• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

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

That seems reasonable enough, well done. I wonder if it would be possible to illustrate the maximum viable motion resolution in the same chart?
Well the chart is a rough estimation. with longer persistence and lower frame rate the flicker threshold will be closer to the double flash discrimination rate.

I'm not sure your typical "motion picture resolution" applies here, but let me try a different angle. Maximum motion resolution depends on pursuit velocity, which peaks around 30 degree per second for a horizontal one.

This results in
213 pixels per second for DK1 (640 pixels, 90 degree horizontal FoV)
288 pixels per second for DK2 (960 pixels, 100 degree horizontal FoV)
320 pixels per second for Morpheus (960 pixels, 90 degree horizontal FoV)
333 pixels per second for Valve. (1000 pixels, 90 degree horizontal FoV)

So for a maximum eye pursuit, we get

DK1: 16.6ms persistence (i.e. full persistence 60Hz)
3.55 pixels blur, 141 pixel motion resolution
dk145ku4.png

DK2: 2ms persistence
0.576 pixels blur, 609 pixel motion resolution
dk2okjck.png

My Morpheus guess: 6ms persistence
1.92 pixels blur, 329 pixel motion resolution
morph6xjux.png

My Valve guess: 0.5 ms persistence
0.16 pixel blur, 858 pixel motion resolution
0msjxuqu.png
 

Seanspeed

Banned
Don't know why they don't just make 2 models, Morpheus Gold and Morpheus Diamond (super absolute best possible OLED version).

We are just buying a display device, as long as they are the same resolution etc, there is a market for low and high end TV's, I see this as no different.

Sony offer different price and performance levels for headsets, I see this as no different.
The point of the OLED isn't to just make it look better with better image quality or anything. You're still thinking in terms of TV's and whatnot but VR has a very different and specific set of demands that need to be met. Traditional LCD's have high persistence, creating a large amount of blurring as you move around, which not only looks bad and breaks immersion, but it can very easily cause motion sickness, which is the big 'cant have it' when it comes to VR.

A low persistence OLED goes a long way in fixing that.

Sony would be doing a disservice to VR and their customers by offering an LCD model.
 

spwolf

Member
I agree, I really hope they don't penny pinch 50 bucks and go for a lower spec display....

The display performance and delays seem key to the experience, they should go for the better option OR give us a Morpheus budget and Morpheus prime model with every bell and whistle and the best possible display.

I know me personally it would be an easy choice, best possible, but appreciate that others are more budget conscious.

Having 2 models basic and premium would keep every consumer happy ?

Cant see it being a problem for developers as long as both viewers are 1080p and have same refresh (75 Hz ?)

just like you dont have 2 PS4 models, you wont have 2 Morpheus models... if LCD has some glarring difference from OLED, then developers will have to adjust in software.

As Yoshida promised yesterday, I'm told that the Morpheus will be out as soon as possible, as cheaply as possible, with the lowest latency possible. When it does, Oculus looks like it's going to have its first serious contender.

I dont think Sony will go crazy with hardware... they have to bundle Move with it too, it raises the price but also changes things considerably with Move adding extra immersion simply not possible on competing devices.
 

funcojoe

Member
For those who have tried this kind of tech, does sitting down on a couch break the immersion? I couldn't see myself standing playing games for more then 30 min.
 

gofreak

GAF's Bob Woodward
A few more articles out there this morning. It's interesting to see people moved by different things.

Chris Kohler has good impressions and some pertinent info:

Hands On: Sony’s PlayStation VR Isn’t Quite As Good As Oculus (Yet)

If you look far to the left and right on either headset, you’ll just see the blackness of the plastic casing. But I perceived it as being significantly more obvious on Morpheus. After the wider field of view offered by the Rift’s new devkit, Morpheus felt a bit like staring down a cardboard tube.

I looked down expecting to see the body of a guy in a flight suit. Instead I saw a guy in a hoodie wearing my GDC badge. You can see out the bottom of Morpheus. There’s a constant reminder that you are not really where you’re supposed to think you are.

What surprised me is that Sony said that this was actually by design. Apparently there are two kinds of virtual reality players — those who want to be totally cut off from the real world, and those who constantly want to be able to check that the real world is still there. Sony’s design teams are working on a way to accommodate both, representatives said.

He did not feel presence with the EvE or Deep demos thanks to the above issues and the narrower fov, but he did feel something a lot more like it with the Castle demo:

my two virtual hands sprung to life in front of me. Looking down, I could pick up a sword by moving my hand over it and squeezing any button on the Move. (Looking back, it didn’t feel weird at all to hold the Move in my hands but have my hands empty in the virtual world, or have holding down a button with my thumb stand in for gripping something in my hand. It made sense, or at least it didn’t feel wrong.)

I attempted to make friends with the dummy. I reached out and shook his hand. I patted him on the back. We were getting along just fine. But it was also clear that I wouldn’t be allowed to proceed unless I sacrificed my new friend.

At this point, I was pretty much fully committed. I actually had to stop myself at one point — I wanted to leave the confines of the little square I was standing in, and go exploring the rest of the courtyard. I had to remind myself that in real actual life I was standing inside Sony’s booth in the Moscone Center and that I couldn’t just run over to the fountain behind me and jump in.

So there was that great sense of presence. I think using the two Move motion controllers to give myself hands in the real world was a major contributor to that.

More at the link.
 
Traditional LCD's have high persistence, creating a large amount of blurring as you move around, which not only looks bad and breaks immersion, but it can very easily cause motion sickness, which is the big 'cant have it' when it comes to VR. A low persistence OLED goes a long way in fixing that.
LCD can have ultra low persistence too, in fact there are LCD monitors out right now with 0.5 ms persistence.

The advantage of OLED isn't persistence duration, but persistence delay (i.e. no pixel switching time)
 

BadWolf

Member
Very interesting how Move, sort of a failure last gen, may be able to help Sony with VR this gen.

The cost is still a problem for it though since two Moves are needed for full effect. Even if the VR headset is priced reasonably there is still the camera and Move to consider for the overall price of entry.
 

geordiemp

Member
just like you dont have 2 PS4 models, you wont have 2 Morpheus models... if LCD has some glarring difference from OLED, then developers will have to adjust in software.
.

But Sony have 2 or more headset models that receive the same sound ? I see this as no different as long as they have the same resolution and FPS..
 

RoboPlato

I'd be in the dick
A few more articles out there this morning. It's interesting to see people moved by different things.

Chris Kohler has good impressions and some pertinent info:

Hands On: Sony’s PlayStation VR Isn’t Quite As Good As Oculus (Yet)





He did not feel presence with the EvE or Deep demos thanks to the above issues and the narrower fov, but he did feel something a lot more like it with the Castle demo:







More at the link.
I feel like the gap could be very distracting for me.
 

geordiemp

Member
Very interesting how Move, sort of a failure last gen, may be able to help Sony with VR this gen.

But was it, they sold over 15 million ?

I liked sport champions, when move works well its great, it struggles in that it looses its calibration sometimes...if they can improve that then good to go..
 

gofreak

GAF's Bob Woodward
Also good impressions and discussion of philisophical differences between OR and Morpheus at CNET:

http://news.cnet.com/8301-1023_3-57620606-93/sonys-project-morpheus-makes-big-bet-on-body-tracking/

The 'versus' discussion here is more about having one closed but perhaps universal range of peripherals on one vs an open peripheral landscape on the other. And on sit down vs stand up (although I think this isn't an either/or).

Anyway, the demo impressions:

Sony's Project Morpheus, in the works since 2010 and unveiled at GDC on Tuesday, has crafted an equally amazing and immersive experience. Not only is it just as comfortable -- in some respects more so for a glasses wearer I noticed -- but it's also a smooth experience almost on par with Oculus' Dev Kit 2, which has had a more thoroughly field-tested development approach this past year.

Take, for example, one of the more impressive Morpheus demos here at GDC. The Castle, a medieval-themed sword demo, showed the full capabilities of combining Morpheus with two Move controllers. Not only do you get the precision of a Wii Motion Plus, giving you accurate wrist tracking die-hard Zelda fans can respect, but your entire body is tracked based off the location of your head and hands. It sounds gimmicky, but is remarkably responsive on the level of Kinect play that, when combined with VR, momentarily convinces you you're experiencing something truly groundbreaking instead of the combination of existing technologies in an unprecedented package.

Sony's body tracking is spectacular, but it's also limited by what our brains think we can and cannot do in a virtual space where tracking is precise for some parts of the body -- the hands and head -- and wonky and downright weird for everything else, namely your location in physical space.

Often during The Castle, I was disoriented by using my body as a function of my in-game location as I would swing my arm and be told repeatedly that I was too far away. And the demo assistant had to make sure to remove my backpack from behind me lest I take a tumble through the lightly constructed booth wall.

It introduces a necessary reality-check. VR is likely not to develop on a clean, straight-forward track, no matter how friendly Sony and Oculus play together.

Various good observations in this story about the challenges facing devs now.
 
A few more articles out there this morning. It's interesting to see people moved by different things.

Chris Kohler has good impressions and some pertinent info:

Hands On: Sony’s PlayStation VR Isn’t Quite As Good As Oculus (Yet)

More at the link.

Ever since I saw the PS Move announced I've waited for something like the castle or deep demo.

The main problem I see at the moment is that the Move controller has no thumbstick so unless I sacrifice 1 move controller for 1 navigation controller (and thus 1 fully controlable hand in the virtual world) I'll always have to do actions in a fixed area. I want my avatar to move damn it! Either that or Sony re-release the move controller with a thumbstick.
Not gonna happen!
 

Fafalada

Fafracer forever
ScepticMatt said:
No, lowering the persistence without increasing the frame rate causes flicker.
Increasing the refresh-rate you mean.
Frame-rate can be arbitrarily low without impact on flicker (although it would have other effects at some point).
 

gofreak

GAF's Bob Woodward
C&VG has an excellent article. Less for their impressions, more for the large amount of commentary from a Sony London dev:

http://www.computerandvideogames.co...hands-on-does-sony-deliver-on-its-vr-promise/

Multiplayer games will also be prominent, according to Raynard.

"I think there will be a lot of VR multiplayer and, for us, we see a lot of value in multiplayer features. You've got your friends, you want to show them this great kit. You want to do something where you can all have a go, so there's a bit of pass-and-play, maybe some asynchronous play with a companion app, so we're really focused on looking at things like that and making it a social experiences."

Such fresh and experimental experiences will be critical for VR, particularly the ideas that indie studios will deliver.

"I think it's a real tenant of PlayStation; that we have triple-A games and we also have a load of indie games. And I think we'll have a similar mix on VR. I do believe there's a great role for triple-A titles, but equally, smaller bespoke experiences could be really interesting. I love seeing what small developers come up with when they work on these sorts of things," he said.

Some experiments in multiplayer/asymmetric stuff:

"We did another demo with a companion app where we got [PlayStation exec Shuhei Yoshida] walking around in this creepy house, and on the companion app we had these different scary sounds. So we would scare him with these really eerie noises, but the payoff one was this really horrible face that would leap out really close [to the players' face], and Shuhei screamed 'Ahhhhh!'."
 

Nzyme32

Member
Ever since I saw the PS Move announced I've waited for something like the castle or deep demo.

The main problem I see at the moment is that the Move controller has no thumbstick so unless I sacrifice 1 move controller for 1 navigation controller (and thus 1 fully controlable hand in the virtual world) I'll always have to do actions in a fixed area. I want my avatar to move damn it! Either that or Sony re-release the move controller with a thumbstick.
Not gonna happen!

Does the DS4 still have sixaxis capability or gyroscopes? I imagine move would be good for experiences that were requiring to hands in the environment while you could spend the rest of the time with controllers and if they have some sort of gyro, you could still have some degree of free movement of an arm or something. Obviously, you would need a strap or something to hold each move in an easy to find position without removing the headset
 
Does the DS4 still have sixaxis capability or gyroscopes? I imagine move would be good for experiences that were requiring to hands in the environment while you could spend the rest of the time with controllers and if they have some sort of gyro, you could still have some degree of free movement of an arm or something. Obviously, you would need a strap or something to hold each move in an easy to find position without removing the headset

Yes. DS4 has improved "sixaxis," or a 3-axis gyroscope and a 3-axis accelerometer.
 

Seanspeed

Banned
A few more articles out there this morning. It's interesting to see people moved by different things.

Chris Kohler has good impressions and some pertinent info:

Hands On: Sony’s PlayStation VR Isn’t Quite As Good As Oculus (Yet)
So you can see out of it 'by design'? I really, really don't like that.

They'll definitely need to ensure that the 'accommodation' for those who want a completely sealed off experience is done properly.

LCD can have ultra low persistence too, in fact there are LCD monitors out right now with 0.5 ms persistence.

The advantage of OLED isn't persistence duration, but persistence delay (i.e. no pixel switching time)
Thanks for clarifying!

Very interesting how Move, sort of a failure last gen, may be able to help Sony with VR this gen.

The cost is still a problem for it though since two Moves are needed for full effect. Even if the VR headset is priced reasonably there is still the camera and Move to consider for the overall price of entry.
I'm sure there will be a package where you can buy it all together. If $199 isn't completely unreasonable for the headset, then perhaps $300 for two Moves and the camera would be an attractive pricepoint? Maybe $350?

But Sony have 2 or more headset models that receive the same sound ? I see this as no different as long as they have the same resolution and FPS..
Again, stop thinking of VR as you would normal displays. They need to have very specific characteristics for VR to work well. A lower tier LCD model wouldn't just be a slightly less good looking VR model, but one that inherently hurts the VR experience and could cause VR sickness.
 

hohoXD123

Member
http://www.dualshockers.com/2014/03/20/massive-information-leak-about-sonys-morpheus-talks-tech-price-games-2015-release-and-much-more/

While we don’t have any evidence of the legitimacy of the information provided, it’s definitely interesting, and it’d be hard to fathom why someone would decide to write such a gigantic wall of text if there wasn’t any truth to it. It also seems to match pretty well with most information we have about Morpheus.

Really Dualshockers? It's hard to fathom why someone would post a fake leak on the internet?
 

FlyinJ

Douchebag. Yes, me.
I looked down expecting to see the body of a guy in a flight suit. Instead I saw a guy in a hoodie wearing my GDC badge. You can see out the bottom of Morpheus. There’s a constant reminder that you are not really where you’re supposed to think you are.

What surprised me is that Sony said that this was actually by design. Apparently there are two kinds of virtual reality players — those who want to be totally cut off from the real world, and those who constantly want to be able to check that the real world is still there. Sony’s design teams are working on a way to accommodate both, representatives said.

This sounds absolutely awful. The entire point is to be immersed. Why in the world would you want to look down and see your shirt.
 
This sounds absolutely awful. The entire point is to be immersed. Why in the world would you want to look down and see your shirt.

To assure you're not going to be really eaten by a dragon or something like that ;)

I'm sure this will be fixed until release or they will at least give you the option to choose for yourself, otherwise yes, I'd say this would be a stupid idea.

The feedback they're getting from the testers will be taken into serious consideration I'm sure.
 

Triple U

Banned
This sounds absolutely awful. The entire point is to be immersed. Why in the world would you want to look down and see your shirt.

There's levels of immersion and not everybody actually wants there vision cut all the way off while they dance around a virtual play area. All one need do is read the horror stories of eyetoy/wii/kinect/move etc and see that motion controlled gaming can lead to injury and damage even with full vision available, it of course would be several orders worse being completely blind to the real world.

I forget which article said it but the inclination is that Morpheus is meant to be used standing up and moving around swinging the Move versus Oculus' approach. Thats a valid concern.
 

rjinaz

Member

I know it's just a rumor and probably out of somebody's ass at that but man I really hope pretty much all of that is true. This is what I want from Sony VR. In particular I really hope they are working on a tourism program because that will call out to the masses like nothing else.

And if Sony is really reading this thread to figure out how to price this thing and at what specs, just do the absolute best you can at $299. If you go over that, people will be turned off. You can always release a better revised model when the components become cheaper.
 
There's levels of immersion and not everybody actually wants there vision cut all the way off while they dance around a virtual play area. All one need do is read the horror stories of eyetoy/wii/kinect/move etc and see that motion controlled gaming can lead to injury and damage even with full vision available, it of course would be several orders worse being completely blind to the real world.

I forget which article said it but the inclination is that Morpheus is meant to be used standing up and moving around swinging the Move versus Oculus' approach. Thats a valid concern.

The HMZ series have a similar gap. It's useful for when you need to see where your controllers are, or quickly check your phone, or what have you. It's not something I've ever found overly distracting. When I look down I can see my desk, but when I'm playing a game I still feel isolated and immersed, in a good way. You can always add custom foam or whatever to your unit to black that space out, too.
 
Nzyme, I'll get back to you once I've had a chance to do some more research, because none of what Palmer said made much sense to me — either from a technical or business perspective — but I'm out of town on my phone.

Anyway, I may have found a clue as to what's causing the glitching with the Move wands. The Verge had this to say:

"My experience with the Move controllers was more scattershot. They're a good idea for virtual reality, giving you a combination of free motion and haptic feedback, but the medieval tech demo meant to showcase them became virtually unplayable when you tried to pick up a sword and saw your disembodied hands shoot across the room."

They're probably doing some "cheating" when interacting with virtual objects. With no real sense of touch, even with proper 1:1 tracking, it'll be hard to line your hand up perfectly with the virtual object. So they probably nudge your hand and the object slightly towards one another so it looks more natural when you grab it. Sounds like a bug is causing your hand to cheat a ridiculous distance while the object you're reaching for doesn't move at all. Really though, just like they were saying head movement is law, hand movement should be as well; they should never nudge your virtual hand at all. Edit: Though I suppose nudging your hand a small amount may actually be preferable when interacting with "semi-fixed" objects like levers and switches. /shrug

Anyway, that's my theory. Also, in their video they showed her using the DS4 as a makeshift wand to aim the flare pistol. Apparently that works fairly well, as I haven't heard any reports of glitching there. Actually, it seems to be barely mentioned by most reviewers, so it sounds like it's almost so natural as to escape notice entirely.
 

gofreak

GAF's Bob Woodward
Ars Technica impressions:


Project Morpheus impressions: Sony proves it’s serious about virtual reality, New headset is in the same class as Oculus Rift and is even better in some ways.


Resting the weight of the unit on the top portion of the skull rather than right around the eyes is an inspired decision that makes it easier to forget you're wearing a headset at all (which is kind of the point, right?). The Morpheus headset seemed to be a little heavier than the latest Rift developer kit, but the way that weight is balanced and positioned made it seem much less obtrusive.

The only real downside to this difference is that the Morpheus unit doesn't form a perfect barrier that blocks out all external light; the thin, rubbery black extension left a slight gap that allowed me to see a sliver of the world out of the bottom, no matter how much I adjusted it.

The demo [The Deep] offered a great sense of freedom in being able to walk around the small, caged environment, letting me turn around completely or even bend down while seeing my in-game avatar bend at the knees in the same way.

When I walked forward to the edge of the cage at one point and craned my neck over the lip to look down at a dropping oxygen tank, it was probably the most striking moment of virtual reality I've yet experienced.

When the Move tracking was working, it was pretty incredible to see what seemed like pretty close to true one-to-one correspondence between my real and virtual hands, with no real delay or misalignment. I did run into some significant tracking problems during my demo, though, seemingly when the camera lost track of the Move controllers as I reached too low or too far forward.

Despite the problems with Move tracking, though, I found the head tracking to be spot on throughout both demos. Morpheus never lost track of my place or perspective in the world, no matter how much I walked around, tilted my head, shook, or even jumped up and down. Sony engineer Dr. Richard Marks told me that the current headset has a 40 ms delay between movement and pixels on the display, which was reduced slightly at times with predictive movement modeling. Marks said he'd like to get it down to at most 20 ms

Despite the use of relatively slow LCD displays, the Morpheus didn't have any of the kinds of blurry, overly persistent images that plagued early Rift prototypes and developer kits. And while both the Rift and the Morpheus share the same 1080p resolution at this point, the image on Sony's unit felt the slightest bit sharper, with a less of a visible "screen door" pattern between the pixels (this last part could be my imagination, though).
 

kyser73

Member
This sounds absolutely awful. The entire point is to be immersed. Why in the world would you want to look down and see your shirt.

Amazing lack of empathy right here.

Perhaps for some users being completely enclosed isn't a comfortable or enjoyable experience? Sony want this to be a mass market proposition, so they will need to cater for a wide range of tastes and needs. The most logical thing would be to sell the unit with some kind of adjustable mask that allowed users to select how much they want to cut the world out, which would also allow people to increase the level of immersion as they felt better about it (and maybe even for some kinds of game too).
 

BadWolf

Member
Amazing lack of empathy right here.

Perhaps for some users being completely enclosed isn't a comfortable or enjoyable experience? Sony want this to be a mass market proposition, so they will need to cater for a wide range of tastes and needs. The most logical thing would be to sell the unit with some kind of adjustable mask that allowed users to select how much they want to cut the world out, which would also allow people to increase the level of immersion as they felt better about it (and maybe even for some kinds of game too).

Yeah, hope its an option and not just one way or the other.
 

Donos

Member
That dualshockers stuff reads definitively like a fanboy writeup with all the rumors which were floating around (e.g. Action RPG from GG which is rumored for a long time now) put together with newest VR info.
 

gofreak

GAF's Bob Woodward
So gizmodo (or was it Engadget) are the only ones that definately prefer the rift, so far?

I think Wired said that Morpheus is not yet as good as Rift. It seems most articles express things they prefer about Morpheus and things they prefer about the Rift though, including Wired.

If I were to synthesise down plusses and minuses based on impressions so far for Morpheus vs Rift I'd put it as:

+ Comfort / Glasses comfort
+ Optics/Screendoor
+ Tracking freedom
+ Move/hand interaction - when it works
- Image Persistence
- Field of view
- OLED vs LCD color clarity
- Light bleed from the bottom 'gap'

Other pertinent things, like latency, seem to be the pretty much the same between the two right now.

(Not every article agrees with that above division of merits but generally that's how the advantages and disadvantages seem to fall at the moment I think)
 

StuBurns

Banned
+ Comfort / Glasses comfort
+ Optics/Screendoor
+ Tracking freedom
+ Move/hand interaction - when it works
- Image Persistence
- Field of view
- OLED vs LCD color clarity
- Light bleed from the bottom 'gap'
What's really exciting is the four issues with Morpheus are so easily fixed it's insane.
 

gofreak

GAF's Bob Woodward
What's really exciting is the four issues with Morpheus are so easily fixed it's insane.

Yeah, although let's remember that that's only compared to DK2! Compared to where they'd ideally be with the consumer unit there is more to do aswell. Let's hope they get the latency down, same for Oculus. And let's hope they fix up the move tracking. And there's other things too that might be feasible like global update displays etc.

I think they know this, though, that it's not just necessarily about Oculus parity.
 

StuBurns

Banned
They really shouldn't be trying to achieve parity with CV1. Stereo 1080p/60fps is an acceptable baseline for the first console VR experience. QHD/90Hz is such a huge jump, it would be wonderful, but it's a performance requirement that is just really significant.
 
Can anyone explain to me where all of the latency is coming from? Anton said that with Move on PS3, from the time you moved your hand to the time the updated frame was dispatched to the display was only 22 ms, and 17 of those milliseconds were spent waiting for the 60 Hz camera to tick over in the first place.

Now they have a 120 Hz camera, which you'd think would shave at least 8 ms right off the top, plus they're using 1 kHz inertial sensors, so why do they now have 40 ms motion-to-photon? What is all of the extra time being spent on? I know the switching time for LCD kinda sucks, but Oculus are getting similar latencies even with OLED.

What gives? What's happening in those ~26 unaccounted-for milliseconds? Shouldn't the inertial sensors cut the polling delay to 1 ms, rather than the 8-17 ms delay you get from a camera? Where'd that time disappear to?
 

Nafai1123

Banned
Can anyone explain to me where all of the latency is coming from? Anton said that with Move on PS3, from the time you moved your hand to the time the updated frame was dispatched to the display was only 22 ms, and 17 of those milliseconds were spent waiting for the 60 Hz camera to tick over in the first place.

Now they have a 120 Hz camera, which you'd think would shave at least 8 ms right off the top, plus they're using 1 kHz inertial sensors, so why do they now have 40 ms motion-to-photon? What is all of the extra time being spent on? I know the switching time for LCD kinda sucks, but Oculus are getting similar latencies even with OLED.

What gives? What's happening in those ~26 unaccounted-for milliseconds? Shouldn't the inertial sensors cut the polling delay to 1 ms, rather than the 8-17 ms delay you get from a camera? Where'd that time disappear to?

It's possible they are using the camera at 60hz instead of 120hz to increase the resolution of the positional tracking.
 

gofreak

GAF's Bob Woodward
Tom's Guide:

Like a Dream: Hands On with Sony's Morpheus VR Headset

The Morpheus might be the most comfortable virtual-reality headset we've tried out. It balanced well, with most of the weight on the top of the head instead of the cheekbones or nose. The eyepiece looks oversized from the outside, but when wearing it, there was little to no sense of extra heaviness in front of our eyes. The visor fit comfortably over our glasses without any gaps or irritation.

We spun on the spot to keep the shark in sight, and instinctively recoiled in fear when it attacked.

Spinning caused a bit of tangling with the Morpheus's power cord, but Sony has said the device will be wireless when it ships to consumers, so tangling shouldn't be a problem in the final build.

Not sure Sony has quite said that so certainly...but wirelessness would be nice for software like this.

Project Morpheus, named after the Greek god of dreams, is a serious wakeup call to skeptics of virtual-reality gaming. Morpheus won't replace regular-screen gaming — not for a while, at least — but the few minutes we had with some less-than-perfect tech demos were some of the most visceral gaming experiences we've ever had.

More, and a video too are at the link.
 

MaDKaT

Member
So much potential. I really hope to one day dust off my move controllers and with any luck the sharpshooter peripheral.
 
Top Bottom