work on something VR related.

The Experiences
• Sony wants to bring VR to the masses by offering up VR experiences that are both revolutionary and very accessible, plug and play and with a very simple to use interface that require absolutely no technical knowledge to set up or use. And they want to launch the device with VR software unlike anything people have ever experienced before. This is a major area of focus for Sony’s R&D and internal development studios.
• There is a lot of amazing software they are keeping under wraps. They even have an interface designed specifically for VR that they are keeping under wraps. Some of the VR software that Sony's internal teams are working on, (examples he mentioned include virtual tourism through various places and to different eras in human history, space exploration, deep sea exploration and a VR oriented take on PlayStation Home) aren’t really games in the traditional sense and are designed to be immersive VR experiences that have more broad appeal beyond just traditional gamers.
• Sony is also worried about public perception that VR is an isolative antisocial experience. They are working on a collection of asymmetric multiplayer games, some of which are sports, and some of which are entirely new experiences (Note: Nintendo Land is what came to my mind when my source said asymmetric multiplayer, when I asked if this was anything like Nintendo Land, he said that two of the asymmetric games share some elements in common with Mario Chase and Metroid Blast but the others are very unique experiences and VR adds a whole new dimension to them).
• As if the above information didn’t make it clear, he specifically told me that Sony is a huge believer in the possibilities that immersive VR. They’ve long felt that once the technology becomes feasible, VR experiences (games, virtual tourism, edutainment) could be as big an industry as movies and traditional games are today. They want to be at the frontier of this new industry the same way they were with CDs, and with personal music players when they launched the Sony Walkman. They feel that if properly executed, VR will have more mass appeal than any game console in history and with much longer legs (presumably this was a reference to the Wii) because it offers something that simply hasn’t been possible before. Sony feels that without them entering the market with an easy to use, closed box, plug and play VR experience, it will take some time before VR ventures beyond PC enthusiasts and the technically adept. He said that Sony has been investing very heavily in VR in order to make immersive VR accessible to the masses at large.

The Hardware
• Like the PS1 with CDs, the PS2s with DVDs, the PS3 with Blurays, the PS4 was designed to make VR mainstream. The PS4’s internal architecture, the Playstation Camera, and the Dualshock 4 (both the lightbar and touchpad) were designed from the outset with VR in mind. Even the HMZ releases were designed to recoup some of their early R&D costs while improving upon the early headset designs. All VR games will be required to support both the Dualshock 4 controller and the Move Controller. The advantages of doing this include not needing to bundle Move controllers in with the headset and allowing gamers to transition to VR using a controller they are familiar with.
• The Morpheus will not be PC compatible in the near future. Sony needs to recoup the substantial investments they are making with PS4 VR game sales and get hardware costs down before they consider adding PC support. More importantly, Sony feel there are significant advantages to a walled garden (Apple-like) approach when you are introducing a brand new device to the masses. Thanks to the PS4, Sony controls every aspect of their VR experiences, both the software and hardware and their VR software can target one unified set of specifications. Sony plans to leverage this to deliver truly mind blowing and immersive VR experiences that perform smoothly and consistently.
• Sony is positioning the VR headset as sometime quite distinct from the PS4. They want the PS4 to be the place where gamers go for cutting edge mainstream games and the VR+PS4 combo to be the place to go for anyone interested in rich immersive VR experiences even if they don’t have the technical knowledge necessary to get something like the Oculus Rift up and running.
• Sony wants to avoid creating the impression among gamers that the PS4 needs a VR headset to be a worthwhile purchase. This is one reason why they decided against launching the VR headset this year. They want to give the PS4 lots of breathing room, release a rich lineup of dedicated games for it this holiday season and maintain the PS4’s momentum as the go to console for gamers even if they aren’t interested in VR. It sounded like Sony feared that focusing too strongly on VR this early in the PS4's life could drive away some gamers and hurt their momentum going into the holiday season
• In essence, Sony plans to fully and significantly support two unique and distinct platforms, a dedicated cutting edge gaming console, and a brand new plug and play VR platform that offers unique tailored immersive experiences unlike anything anyone has experienced before. This is partly why Sony is working so hard to bring in more indie developers to their platform, because they feel these indie developers will help them successfully support and nurture both platforms
• Another reason why Sony decided against launching the device this year is (and the reason they chose to unveil the device at GDC) is because they wanted to get indie developers on board early. They know that a large lineup of captivating VR experiences at launch gives the device the best chance of success, and they are actually positioned to do just that. They have a substantial amount of internal software being developed to launch along the VR headset. But they want indies on board to fill in gaps, offer up unique experiences that didn’t even occur to them, and help ensure a steady stream of VR experiences following the launch.

Part 2 , continued from the OP (due to word limit)
The Reason for My Source’s Leak
• What seems to have prompted this leak is my sources (and several of his collegue’s) desire to significantly beefup the consumer device well beyond the specs shown in yesterday’s prototype. Sony’s executives are still weighing their options, whether to release something close to the prototype shown yesterday at a very low price, or to further beef up the specifications and launch at a higher price tag. My source worries that Sony might undermine their own initial vision by making compromises to the device's specs in order to lower costs both to themselves and to the end user. If it turns out that they can deliver an even more immersive experience and the choice was between a $299 1080p 60fps headset vs. a $399 1440p 90fps low persistence headset that does a superior job of achieving presence/immersion, he hopes that Sony opts to take that later option and that VR enthusiasts likewise encourage Sony to favor immersion over cutting costs.
• My source worries that if the number one concern that gamers seem to have regarding this headset is the cost, this will make it more likely for sony to opt for a lower specced and cheaper headset over a more immersive and advanced headset. Sony’s consumer research browses sites like facebook, twitter, reddit and neogaf to get a pulse on how gamers and tech enthusiastic feel and preemptively address areas of concern (it’s not just sony, all major corporations do this per my source). He is worried that comments on these sites will dissuade Sony from opting for the superior and more immersive but more expensive specifications in order to hit some arbitrary price point. If this what most gamers want, then that’s fine, but he feels that most gamers and tech enthusiastics would prefer a more advanced and more immersive headset even if it costs a bit more initially and if he is correct, he wants gamers to communicate this. He also feels it doesn’t make sense in the long term to favor a cheaper less capable screen over a pricier one since the component costs will fall drastically in an year or two anyways and only the enthusiasts will be adopting it early on, even with lots of support like Sony is planning.
• He specifically said he is not especially technical but that he and everyone at sony that he works with wants the device to be as immersive and create as much a sense of presence as is technically feasible. He said that he doesn’t know if their engineers ultimately feel they would need a 1440p, 90 fps, OLED screen with a much wider FOV in order to create an even greater sense of presence or immersion, but he hopes that if that’s what they conclude, this is the route that Sony opts to take, even if it brings the initial cost of entry to $399 rather than $299. In an year or two, they can substantially reduce that cost. He predicted that Sony’s higher ups will underestimate the demand for this device and there would be shortages for this device at launch akin to the kinds of shortages Wii experienced, so even if Sony launches it for $299, many people will be up paying $499 or more for it on ebay to get their hands on it. He doesn’t think it makes sense to target a lower price in favor of higher quality at launch as the enthusiasts and early adopters would gladly pay a higher price for a superior product and the cost of the components will fall quickly allowing a price cut within the year allowing for a more mass market price.

The PS4’s Technical Capabilities for VR
• He also said that there is a stark difference between what he has seen from internal developers privately vs what gamers think the PS4 is capable of achieving. Software developers tell him that PC hardware is used inefficiently, and is designed to target a wide swath of different possible specs rather than one consistent hardware environment like consoles offer. As a result, there are lots of excellent tricks they can use to maximize the hardware performance and with time, you end up with games like The Last of Us running on such ancient hardware. He says that from what developers tell him, PC software has not come close to being built around high end gpus, it’s instead focused on running on even low-mid range gpus. He tells me that a game built from the ground up to maximally utilize a single high or even mid end cpus and gpu and maximally tweaked to employ ever trick the hardware allows would look vastly superior to anything out today, especially once the developers really get familiar with the hardware, and this is what consoles allow. This is why he says he has seen PS4 exclusives that far surpass any game out today, because they were actually centered to maximally employ the tricks the hardware allows. I asked him about Killzone’s resolution and 30fps limit and he responded that Killzone had to make launch giving little time to tweak it to take advantage of the PS4 hardware but that he has already seen atleast two exclusive PS4 games running at 1080p and a rock solid 60fps that graphically significantly surpass The Dark Sorceror in engine demo that Sony wowed people with last year.
• From what he has seen privately, the PS4 is more than capable of producing beautiful, clean, immersive 2x1440p 90fps games for VR. When I asked him to list some existing games that are comparable to the environments he saw running privately running at a 2560x1440 resolution split across two screens (which I will henceforth refer to as 2x1440p) running at 90fps, he listed The Last of Us, Grand Theft Auto 5, Super Mario Galaxy, Wipeout HD Fury, Pikmin 3 and The Legend of Zelda: Wind Waker HD but added that these environments were rendered at much higher resolutions and with higher resolution textures leading the environments to actually look much crisper and more beautiful than they do in any of those aforementioned games, and they would blow people’s minds if demoed publically running at 2x1440p at 90fps off the PS4 because they truly achieve presence. He further added that obviously, dedicated nonVR games like the ones he has seen privately feature much higher quality graphics, but that from his experiences with VR, that isn’t as important. As long as the environment is clean and crisp at a high resolution and a with a high frame rate, its an incredibly engaging and immersive experience. He also added that just because they use 1440p capable screen doesn't mean that a developer can't render their game at 1080p and/or run the game at 60fps instead of 90fps if they wish to crank up graphical details and feel they can do so without breaking immersion, since even a 1080p resolution image rendered on a 1440p capable screen will produce significantly less of a screen door effect than a 1080p resolution image displayed on a 1080p screen.


Very good news if true. I find the reasoning behind not announcing the product incredulous, they should have announced it and created some hype themselves for such a game changer. Regardless, they have some good peripherals for VR and a lot of connections with game studios, so I am hoping they have managed to convince some big studios.

The resolution makes the post sound ridiculous though:
http://www.reddit.com/r/oculus/comments ... vr/cg7bm66

I played The Last of Us earlier last summer and while the game was good the graphical experience was terrible, as a PC player. Sub 720p resolution, practically non-existent textures, a whole lot of other things, and it seemed to constantly run under 30 FPS. I know they're on different hardware now, but I have a really hard time believing they've got the horsepower to run anything at 1080p 60 FPS with stable performance.
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Unread postby El Chaos » 25 May 2014 17:53

Digital Foundry: hands-on with Project Morpheus, in-depth analysis of Sony's VR headset - and why PS Move is the real game-changer: http://www.eurogamer.net/articles/digit ... t-morpheus
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Unread postby earthboundtrev » 04 Mar 2015 04:00

http://blog.us.playstation.com/2015/03/ ... g-in-2016/

Shuhei Yoshida wrote:Hello from GDC 2015! About a year ago, we unveiled a prototype for Project Morpheus, the virtual reality system for PS4. Since then, we’ve been hard at work making the system even better. I’m pleased to return to GDC with an update on our progress, bringing us one step closer to its consumer release. We believe VR will shape the future of games, and I can’t wait for you to try Project Morpheus when it launches in the first half of 2016.

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Project Morpheus

Our goal with VR is to deliver a sense of presence, making the player feel as though they’ve stepped inside the world of a game. The new Project Morpheus prototype brings us closer to that goal, as it improves the visual experience and tracking accuracy, both of which are critical to achieving sense of presence.
Key changes:

OLED display: In exchange for the 5 inch LCD, the new Morpheus VR headset is equipped with a 5.7 inch 1920 X RGB X 1080 resolution OLED display. This new screen expands the field of view and enables low persistence, removing motion blur.

120hz refresh rate: The previous refresh rate spec has been doubled for this new prototype, which means games for Morpheus can be rendered at 120fps. When combined with the OLED display’s high refresh rate and the power of PS4, Morpheus is able to output amazingly smooth visuals.

Super low latency: We know how critical low latency is to delivering a great VR experience, and we’ve reduced latency to less than 18ms, about half of what the first Morpheus prototype had. Low latency is critical to deliver a sense of presence, at the same time making the VR experience comfortable to players.

More accurate tracking: To make positional tracking more precise, we’ve added three LEDs to the headset – one on the front and two on the side – for a total of nine LEDs to support robust 360 degree tracking.

User-friendly design: We’ve made the Morpheus VR headset easier to put on and take off, with a single band design and quick release button. The headband supports the weight of the unit on the top of your head, so there is no pressure on your face. Other components have also been adjusted and configured to make the headset lighter, so that players do not find the headset cumbersome or uncomfortable to use.

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Revealing this new prototype is an important step in our journey to release Project Morpheus, but there is more to come. We’ll share additional details at E3 and beyond. In particular, we’ll show more VR games at E3 and later events as we get closer to launch.

A new dimension of gaming is almost here, and PlayStation again is at the forefront with Project Morpheus.
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Unread postby infernovia » 19 Mar 2016 18:14

http://blog.us.playstation.com/2016/03/ ... t-tuesday/

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It’s been an exciting week for PS VR, but we still have more news to share. Starting at 7:00 a.m. PT on Tuesday, March 22nd, pre-orders will open for the PlayStation VR Launch Bundle at participating retailers. Exclusively for pre-sale and in limited quantities, this bundle will include:
All contents of the PS VR core bundle:
PS VR headset
PS VR cables
Stereo Headphones
PlayStation VR Demo Disc
PlayStation Camera
2 PlayStation Move motion controllers
PlayStation VR Worlds (disc)
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Unread postby earthboundtrev » 18 Jun 2016 15:08

http://www.wired.com/2016/06/playstatio ... ctober-13/

Chris Kohler wrote:Oculus, Vive, and many other VR headsets are already available, which just leaves Sony. It announced at E3 on Monday that its PlayStation VR headset will finally be available on October 13, at the (already announced) price of $399.


Press site: https://www.playstation.com/en-us/explo ... tation-vr/
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