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

StuBurns

Banned
3) Higher resolutions require higher refresh/framerates to achieve the same level of flicker removal. The minimum for 1080p wont work for 1440p and up. This is the most likely reason for what he's said, because the consumer version will likely be 1440p, which will require the 90hz to have the same effect.

I've been reading about VR for weeks, and I've never heard anyone claim higher resolution requires higher refresh rates for maintaining presence, and I can't imagine why it would.

The lower the persistence, the higher the refresh rate requirement, maybe that's what you're confusing.
But wouldn't they be better served by pursuing IQ over resolution and frame rates? If someone sees GTA running on a Titan-fueled Rift and their initial response is, "This looks exactly like the PS4 version…" are they gonna be swayed by, "Well, yeah, but notice how much more legible that text is on the billboard down the block? Isn't that amazing??"
More resolution is always going to be preferable theoretically, but I take it to mean you're saying why not use that additional performance just for super sampling or whatever, and yeah, that's certainly a fair point.

I think the GTA thing hits at the very center of the debate really. GTA might seem like the perfect VR game to some people, it presents a huge world, lovingly crafted. But in reality, it would be the very worst choice for VR.

Sony are in a great position to limit what is supported in VR, and provide a set of expectations for what things should and shouldn't be in VR. Oculus are trying hard to do that too, Palmer has openly talked about needing VR exclusive games, and not retrofitting, but Rift is on PC, and people are going to do it anyway, no matter what Oculus suggest.
 

Neff

Member
I really wish this had been a force-fed pack-in with PS4, à la Wii U's Gamepad. It would have been the best possible opportunity to ensure its future, avoid the potential trappings of a fad, and give developers utmost priority and confidence to develop for it.

Hope it catches on all the same. It has the chance to be huge.
 

Man

Member
I've been reading about VR for weeks, and I've never heard anyone claim higher resolution requires higher refresh rates for maintaining presence, and I can't imagine why it would.
Mike Abrash / Valve presentation in January. Let me find the quote.


EDIT: Actually what he sais is that higher-resolution will require lower-persistence (going from say 3ms down to 1ms). I'm not sure if this means it will require higher fps to prevent strobing.
https://www.youtube.com/watch?v=G-2dQoeqVVo&list=FL2WnikWeO4FoZ6ne3zI8kOg#t=960
 
I am clueless to all of this kind of tech, so go easy on my ignorance, but watching that Castle gameplay made me wonder:

would it be feasible to create some kind of 'glove' solution for gaming with VR, making grasping/holding/using a trigger finger/etc. feel more fluid?
Yeah, yeah, PowerGlove and The Lawnmower Man jokes aside, it's just one of the first thoughts I had while watching.

I guess some kind of controller (be it Move or DS4) would still be needed to initiate character movement, but I'm just trying to wrap my head around grabbing at things in an all-encompassing environment like VR by pressing a button when your hands might automatically want to react naturally. :p

I'm all about this. I posted a topic on the subject, but it flopped.

But yes, I absolutely feel that they should jump on people's impulse to reach out and touch things, and provide at least some basic form of touch feedback, even if it's just a very low vibration or pressure, localized to each finger and your palm.
 

Seanspeed

Banned
But wouldn't they be better served by pursuing IQ over resolution and frame rates? If someone sees GTA running on a Titan-fueled Rift and their initial response is, "This looks exactly like the PS4 version…" are they gonna be swayed by, "Well, yeah, but notice how much more legible that text is on the billboard down the block? Isn't that amazing??"
It sounds like you aren't quite up-to-date with the particulars of VR tech. Which is ok, but maybe approach this from a more relaxed attitude than this hostile reaction that seems fuelled by ignorance more than anything.

For one, resolution *is* a huge part of image quality. A 1080p VR set is still only going to look like 600-720p or so compared to what you're used to from a TV set. Increasing the resolution is one of the best ways to try and get back to the same sort of IQ we've become accustomed to, and it will probably be a while before we get there.

Higher framerates aren't just for bragging rights, but an important part of removing flicker, improving immersion and reducing VR sickness. 120hz+ is even more ideal but the display technology just isn't there. Both Sony and Oculus are a bit at the mercy of manufacturers like Samsung and Toshiba to create the displays they need.
 

Seanspeed

Banned
I've been reading about VR for weeks, and I've never heard anyone claim higher resolution requires higher refresh rates for maintaining presence, and I can't imagine why it would.

The lower the persistence, the higher the refresh rate requirement, maybe that's what you're confusing.
SkepticMatt and Durante have talked about it on here. I honestly couldn't explain the mechanics of why, but I'm 99.9% sure I'm not mistaken on this.

More resolution is always going to be preferable theoretically, but I take it to mean you're saying why not use that additional performance just for super sampling or whatever, and yeah, that's certainly a fair point.
Makes no sense. Super sampling *is* essentially running the game at a higher resolution. A 1080p image supersampled to 1440p levels on a 1080p display isn't going to look as good as a native 1440p image. You'll get the anti-aliasing benefits but none of the pixel density benefits for the same performance cost.
 

StuBurns

Banned
Makes no sense. Super sampling *is* essentially running the game at a higher resolution. A 1080p image supersampled to 1440p levels on a 1080p display isn't going to look as good as a native 1440p image. You'll get the anti-aliasing benefits but none of the pixel density benefits for the same performance cost.
It makes perfect sense, because a lot more people have the hardware to run 1080p than 1440p, and the people who do have the hardware to run 1440p will still see the benefit of that performance with other IQ boosting elements.

I was not suggesting it is as good, it isn't, nor is QHD as good as 4K, but in terms of being a viable product, I think 1080p is a more apt baseline for CV1 personally.


EDIT: And I'm trying to read up on the resolution thing. I think what Abrash actually means is higher pixel density due to a lower FoV, which makes the movement arc between frames larger, so your need lower persistence, but I'm not sure yet.
 
From watching YouTube interviews and presentations about VR, the one thing I've learned is, It's more than one way to skin a cat. All this bickering back and forth about who's better or who has the better solution or what's required is a little premature, which leads me to my 2nd thing. The rules are being written as the tech gets better. So let's stop bickering back and forth and enjoy the process in progress.
 

spwolf

Member
Well they've claimed previously to be targeting $300 for the consumer version. The DK2 are going to be produced in smaller numbers, which makes it more costly, and it comes with a latency measuring device, which the consumer version won't. CV1 is going to be higher resolution with a higher refresh rate, but it's coming later, and will be mass produced, so it could still hit that $300 target, but yeah, I think they'll be at $350 personally.

It's not going to be mass market, the amount of people with the horse power to do that spec justice late next year will be very small. Their sales out the gate won't be incredible, certainly Morpheus is going to sell far better, but they do need to set themselves apart from Sony.

It was always going to be a high end core gaming accessory, they've just confirmed they're making it a little more high end this week.


how exactly is OR going to make money if they sell their unit at cost? I also dont see why would it sell far less than PS VR if they are the same price.

However, I do think that pricing is crucial, as is with any accessory... $299 is already pretty steep.
 

Seanspeed

Banned
It makes perfect sense, because a lot more people have the hardware to run 1080p than 1440p, and the people who do have the hardware to run 1440p will still see the benefit of that performance with other IQ boosting elements.

I was not suggesting it is as good, it isn't, nor is QHD as good as 4K, but in terms of being a viable product, I think 1080p is a more apt baseline for CV1 personally.


EDIT: And I'm trying to read up on the resolution thing. I think what Abrash actually means is higher pixel density due to a lower FoV, which makes the movement arc between frames larger, so your need lower persistence, but I'm not sure yet.
I get what you're saying with the supersampling thing. It would be optional.

I still disagree that 1080p is the right thing to do, though. I certainly don't want VR being held back like that when the technology is there to create something better at a still affordable price. If 1080p is all you want, then order the DK2. Realistically, it probably could be sold as a consumer model if they really wanted to. Its not exactly lacking anything necessary.

And Man is pretty close to what I'm talking about. Higher resolution requires lower persistence which requires higher framerates to fix strobing.
 

StuBurns

Banned
how exactly is OR going to make money if they sell their unit at cost? I also dont see why would it sell far less than PS VR if they are the same price.

However, I do think that pricing is crucial, as is with any accessory... $299 is already pretty steep.
I don't know what you're talking about.

I didn't say the Rift would sell at cost.
I still disagree that 1080p is the right thing to do, though. I certainly don't want VR being held back like that when the technology is there to create something better at a still affordable price.
Affordable as a unit, affordable when considering the PC hardware required, much less so.

What I want is VR not being held back by tiny adoption numbers. Going from 1080p to QHD is going to reduce the target audience, which is going to reduce sales, which is going to reduce support.
 

Mr.Green

Member
From watching YouTube interviews and presentations about VR, the one thing I've learned is, It's more than one way to skin a cat. All this bickering back and forth about who's better or who has the better solution or what's required is a little premature, which leads me to my 2nd thing. The rules are being written as the tech gets better. So let's stop bickering back and forth and enjoy the process in progress.

Amen.

Especially considering we're comparing prototypes.
 

I seriously lol'd when reading that.
I+m+norwegian+and+i+can+promise+you+that+we+actually+_1b1335518750f85d698f87a3b1c8ba56.jpg
 

Mr.Green

Member
What I want is VR not being held back by tiny adoption numbers. Going from 1080p to QHD is going to reduce the target audience, which is going to reduce sales, which is going to reduce support.

It's one hell of a balancing act actually. You have to provide a near perfect experience to avoid another 90s style VR failure, and like you said, you need to do so at a mass-market price point.
 

Seanspeed

Banned
Affordable as a unit, affordable when considering the PC hardware required, much less so.

What I want is VR not being held back by tiny adoption numbers. Going from 1080p to QHD is going to reduce the target audience, which is going to reduce sales, which is going to reduce support.
Maybe. Things will be different next year, though. 20nm GPU's are right around the corner. 16nm and stacked DRAM GPU's not long after that. Things move quickly on the PC side.

I do get your worries, though. And I suppose it actually might not be a bad idea to sell a 1080p version alongside it at first.

EDIT: And I'm forgetting this is the Morpheus thread now....lol
 

StuBurns

Banned
It's one hell of a balancing act actually. You have to provide a near perfect experience to avoid another 90s style VR failure, and like you said, you need to do so at a mass-market price point.
No question, and I'm not saying Oculus is wrong, there are a lot of options, and this is a very important time.

If we compare it to the Mario 64 moment, a powerhouse first party was able to just force that technology on people, with no price implications. VR has a few companies, working with different performance profiles, and different business models. It's a minefield.

I really hope Sony and Oculus completely nail it, I desperately want VR to work, and be handled correctly.
EDIT: And I'm forgetting this is the Morpheus thread now....lol
Yeah, sorry readers, the derail wasn't deliberate.
 
It sounds like you aren't quite up-to-date with the particulars of VR tech. Which is ok, but maybe approach this from a more relaxed attitude than this hostile reaction that seems fuelled by ignorance more than anything.
We're headed to dinner, but real quick… I'm TOTALLY not hostile here. I don't see consoles and PCs as direct competitors, so I bear them no ill will WHATSOEVER. I'm expressing confusion regarding their business plan, and concern for their well being. <3

When introducing a new technology to the world, I would assume you'd want to cast as wide a net as possible. I'm trying to understand why they APPEAR to be doing the opposite.
 

Seanspeed

Banned
We're headed to dinner, but real quick… I'm TOTALLY not hostile here. I don't see consoles and PCs as direct competitors, so I bear them no ill will WHATSOEVER. I'm expressing confusion regarding their business plan, and concern for their well being. <3

When introducing a new technology to the world, I would assume you'd want to cast as wide a net as possible. I'm trying to understand why they APPEAR to be doing the opposite.
Fair enough dude. Apologies. Hope I was able to clear up a few points of confusion at least(or maybe added to them?)!
 

rjinaz

Member
We're headed to dinner, but real quick… I'm TOTALLY not hostile here. I don't see consoles and PCs as direct competitors, so I bear them no ill will WHATSOEVER. I'm expressing confusion regarding their business plan, and concern for their well being. <3

When introducing a new technology to the world, I would assume you'd want to cast as wide a net as possible. I'm trying to understand why they APPEAR to be doing the opposite.

It think it's because Oculus is trying to put out the kind of VR experience that they think is needed in order for people to feel truly immersed and for VR to be accepted right out of the gate as opposed to risking people being turned off because of screen door effects, motion sickness, and etc. They are trying to basically create the perfect VR product while keeping the price down. It's not about just raising the specs just because, they are doing it with a purpose of what they think VR needs to be at.

It is true though that higher they go the less people will be able to use the device. What they need to do is put something out there that will offer a great experience (doesn't have to be perfect) for 2 years, and then revise once the PC hardware costs go down.
 
It think it's because Oculus is trying to put out the kind of VR experience that they think is needed in order for people to feel truly immersed and for VR to be accepted right out of the gate as opposed to risking people being turned off because of screen door effects, motion sickness, and etc. They are trying to basically create the perfect VR product while keeping the price down. It's not about just raising the specs just because, they are doing it with a purpose of what they think VR needs to be at.

It is true though that higher they go the less people will be able to use the device. What they need to do is put something out there that will offer a great experience (doesn't have to be perfect) for 2 years, and then revise once the PC hardware costs go down.

I just think it is kinda odd how they are afraid of Sony delivering a bad experience for VR adapters when in my mind they have a significantly larger problem with it.

All ps4´s have the exact same specs and will deliver the same experience for everybody while on the PC side there is no such thing at all. Increasing the resolution even further will even make it worse. People will have to tinker with setting for every game with support for VR to not strap a barf machine on their head while on the PS4 it is plug and play. Sure the backers and enthusiasts will have no problem with this but the rest of the population will. They really need to provide some diagnostic software for every game so that consumers can see if they can run it or they will get a lot of bad press IMO.
 

Nzyme32

Member
Okay, first off, I'm sorry; I didn't realize I was supposed to watch the video.

Here's what I don't understand about Palmer's comments. First, he says the only reason they're running at 75 Hz now is because it's not currently possible to drive OLED panels any faster than that. But Valve are driving their OLED panels at 95 Hz, right? So WTF? Is Abrash not willing to share the secret of fast displays, or what?

Second, he says that 90 Hz is the bare minimum for low-persistence displays. He's the expert, so fair enough, but people seem to be pretty pleased with their 72 Hz low-persistance display, so wouldn't that be the "bare minimum," by definition? =/

World: This is amazing!!
Oculus: The Hell it is. Go buy a fucking PlayStation, peasant.

Which brings me to my next question. Why do they seem so intent on making their market as small as possible?? 75 Hz seems plenty fast, but no, they're going to increase performance demands by another 20% "just because." Abrash himself says 1MP per eye is sufficient, but no, they're going to double that resolution "just because."

People are arguing about whether the PS4 is powerful enough to deliver presence with sufficient IQ. If we assume Sony are targeting 1MP at 75 Hz &#8212; since that seems to be "good enough" for most people &#8212; then why would Oculus demand their users provide a box with 240% of the performance of the PS4 just to deliver the same image quality?

I've heard that only 10% of Steam users have a box even equal to a PS4. That means 90% of them don't. I don't know enough about GPUs to know at a glance what GPUs offer ~240% the performance of a 7850, so somebody help me out here&#8230; How many Steam users have a GPU in that class? 5%? 1%?

Why do they want to limit their market so severely? Do we have any historical data to help determine how quickly new GPUs filter down to the masses? I've heard the 7850 described as a "mid to low range" GPU, so I assume it's relatively old, and yet only 10% of users have that or better, so it sounds like it doesn't filter down very quickly.

Can anyone explain why exceeding the reference spec is so important to them it motivates them to ignore 91-99% of the PC gamers out there? Are they just ceding everyone but the "hardest of the hardcore" to Sony, and are instead going Apple-style with boutique pricing and stuff?

How does this make sense to anyone? Why purposely make your already tiny market even smaller, and for so little tangible benefit? How can they be profitable if they ensure their entire market size is only 3M users, compared to the 100M PS4 owners Sony can court? What am I missing?

And I'm not bashing here. Palmer seems like a good kid and I'd like to see them succeed. I'm just baffled by their seeming efforts to make their product as niche as they possibly can. How is that a good idea for a fledgling product trying to help create an entirely new industry? =/

No worries about the misunderstanding.

I was really thinking hard about why I was getting deja vu from this low persistence and refresh rate stuff, and then I remembered. Before joining oculus, Carmack kind of spilt the beans on Valve's VR project that was also built to basically disprove Carmack, who originally thought low persistence didn't matter and that getting an OLED panel to 120hz would just fix the issues with blur and stuttering.

It seems like a large amount of talk is centred around some kind of threshold that becomes important for whatever standard of VR it is they are going for, and that demo quality is something they are striving to get but I can only assume is ludicrously expensive and non-consumer friendly as it was.

In this video (quakecon 2013 - approx 10mins is relevant) he claims Valve used 2 x Galaxy S4 amoled screens (2 x 1920x1080 - I assume 4k) along with a bunch of extra boards that I assume drove the screens to 95hz. Also he essentially talks about why gsync (which didn't exist then) would not work well with HMDs, why 60hz isn't good enough and 120hz is good enough and why it's a challenge PLUS amusingly his ideas for "time warping" that he hopes will solve this - that he actually officially talked about and presented at GDC yesterday!!

The problem with all this is that very few, if not anyone reporting and reviewing both the morpheus and dk2, have experienced valve's demo or presence with a HMD, so to describe the experience "as good enough", "perfect" or "not quite there" is impossible to do justifiably in that context. I imagine sony have a similar over the top R&D setup but will draw their own conclusions as to what is necessary.

The further issue is that presence as oculus describe it may really be that difficult to achieve and maintain. As a neuroscientist trying to take a guess, I imagine polymorphisms of pathways involved in the low level processing and vestibular functions that govern our perception of reality, vary significantly in the population over age, sex, mental condition etc.

It may well be that they intend to achieve the broadest possible range to capture presence. It may be that presence is just that compelling that they believe it's worth all this power and effort, and maybe the dk2 and morpheus really are not there yet but people don't know any better. It's really hard to say without a proper understanding of the sensation. Apart from rumour, have we actually got anyone who has used all of them, coming out and saying they have that same experience of presence? It's even more confusing when the experience is so subjective that you can't objectively discuss it...

As far as screen door effect goes, morpheus seems to have that some what sorted due to their optics which are great apparently and what ever filtering (if any) they are using. So I'd guess higher resolutions that 1080p become unnecessary perhaps.

Also do not take the steam hardware survey seriously, there are many problems with the data. The survey is opt in, so we don't know the demographics involved. Looking at Graphics for example, only 4% use the most popular onboard solution, 38% or so are simply thrown in as other, another 38% or so are listed as 1gb, there's no info on branding of cards and if they are even listed with the same sets. And obviously something like 4% of a 1000 is useless but 4% of 1 million, 10 million etc, is pretty important. So no I don't trust it, and I don't think Valve are the sort of people to make sure the system publicly shown is giving all the data, which is probably extremely valuable to most people in the space.

Finally, the drive of technology such as this on sales of hardware might be shocking, I wouldn't know without the data, but it would explain why aiming high is crucial, and that high spec experience may be significantly different to what dk2 and morpheus do. Outside of gaming though, there is a lot of uses that may rely on the high spec and it may be something that is crucial to future uses, peripherals or support. I recall NASA JPL were using it with leap motion and kinect for robotic arms, I'd imagine there would be many more uses better speced kits and that market depending on what gets developed for the headset may be significant.

I have no answers :(
 

StuBurns

Banned
The problem with all this is that very few, if not anyone reporting and reviewing both the morpheus and dk2, have experienced valve's demo or presence with a HMD, so to describe the experience "as good enough", "perfect" or "not quite there" is impossible to do justifiably in that context. I imagine sony have a similar over the top R&D setup but will draw their own conclusions as to what is necessary.
We really have no idea who has experienced presence or not. Abrash said some people experience it on the DK1, certainly the jump between that and the DK2/Morpheus is huge.

I am surprised to see so many people favor Morpheus in the impressions, it does seem contrary to Valve's findings, but I take it most of these people are just favoring other aspects of the experience, and not articulating it fully.
 

TTP

Have a fun! Enjoy!
And let's hope they fix up the move tracking.

While there are likely some software issues right now related to the new camera (I doubt the old PS Eye code works "as is" with it) I also suspect attendees were at times moving too close to the camera, causing the Move to go out of camera view, especially when reaching down or sideways. That might explain the sudden disconnections some experienced.
 

Branduil

Member
It's important to keep in mind that just because only, say, 10% of people on Steam have machines better than the PS4, doesn't mean only 10% of people could use the OR. You could easily use it to play older games, or turn the settings other than resolution way down.

And obviously with each passing year, PCs as a whole will get more powerful. The number of people who will be able to use one will only grow. So I think fears of it becoming a niche product are overblown. They're clearly operating from an "if you build it, they will come" philosophy.

There's certainly more than enough room for more than one VR product in the marketplace. I do agree that we need a more affordable motion solution for PC besides STEM, though. I wouldn't be surprised if Valve made one.
 

Chris_C

Member
While there are likely some software issues right now related to the new camera (I doubt the old PS Eye code works "as is" with it) I also suspect attendees were at times moving too close to the camera, causing the Move to go out of camera view, especially when reaching down or sideways. That might explain the sudden disconnections some experienced.

This is kinda what I'm thinking too. My best ever experience with move was Sports Champions Table tennis, which was absolutely incredible. I think if the software cuts out a decent amount of the jitter that you tend to get, and people stay within the tracking volume it should work great.
 

Mindlog

Member
I don't know what you're talking about.

I didn't say the Rift would sell at cost.

Affordable as a unit, affordable when considering the PC hardware required, much less so.

What I want is VR not being held back by tiny adoption numbers. Going from 1080p to QHD is going to reduce the target audience, which is going to reduce sales, which is going to reduce support.
I find that argument to be very frustrating. The VR market has been a tiny, but fruitful community for decades. VR tinkering is what originally brought Palmer and Carmack to each other's attention. Why do we need VR to make the leap to some mainstream juggernaut now? It's far more important to get it right. If the screens are available I really believe Oculus would go 1440p and think nothing of it. All along this has been about screen availability at a certain price range.
 

Man

Member
Why do we need VR to make the leap to some mainstream juggernaut now? It's far more important to get it right. If the screens are available I really believe Oculus would go 1440p and think nothing of it. All along this has been about screen availability at a certain price range.
Oculus is so worried about 'perfecting' the VR experience while at the same time totally disregarding:
- Controller input
- 360 degree tracking (seated & face forward only)

Now they are basically waiting for a range of 1440p 5" Oled screens to become available to them. The amount of home PC's that will be able to drive this is a tiny percentage. On the controller side Sixense STEM, the only real motion-controller coming to PC that we know of, is costing from $299 and up to $579 for the full package.

It's cool that they are aiming for the highest of the high-end PC market with a high cost-of entry. This is their 'niche' within the VR consumer market (from the only two upcoming contenders) but they really should take the controller issue into their own hands (no puns intended) I believe.
 

bj00rn_

Banned
...and the PC beefy enough to run it.

Don't forget that PC/OR isn't locked at max spec, you can tune it to your liking within the ceiling you have available, that's the infamous strength of the platform.. You are not forced to render at 1440p/90Hz (or 4K/120Hz whatever comes in the near future). If you have less powerful hardware then turn down the details and run it @ 1080p/60Hz then upgrade later for proper presence.
 

Leb

Member
Oculus is so worried about 'perfecting' the VR experience while at the same time totally disregaridng:
- Controller input
- 360 degree tracking (seated & face forward only)

Now they are basically waiting for a range of 1440p 5" Oled screens to become available to them. The amount of home PC's that will be able to drive this is a tiny percentage. On the controller side Sixense STEM, the only real motion-controller coming to PC that we know of, is costing from $299 and up to $579 for the full package.

Oh, quite right. With naive buffoons like Luckey, Carmarck and more PhDs than you can cram in a broom closet on the technical side and starry-eyed dreamers like Andreessen Horowitz on the business side, it's obvious that OR has missed the forest for the perfectly rendered trees on a low-persistence OLED panel.
 

Seanspeed

Banned
Oculus is so worried about 'perfecting' the VR experience while at the same time totally disregarding:
- Controller input
- 360 degree tracking (seated & face forward only)

Now they are basically waiting for a range of 1440p 5" Oled screens to become available to them. The amount of home PC's that will be able to drive this is a tiny percentage. On the controller side Sixense STEM, the only real motion-controller coming to PC that we know of, is costing from $299 and up to $579 for the full package.

It's cool that they are aiming for the highest of the high-end PC market with a high cost-of entry. This is their 'niche' within the VR market (from the only two upcoming contenders) but they really should take the controller issue into their own hands (no puns intended) I believe.
PS Move and Wii controllers work on the PC. Hell, DS4 and an EyeToy just like on the PS4 might be possible.

And a regular Xbox360 controller is going to be fine for most games/experiences in the beginning. I don't think anybody is expecting to have wild, great motion controls right from the get-go. There will be plenty of experimentation with it, but I think most VR games(on the PC at least) will be designed for regular controller use, especially with Oculus targeting the seated experience.

If Sony gets wild with the standing up, motion control stuff, cool, I'm excited to see what they do with it. But I don't think that's necessarily what VR is gonna all be about. Not immediately, anyways.
 

SparkTR

Member
Oculus is so worried about 'perfecting' the VR experience while at the same time totally disregarding:
- Controller input
- 360 degree tracking (seated & face forward only)

Now they are basically waiting for a range of 1440p 5" Oled screens to become available to them. The amount of home PC's that will be able to drive this is a tiny percentage. On the controller side Sixense STEM, the only real motion-controller coming to PC that we know of, is costing from $299 and up to $579 for the full package.

It's cool that they are aiming for the highest of the high-end PC market with a high cost-of entry. This is their 'niche' within the VR market (from the only two upcoming contenders) but they really should take the controller issue into their own hands (no puns intended) I believe.

The PC market adopts it's own peripherals when needed. People are going to use their flight sticks for those space sims releasing on OR (Star Citizen, Elite Dangerous, EVE Valkyrie), their racing wheels for those driving games (Assetto Corsa, Projects Cars), and their controller for third person stuff. Motion controls aren't hand in hand with VR just yet, when there's a good enough reason to shift over to them for a game, people will.
 

StuBurns

Banned
I find that argument to be very frustrating. The VR market has been a tiny, but fruitful community for decades. VR tinkering is what originally brought Palmer and Carmack to each other's attention. Why do we need VR to make the leap to some mainstream juggernaut now? It's far more important to get it right. If the screens are available I really believe Oculus would go 1440p and think nothing of it. All along this has been about screen availability at a certain price range.
The Rift isn't intended to be some tiny community, they're looking to sell millions of units. A couple of hundred thousand people might be happy to spend $350 on a novelty that doesn't really get support, when you're asking for millions of sales, you're presenting a seriously accepted sub-platform, and that means serious support.

Oculus aren't treating this like some garage tinkering curiosity.
 

spwolf

Member
I don't know what you're talking about.

I didn't say the Rift would sell at cost.

Affordable as a unit, affordable when considering the PC hardware required, much less so.


so you think they will be making profit on $350 consumer unit, how much? If they decide to sell it via retail, they will have to give nice margins... so to sell at profit at $350, they will have to build it for 2x less. This is not console model of course, because retail will have nothing else to sell.

Or will it be limited only to direct sales via website?

Do we know how much it costs them for these dev kits today?
 

TTP

Have a fun! Enjoy!
Awesome thanks for posting, been waiting for more interviews.


I'm a few minutes in, and the guy mentions there are two 1080p panels in the device. Didn't know that, thought there was only one.

It's one 5" panel split into two (virtual) screens. Like Oculus Rift. The official specs are pretty clear about that.
 
It's one 5" panel split into two (virtual) screens. Like Oculus Rift. The official specs are pretty clear about that.

That's what I'm saying. Sony rep in the interview maybe is mistaken. Poor guy doesn't seem to know too much about the technical stuff and he's getting hammered by Tested lol
 

StuBurns

Banned
so you think they will be making profit on $350 consumer unit, how much? If they decide to sell it via retail, they will have to give nice margins... so to sell at profit at $350, they will have to build it for 2x less. This is not console model of course, because retail will have nothing else to sell.

Or will it be limited only to direct sales via website?

Do we know how much it costs them for these dev kits today?
If they can't make a profit on $350, (but I'm sure they can), they'd just have to charge more.

Retail is going to need a cut, based on the size of the dev-kit box, yeah, retail are going to want $40-50 I'd imagine. If it becomes hot shit, they'll take less, but it's really an unknown. They have said they intend to have retail support.

No idea what DK2 costs them, I imagine they're shipping at very thin margins though, it's a fantastic price for the spec.
 
The Rift isn't intended to be some tiny community, they're looking to sell millions of units. A couple of hundred thousand people might be happy to spend $350 on a novelty that doesn't really get support, when you're asking for millions of sales, you're presenting a seriously accepted sub-platform, and that means serious support.

Oculus aren't treating this like some garage tinkering curiosity.

Oculus did say in the past that they're open to the idea of subsidizing the Rift or selling them on a contract basis like with smartphones, and people were really angry about it. Considering what a VR HMD can do I don't think 350-400 dollars on the first iteration for the headset alone is unreasonable, especially considering how the smartphone market worked out. Once self-contained units that don't need to be tethered to a console or a PC come around a couple hardware generations later, VR has the potential to blow up way beyond console and PC gaming.

It's not like charging 1000 dollars for the TMZ.
 
Nice to hear someone talk about the audio a bit more.



I think it's encouraging that they seem to have been thinking about ergonomics from a very early stage, but I hope they can reconcile this kind of design with a closing off from external light. They say they're working on it, hope it's doable.

I can look down and see the blurry floor when I'm wearing my glasses. It doesn't ruin the realistic graphics of the sharp-world though. If I tilt my head I keep focus, if I look down I see blur (not Damon Albarn). I think immersion will be enough to stop that gap being a problem - as in, I don't think it will be immersion breaking unless you 'look' for it.

I don't want the gap though, I want total Otherland VR (without the real dying bit) but I can see why it's being put there. It should be an relatively easy solve though, they just need to provide a snap-on/snap-off foam rubber cover like headphones provide,

From watching YouTube interviews and presentations about VR, the one thing I've learned is, It's more than one way to skin a cat. All this bickering back and forth about who's better or who has the better solution or what's required is a little premature, which leads me to my 2nd thing. The rules are being written as the tech gets better. So let's stop bickering back and forth and enjoy the process in progress.

Well said. I'd prefer this thread to be about Sony's approach and the Oculus stuff to live in its own thread, rather than it turn into another PC vs Consoles hate-in.

VR tech is what I've been waiting most of my life for, I would prefer compatibility across the board, but I am prepared to buy multiple devices (a bit like my arcade sticks, I guess) and I can't bear to see discussion of this subject turn into a shit fest. Of course, I could go elsewhere to read this, but although I'm relatively new to spending all my forum time here and I can see there is a ton of knowledge hidden away inside these often huge threads, and a great brace of opinions.
 

StuBurns

Banned
Oculus did say in the past that they're open to the idea of subsidizing the Rift or selling them on a contract basis like with smartphones, and people were really angry about it. Considering what a VR HMD can do I don't think 350-400 dollars on the first iteration for the headset alone is unreasonable, especially considering how the smartphone market worked out. Once self-contained units that don't need to be tethered to a console or a PC come around a couple hardware generations later, VR has the potential to blow up way beyond console and PC gaming.

It's not like charging 1000 dollars for the TMZ.
I completely agree, I think if they launch at $350, it'll be a very nice sweetspot for that audience. This is going to be a very long process. We're going from having no meaningful VR on any system, to three or four notable players over the course of two years. No one really knows what they're doing in terms of the market positioning, and I think consumers are sympathetic to that, and they've been waiting long enough that they want to see this done correctly.


The Tested video was interesting, that Sony guy was strange, I don't believe for a second it's two panels, that makes zero sense, and I don't understand why Norm didn't step in when he talked about the positives of LCD.
 

Man

Member
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Tested - Hands-On Sony's 'Project Morpheus' PlayStation 4 Virtual Reality Headset
https://www.youtube.com/watch?v=f7Q4Vf-HwEU
"That was litterary one of the first things to jump out at me that this is software that was made by a real development house. Not that Oculus demos we have seen has not been great but the motion of the animals [in The Deep] is great. The flow of all the fish in there... The schools of fish were all really natural and fluid."
Production values still matter.
 
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