Project Morpheus: Virtual Reality for the PlayStation 4 - Page 4 - AVS | Home Theater Discussions And Reviews
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post #91 of 112 Old 03-30-2014, 07:42 PM
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Originally Posted by PENDRAG0ON View Post

Don't forget the Glyph, it is still in the running as well. I'll have to test all three before I invest in one of them.
I would be curious to see how Glyph does with those that wear glasses. Just looking at Glyph it looks like it would be tough for those of us who wear glasses. I may luck out and not need mine since I can see close, but distance viewing is a problem.

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post #92 of 112 Old 03-31-2014, 08:58 PM
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Glyph isn't actually a Virtual Reality Headset, there is no facility for tracking, it's FOV is only 45 degrees, nor do we know if it can handle the required latency, refresh rates for presence.
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post #93 of 112 Old 04-01-2014, 10:03 AM
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Originally Posted by zBuff View Post

Glyph isn't actually a Virtual Reality Headset, there is no facility for tracking, it's FOV is only 45 degrees, nor do we know if it can handle the required latency, refresh rates for presence.

That is true. But it has a lot of potential for a company that already has serious VR credibility. And who have already solved those issues.This was discussed in detail over in the OR thread in the Display area.
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post #94 of 112 Old 05-08-2014, 12:16 PM
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Quote:
Originally Posted by Arutha_conDoin View Post

I would be curious to see how Glyph does with those that wear glasses. Just looking at Glyph it looks like it would be tough for those of us who wear glasses. I may luck out and not need mine since I can see close, but distance viewing is a problem.

From the Avegant web site:

OPTICS & SENSORS

Headtracking: 9 DOF IMU output via Bluetooth or hardwired
No glasses required
IPD Adjustment: 50-75mm
Diopter Adjustment: +2 to -6

Larry
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post #95 of 112 Old 05-13-2014, 06:50 PM
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You really look goofy while playing. Not the glasses, but the slow panning and tilting of the head.

I wouldn't be so concerned with how I looked, but I totally got an image of some guy breaking into your house while you're playing, seeing you panning around with the VR goggles, and just proceeding to rob you blind without you even knowing it. I could see you taking the goggles off a few hours later like "WTF! How'd my own reality change?" Put the goggles back on to see if it would change back, etc...

I am looking forward to this, but there definitely is a sense of vulnerability when you shut yourself off from reality. I suppose it's irrational since it's no different from sleep, but...

Also, just started watching SAO (Season 1 is on Netflix now). It sort of makes me want this more.
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post #96 of 112 Old 05-21-2014, 06:51 PM
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Not Project Morpheus, but a great article about the Oculus Rift:

 

http://www.wired.com/2014/05/oculus-rift-4/

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post #97 of 112 Old 05-22-2014, 09:50 PM
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What do you guys think Sony is going to do in regards to Morpheus at e3 ? Do you think they will be showing it off there with the same demos as before, or do you think they will have some new stuff ? Do you think they announce it's coming out in 2015 ?
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post #98 of 112 Old 06-07-2014, 10:01 AM - Thread Starter
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Project Morpheus makes an appearance on Fallon's Tonight Show:


Los Angeles Lakers - 16 NBA Championships!

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post #99 of 112 Old 06-12-2014, 06:36 AM
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And this is going to work to see movies or will this be just for VR and they will come out with a new HMZ?
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post #100 of 112 Old 06-12-2014, 06:53 AM - Thread Starter
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So far, just game support announced. Nothing keeps them from adding movie support, I suppose.

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post #101 of 112 Old 06-12-2014, 07:10 AM
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If this had movie support and cost 200 to 300$, it would be awesome compared to HMZ (1000$).
Maybe they release a new HMZ this year with the same resolution as Morpheus and the same price, and with a bigger FOV than the previous HMZ.
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post #102 of 112 Old 06-12-2014, 07:18 AM
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We might see movie support before 3D support.

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post #103 of 112 Old 06-12-2014, 07:47 AM
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So Morpheus doesn't have 3d? I haven't noticed that. Well I'm not a big gamer, but I'm sure it will make a lot of difference in the immersion of the game.

Last edited by CARTmen; 06-12-2014 at 08:01 AM.
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post #104 of 112 Old 06-12-2014, 08:26 AM
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Quote:
Originally Posted by CARTmen View Post
So Morpheus doesn't have 3d? I haven't noticed that. Well I'm not a big gamer, but I'm sure it will make a lot of difference in the immersion of the game.
I meant 3D Blu Ray support for the PS4.

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post #105 of 112 Old 06-12-2014, 08:46 AM
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I meant 3D Blu Ray support for the PS4.
Ah, ok. Sorry. hehe
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post #106 of 112 Old 06-12-2014, 03:21 PM
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So, I heard they had a couple of new demos. The luge demo is pretty interesting, because it seems the only thing required is a bean bag, lol. You don't have to hold any controller or anything. Just lay down on something, and shift your head slightly. Supposedly works very good. I forget what the other new demo was...
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post #107 of 112 Old 06-13-2014, 03:28 PM
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Quote:
Originally Posted by joeblow View Post
So far, just game support announced. Nothing keeps them from adding movie support, I suppose.
I read somewhere earlier this year that it would support all formats through a PS4 out of the gate. But not PS3 right away. I'll try and find the article and post it. It will change the game for me if it doesn't support movies. Morpheus is the console seller for PS4 with me. Unless they gimp it by not adding movie support. I sure hope Sony doesn't screw this up. Because it has so much potential for them.
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post #108 of 112 Old 01-30-2015, 12:05 PM
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No specifics, but Sony will be talking about Project Morpheus at GDC:

Quote:
SCE has recently scheduled a new GDC 2015 developer session titled ‘Developing for Project Morpheus: An Update from Sony’. The session will be hosted by SCE Senior Staff Engineer Chris Norden, Senior Game Designer Jed Ashforth and Senior Producer Nicolas Ducet. It’s set to discuss updates on the technology since its GDC 2014 reveal presentation and give developers ‘new information’ about developing VR on PlayStation 4. Videogame design, using PlayStation peripherals and social experiences will all be discussed during the event.

“Attendees will gain an understanding of the new and novel experiences that can be created when working with Virtual Reality on the PlayStation platform,” the official description for the event reads. “This should enable developers to design VR game features and mechanics that embrace the unique opportunities available with the PlayStation ecosystem.” The session will take place at 12:30 PST on March 4th in Room 2014 of San Francisco’s Moscone Centre in which GDC runs. The event itself runs from 2nd – 6th March.
http://vrfocus.com/archives/11117/so...heus-gdc-2015/
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post #109 of 112 Unread 03-03-2015, 06:53 PM
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Report from the GDC presentation:

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Sony said today that a consumer version of its Project Morpheus virtual reality headset will launch in the first half of 2016.

The company showed off a Morpheus prototype at GDC 2014, and the company was back this year to detail its progress.

"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," Shuhei Yoshida, President of Sony's Worldwide Studios, said in a blog post. "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."

Updates include a larger 1,920 by RGB by 1,080 display, which comes in at 5.7 inches to last year's 5 inches. "This new screen expands the field of view and enables low persistence, removing motion blur," Sony said. The new Morpheus also has double the refresh rate at 120Hz, allowing for rendering at 120fps and "amazingly smooth visuals," according to Sony.

One of the main concerns about VR displays is their tendency to make people sick. Sony said it has reduced latency by half to 18ms, which improves the experience, but also makes it less likely that you'll barf after taking it for a spin.

To make the VR world more life-like, meanwhile, Sony added three LEDs to Morpheus, or nine in total, which should make positional tracking more precise, the company said.

Finally, Sony gave Morpheus a makeover, adding a quick release button and making the headgear easier to slip on and off.

"The headband supports the weight of the unit on the top of your head, so there is no pressure on your face," Sony said. "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."

Morpheus will be on display at GDC in San Francisco this week, but Sony also promised more details at E3, including new VR games.
http://www.pcmag.com/article2/0,2817,2477741,00.asp
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post #110 of 112 Unread 03-04-2015, 08:16 AM
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I was disappointed to see that Sony was going with a single display with funky optics like the Rift. I have a very wide IPD and there's no way that will ever work for me. Their old HMZ-T1, which I bought, has two 1280x720 displays so it was easy for me to crack it open and mod it to get perfect alignment.

The single display also means a horrid 960x1080 resolution per eye which will make the screen door effect pronounced on the horizontal. Still, it's probably the best they could do within the limits of the PS4s graphical power. I'm surprised they're able to get it to 120Hz. That combined with the lower latency should help a lot to make things more fluid and less nausea inducing.

So far the only VR HMD that really looks promising for me is the Valve/HTC one that uses two individual 1200x1080 displays, but of course that one would be PC or "Steam Machine" only I would assume.
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post #111 of 112 Unread 03-04-2015, 10:39 AM
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Hands-on report of the GDC demo:

Quote:
The company showed off several new demos at its GDC, but easily the most impressive was The London Heist, a brief but thrilling crime caper. It starts with a big, brutish thug trying to get some information out of you: you're sitting down, and you can look around, but otherwise you're totally helpless. If you look at the glowing exit sign, your captor shoots its lights out, darkening an already gloomy room. Your predicament becomes especially clear when he lights the torch in his hand and brings it close to your face. But soon the setting shifts, and you find yourself behind a fancy-looking desk in an even fancier looking room. You can rifle through the drawers and pick up objects using PlayStation Move controllers as a proxy for your hands.

Eventually you're spotted stealing a diamond, and the game turns into a surprisingly fun VR FPS: you can find a handgun in a drawer, and to load it you actually pick up a clip and slam it in place. You can duck up and down using the desk as cover, and it feels incredibly immersive. What's great about this demo in particular is it shows how VR can be used for multiple things — storytelling, exploration, combat — all within the same game world. The London Heist is simple, more like an arcade game than a competitive shooter, but it's incredibly exhilarating nonetheless.

The other demos, meanwhile, helped show a broader range of possible experiences. Bedroom Robots, created by Japan Studio, is almost entirely passive: you don't need a controller of any sort; instead you just look around a tiny, dollhouse-like scene filled with cute robots. It's when you look at something that it reacts: a sleeping robot wakes up and then stumbles down some stairs, while a robot in a pool gets eaten by an alligator moments after you spot it. There was a tiny flying drone that snapped a picture of me whenever I looked in its direction. I could peer into rooms, twisting and turning my head to spot all the hidden details only visible from certain angles. It was like a tech demo by way of Pixar.

Sony also had a new version of The Deep, one of its original Morpheus demos, which puts you in a cage beneath the ocean, where you're eventually attacked by a disturbingly angry shark. And it's probably the best way to see how improved the new prototype headset is: everything looked crisper compared to last year's demo, and the underwater world felt more complex and full of life. I could actually see the shark's eyes pulsating as it swam past my cage. Watching dozens of jellyfish surround me and then light up in brilliant colors is perhaps the best VR experience I've had to date.

The new headset meant that these experiences looked better than past VR demos I’ve tried — Morpheus and otherwise — but the much more comfortable design also meant that I wasn’t taken out of the experience as often. I didn’t have to worry about the headset shifting around and blurring the visuals; instead I could just relax and crane my neck to see cute little robots dancing. It was nice not to have to worry about that.
http://www.theverge.com/2015/3/4/814...ds-on-gdc-2015
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post #112 of 112 Unread 03-04-2015, 06:55 PM
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I really hope Sony focuses on making VR games with very low fidelity, if it can provide a great VR experience. Just look at how good the Nintendo games look on the low-end Wii U. Nintendo simply uses an art style that works well with a lowered powered system, and all their games look great. Sony needs to think along those lines with this first VR attempt. Don't shoot for the moon with crazy high end visuals, if it's going to have everybody puking, because the frame rate isn't high enough.

Native 120 hz games could be really, really awesome.


Certainly, the graphics will have to be toned down to achieve it, but who cares, if the experience feels good, I think it's better for the long-term success of VR.
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