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GDC Expo: hands on impressions/media of Project Morpheus (Sony VR)

Raist

Banned
A game can just use an analog stick/navi to give full regular movement rather than requiring the player to physically turn around if they're tracking the ds4 bar or a move controller. Dual moves might require a different way to navigate space.

Honestly, one of the Move's face button could be used as a dpad in this case. Forward, back, strafe left, strafe right. Turning is done by head tracking while moving forward. Other controller's face buttons are for actions, jump duck reload etc.

Essentially, one of the moves is your keyboard, the headset is your mouse.
 
Honestly, one of the Move's face button could be used as a dpad in this case. Forward, back, strafe left, strafe right. Turning is done by head tracking while moving forward. Other controller's face buttons are for actions, jump duck reload etc.

Essentially, one of the moves is your keyboard, the headset is your mouse.

You'd need to be standing up or have some other solution to turning 360 degrees.
 

FacelessSamurai

..but cry so much I wish I had some
No, what your saying makes no sense because you have not stated a point. However my point is that you can't blindly drag the capabilities of one type of game to the next in an attempt to prove that the new type won't work.

You are trying to say that unless a VR experience has the same image quality of a traditional game it will fail. I equated that to requiring an MMOG to have the same lag as a traditional FPS before it would be deemed viable. Trying to do that makes no sense because the games will adapt to the new media just like WoW gamers gladly gave up lower lag for the new experience of playing with 1000s of other players. The same trade off will be done for image quality in order to get VR.

There have been no trade offs when making MMOs the fact that people communicate on ventrilo and have stuff done in real time proves it, and yes, VR games should be able to have the same fidelity as standard games, since it can be done on PC.
 

DJ88

Member
The one Oculus demo I played had really simple, blocky graphics with minimal AA, pixelated all to hell. And it was still awesome.

I think people are making too much of the graphics. In fact, one of the amazing things is how VR takes the simplest visuals and makes them extraordinary by making you feel like you live in that world. It really is a game changer in that graphics quality takes a backseat to fluidity.

Exactly this. We used to have to rely on graphics getting closer and closer to photo realism to achieve immersion. Now that the hardware actually does put us into these worlds, something that's flat, low poly, something like Minecraft even, will be awesome to walk around in. Hell I think those kind of worlds will be even cooler than realistic ones. I don't wanna be in a virtual world that looks just like the real one, that's boring. I wanna be in surreal, dreamlike worlds that are nothing like ours.

Of course, realistic graphics still have their place in things like space and racing sims.

Was this already posted?

Sean Murray ‏@NoMansSky

First time in years I've not been at GDC. So Jelly. Working on something big so had to pull out. Cancelled my talk and a NMS VR demo
:(

https://twitter.com/NoMansSky/status/446408671795609600


OMFG.
 

Raist

Banned
You'd need to be standing up or have some other solution to turning 360 degrees.

You wouldn't need to do a 360 turn. Which for something like an FPS would be a mess anyway. Turning your head just left or right moves the camera, and it keeps doing so until you face the PS camera completely again. So yeah, more like your head is an analogue stick.
 

Norml

Member
he said it felt natural with the move, Im curious to try it. Glove sounds cool too but would your hands get tired? compare to holding a peripheral?

yes :(

Move does look like the best overall method to go and looks to work great, the demos just seem a bit glitchy .
 
lol seems like you can't have a negative opinion on this VR headset without people yelling and screaming at you XD

Why even have an opinion now?

There's conflicting reports/information here. It's really too early to form an opinion, unless you've personally tried both options. And even then, neither are final consumer versions.

The only certainty, is that PS4 has locked specs, whereas PC specs are unbounded. So you can be sure that PCs can achieve better performance/IQ than PSVR(assuming the devs have allowed it).
 

GobFather

Member
Your argument is like saying that MMOGs would never work because Quake needed lower lag than MMOGs could give. Game were designed with MMOGs strengths and weaknesses in mind, and they weren't like the games that came before them. The same will be true with VR.



Yep, I've been saying the same thing. I think the killer app VR game would be an old school Tron game.

Tron-the-original-classic-e1391030022293.jpg

and starwars? T__T
 

Branduil

Member
Honestly, one of the Move's face button could be used as a dpad in this case. Forward, back, strafe left, strafe right. Turning is done by head tracking while moving forward. Other controller's face buttons are for actions, jump duck reload etc.

Essentially, one of the moves is your keyboard, the headset is your mouse.

Why not just do it Wii FPS style? Analog for WASD, move pointer for aiming and turning.
 
There have been no trade offs when making MMOs the fact that people communicate on ventrilo and have stuff done in real time proves it, and yes, VR games should be able to have the same fidelity as standard games, since it can be done on PC.

Umm...Why do you think MMORPGs had the whole targeting system? It was because due to lag you couldn't have action based combat. You had to explicitly tell the game what you were trying to hit. Now with high speed internet and faster servers the action is coming back to MMORPGs, but it was't there to begin with.
 

Triple U

Banned
Other than the screen, this seems to compare quite nicely to DK2. If the blur is related to high persistence, then based on Sony's presentation there shouldn't be much concern as that is supposed to be getting remedied. Idk what to think about the screen though, hopefully Sony at least offers a premium model with a better one.
 

efyu_lemonardo

May I have a cookie?
I wonder of the problems with move vs the headset come down to hand movement generally having much more range and much higher rates of change in position, velocity etc than the head.
 
To the guys posting about using the navi or why doesn't the move have an analog in order to move around in the world. I say to you the Move can do this as demostrated in the Move game The Fight: Lights Out.

Here is iWaggle showing you how to move a character around in the fight ring just note the fighter moves fast or slow based on the angle of the tilt. Here go to 4min 25sec of the video and he will show you how to move the fighter.

https://www.youtube.com/watch?v=9TpaOeeNvCI
 

jon_dojah

Banned
^The Fight is still one of the best and underated use of Move technology. Too bad an update or sequel never came and I think the studio shutdown not too long ago.
 

rjinaz

Member
So the impressions sound like it needs work, but can be fixed. Aw man now I am going to have to find a ps camera.

It's highly likely that the VR kit will come with the camera since it's required. I honestly would not spend a premium on a hard to find camera especially since there is no guarantee that Sony will offer a VR kit without the camera, meaning you would have wasted your money.
 
Does the medieval demo allow you to move around and explore the castle or is it mostly stationary experiences where you stand on one place?
 
It's highly likely that the VR kit will come with the camera since it's required. I honestly would not spend a premium on a hard to find camera especially since there is no guarantee that Sony will offer a VR kit without the camera, meaning you would have wasted your money.
It'd be like how psmove is sold, there will be a bundle of everything needed, but you can also buy them separately, for peoplr who already own camera or move
 
To the guys posting about using the navi or why doesn't the move have an analog in order to move around in the world. I say to you the Move can do this as demostrated in the Move game The Fight: Lights Out.

Here is iWaggle showing you how to move a character around in the fight ring just note the fighter moves fast or slow based on the angle of the tilt. Here go to 4min 25sec of the video and he will show you how to move the fighter.

https://www.youtube.com/watch?v=9TpaOeeNvCI

The problem is that it ties one controller to movement rather keeping movement to an analog stick while the controller can still be tied to your arm. Imagine if you could move around with out disengaging the move from being your "in game" arm.
 
The problem is that it ties one controller to movement rather keeping movement to an analog stick while the controller can still be tied to your arm. Imagine if you could move around with out disengaging the move from being your "in game" arm.
I think sony had prototype of move with analog stick and they find that it's too complex for some people, some have difficulty of trying to move with analog at the same time doing hand motion for some action.
 

majik13

Member
I think sony had prototype of move with analog stick and they find that it's too complex for some people, some have difficulty of trying to move with analog at the same time doing hand motion for some action.

yep, it would basically kinda be like patting your head, while rubbing your belly. Probabaly even harder in many cases.

The best solution will be just using a nav or DS4 in the other hand. Or a whole other foot periperhal thing for character movement if they really want to push dual move games. though that doesnt really wouldnt be a commercially viable option.
 
If the blur is related to high persistence, then based on Sony's presentation there shouldn't be much concern as that is supposed to be getting remedied.
No, lowering the persistence without increasing the frame rate causes flicker.
I made a graph. Critical flicker fusion frequency (CFF) is a property of our eyes, and increases with screen brightness and field of view.
For example, Oculus DK2 uses 2ms persistence at 75 Hz.
test4rsvj.png
 
It's highly likely that the VR kit will come with the camera since it's required. I honestly would not spend a premium on a hard to find camera especially since there is no guarantee that Sony will offer a VR kit without the camera, meaning you would have wasted your money.
Since you need move controllers too, I will be surprised if they don't offer a stand alone headset. Personally that's all I need. have a second bundle with headset, camera, and 1 move controller and a game.
 

thuway

Member
I'm upset with the surprising lack of videos. Text is fine, but I wanna see more videos. Come on "games journalism" :-/.
 
yep, it would basically kinda be like patting your head, while rubbing your belly. Probabaly even harder in many cases.

The best solution will be just using a nav or DS4 in the other hand. Or a whole other foot periperhal thing for character movement if they really want to push dual move games. though that doesnt really wouldnt be a commercially viable option.
There are other ways to make you move. A single button could be a 'walk forward' button and your head changes the direction.
 

Nzyme32

Member
Physician, heal thyself.

By which I mean, watch it yourself and then please stop chanting that we need a minimum of 90 Hz. ><
Was this aimed at me? I'm not saying you (I'm assuming you mean Sony) need it. Palmer luckey says they need it as a bare minimum in order for low persistence to work here http://www.engadget.com/2014/03/19/oculus-rift-development-kit-2/ and abrash says the same thing in that video. Strobing is a problem at 60hz. They want a specific standard of presence that comes from extremely low persistence and sub milimeter head tracking accuracy. I still think its possible to explore other levels of presence without such lofty targets, but they are the experts, in particular Abrash. I don't know shit!
 

prwxv3

Member
Honestly I think the impressions are along better then I thought they would be for a Sony peripheral. I don't think they are half assing this one.
 

Triple U

Banned
No, lowering the persistence without increasing the frame rate causes flicker.
I made a graph. Critical flicker fusion frequency (CFF) is a property of our eyes, and increases with screen brightness and field of view.
For example, Oculus DK2 uses 2ms persistence at 75 Hz.
http://abload.de/img/test4rsvj.png[/IM[/QUOTE]
I'm not seeing your point. How does that change what I and Sony have said?
 

rjinaz

Member
It'd be like how psmove is sold, there will be a bundle of everything needed, but you can also buy them separately, for peoplr who already own camera or move

Since you need move controllers too, I will be surprised if they don't offer a stand alone headset. Personally that's all I need. have a second bundle with headset, camera, and 1 move controller and a game.

True, they very well could do that, and I hope they do. But it still doesn't justify buying a camera now especially at a higher price unless you actually really want one now without VR.
 

StuBurns

Banned
There aren't degrees of presence, either the simulation is convincing your 'subconscious' that you're in the game or it's not.

The specifics of the game will no doubt have an impact, but Morpheus is capable of providing it for some people.
 

FacelessSamurai

..but cry so much I wish I had some
Umm...Why do you think MMORPGs had the whole targeting system? It was because due to lag you couldn't have action based combat. You had to explicitly tell the game what you were trying to hit. Now with high speed internet and faster servers the action is coming back to MMORPGs, but it was't there to begin with.

They are RPGs, it's kind of a standard system. Are you gonna tell me every other non mmo rpg game that makes you target characters before attacking them are doing so because of lag? It's like that because it works well, that's why they are RPGs and not Action RPGs, they are 2 different things. Both have been done online AND offline.
 
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