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Project Morpheus E3 2015

http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus/

The game switches between a third-person for movement with cameras hovering over a space and at times switch to a first-person view as Bess interacts with puzzles in the world. There’s also a scale change switch between the two perspectives that’s only possible to do in VR. In third-person, we scale the player camera so it feels like you are a giant looking down on a miniature world. When switching to 1st person, we scale the camera to a standard human scale and you feel like you are standing in the space.

In VR, the camera is essentially your head so moving it around without the player’s consent like most traditional games can be uncomfortable to players when there’s a disconnect between what your eyes see and what your body is experiencing. So character movement and exploration of a big environment can be tricky. To solve this, we do camera “blinks” between areas as the player guides Bess through it. During these blinks, we switch camera angles to allow you to explore the world thoroughly.
 

Soi-Fong

Member
Like who? This sounds like paranoia to me.

Some people even here in GAF are actually thinking that XB1 now has Oculus capabilities and you'll be able to play XB1 games in the Oculus. And I don't mean the, "you sitting in a living room" kind of playing.
 

hesido

Member
Like who? This sounds like paranoia to me.

Edit: A straight answer would be "like the people 1.21GigaWatts mentioned."

I just think MS declared partnerships to be seen as they are not out of this VR business all together, and I'm not blaming them. It's not a far fetched conspiracy theory to imagine that this was a basic marketing maneuver from MS.

Now people are thinking they have further stuff planned for VR. Which MAY indeed be the case but we don't know yet. And that's exactly what MS would like us to think, whether they are actually planning some stuff, or not.
 

Man

Member
Sony really pushing Rigs as their big VR launch exclusive:

CHr_WnwWoAAjjIf.jpg:large

Luke Maskell ‏@gibbonofdoom 9h9 hours ago
Our Rigs booth at E3: Bloody huge! #E32015 @PlayStation @Guerrilla
 

Despera

Banned
Rigs does look like a lot of fun.

Its test about character interactions between the player and AI character. People who have tried it have reported that seeing responsive NPCs in VR can be a very impactfull experience, them looking them into your eyes, reacting to you, casually or intentionally entering your "personal space". Things like that are enabling VR experiences to cause much different reactions in players than any demo shown on HDTV/Monitor can ever do.
I really need to experience this "invasion of personal space" in VR firsthand. I see people mentioning how it feels off putting and weird even if it's just a 3D model. I imagine 3D positional audio would add to the effect significantly as well.

The guys behind FEZ are making SuperHyperCube exclusively for Project Morpheus: https://www.youtube.com/watch?v=0IXEfQmyBms
In this first-person puzzler from game collective KOKOROMI, fly through endless waves of abstract geometry in the warm analog glow of virtual neon.
Interesting stuff.
 

Soi-Fong

Member
Rigs does look like a lot of fun.


I really need to experience this "invasion of personal space" in VR firsthand. I see people mentioning how it feels off putting and weird even if it's just a 3D model. I imagine 3D positional audio would add to the effect significantly as well.



Interesting stuff.

It's happened to me before. The Hatsune Miku dancing demos are a good example. In DK2, if you come too close, you do start to feel... I can't come up with the word, maybe "wrong."

It's like you're invading their personal space and they you.

Then add to that me flinching back because Miku's green pony tails feel like they'll hit me when she's dancing like crazy. lol
 

Z3M0G

Member
Thank you for this thread. I've been searching "VR" and finding literally no coverage of VR as a whole during E3...
 
So is today the first of E3 where people can actually get hands on time with the games?

Sort of a side question for those in the know. How hard would it be for Sony to create a "VR Cinema", so that regular games could be played through the headset? I mean yeah, obviously they won't look anywhere near as good, but I think I could prefer it in some cases to playing on my flat panel. In terms of resources how taxing would it be?
 
Doesn't really matter that you're technically seated in a mech cuz you don't see it. There is no cockpit surround providing that frame of reference.

I did notice there was no straight left/right strafing shown, though. And it's all very 'smoothed out', so not a lot of head bobbing or anything. Very focused on smooth, forward-paced gameplay. Which is really interesting if it works.


Well, due to how convincing this VR tech is, your vestibular system easily gets a bit angry when dealing with more typical FPS-type movement. The disconnect between the reality of your own movement/acceleration and what your eyes/ears are telling your brain you are experiencing causes discomfort and nausea pretty quickly in a lot of cases, particularly with the exaggerated speed and unnatural movement you find in most FPS games.

So basically, a problem that devs will need to figure out and I'm super interested in any devs who think they've come up with a good solution like here as it could pave the way forward for others if it works well.


This is why I primarily expect "vehicle" games more often.

As in, you are not moving YOURSELF - your vehicle is, while you personally remain in a stationary position moving the wheels or sticks or whatever.

Any game where you are piloting something will work better with VR, as opposed to you actually being on foot. Unless you have a treadmill or surfboard attachment of some sort, walking/running movement in VR is going to feel awkward and unrealistic. You are going to have to move your own feet in synch with the feet of your game's VR character.
 

Z3M0G

Member
According to Wired, Sony are researching "virtualised controllers" to make FPS's more comfortable, which sounds pretty cool. Will be one to keep an eye on.

This is a great idea. If in the game I see myself as having my hands on a controller, or going into an enclosed case where I only "feel" the controller in my hands but can't see it, it would completely work with the immersion and allow my brain to connect controlling my mech/vehicle/whatever with a controller.

Playing as a person in VR will likely be taboo unless you are using gesture recognition with your hands and such.
 
This is a great idea. If in the game I see myself as having my hands on a controller, or going into an enclosed case where I only "feel" the controller in my hands but can't see it, it would completely work with the immersion and allow my brain to connect controlling my mech/vehicle/whatever with a controller.

Playing as a person in VR will likely be taboo unless you are using gesture recognition with your hands and such.

RIGS does have a virtual controller in the game now, it was mentioned in the VR Focus Impression.
 

Man

Member
Robert McGregor ‏@ID_R_McGregor 12m12 minutes ago
Among all the wonderful praise for Oculus over the last 48hrs, I've also caught some VERY, VERY enthusiastic chatter about Sony Morpheus.

Bruce Wright ‏@heybrucewright 8m8 minutes ago
@ID_R_McGregor Morpheus delivers. It's not *quite* at the visual level of the Vive or Rift. But it's real vr.
 
Yes. Resolution in VR is somewhat low right now. Remember that a huge portion of your field of view needs to be filled here. 1080p in VR is not like 1080p in your living room.

I don't know if that's what the poster was trying to say, though.
did you notice any screendoor effect? much aliasing? blurriness?

Can someone explain to me what Summer Lesson is about? Am I supposed to be playing some sort of tutor?

it is fairly obvious, isn't it? beautiful young girls spending time with you.

If they didn't before, they will now.
I like the sound of that :)
 

Man

Member
Ben Kuchera ‏@BenKuchera 16m16 minutes ago
@heybrucewright @ID_R_McGregor And it's on a closed platform much more powerful than the phones of Gear VR. It's a great product so far.

Robert McGregor ‏@ID_R_McGregor 6m6 minutes ago
@BenKuchera @heybrucewright I keep hearing, over and over is that the Sony demo is "FUN". Fun is what you need once the "Wow" has faded.

Bruce Wright ‏@heybrucewright 1m1 minute ago
@ID_R_McGregor @BenKuchera Would have liked to see more of the Morpheus demos. You didn't get to pick, and I got kind of a dud. [Wayward skies]
 
Any media about Kitchen by Capcom?

Capcom's Kitchen VR game on Project Morpheus is the scariest we've ever played

Digital Spy said:
[Spoiler warning in case you want to experience it fresh for yourself some day]

Headset on, you find yourself in a dirty old kitchen, facing a fridge, tied to a chair, wrists bound together. You waft the DualShock 4 controller and your hands try feebly to escape your bonds to no avail. In a doff of the cap to Saw, what looks like a dead body in front of you starts to move, revealing themselves to be a disorientated friend who soon tries to cut your ties with a big knife – waggling it right in your face, for good measure – before fumbling it.

But before you can curse his ineptitude, a demonic, long-haired woman is slicing him aside in front of you, before leaping into your face, Ring style, and plunging the knife into your thigh. She pulls him out of the room, with sounds emanating from round the corner that you'd rather not know about. As you look feverishly from side to side for a way to escape – maybe you could grab the knife? Are there tools in that drawer? – a head comes flying round the corner, landing at your feet and oozing blood over your shoes. It's your mate's, obviously.

Again, you look around, hearing her breathing but not knowing exactly where she is. The pauses seem to go on for an age, even though the demo is only minutes long. Finally, as you look around, the woman's bloody hands are on your face, the knife is up and you're plunged into darkness...

Imagine Silent Hills on PS4’s Morpheus VR… oh, that’s new horror game Kitchen
Gamesradar said:
The rest is very bloody, and incredibly fun. The death of Silent Hills still hurts, but I think we’ve found a replacement… When GR+ spoke to Morpheus’ head, Shuhei Yoshida back in March, he mentioned that he’d love to see a PT style game on Morpheus. This is very much that game.
 
Apparently Capcom made a whole new engine for Kitchen. One imagines they will use it for other VR titles.

The name of engine has yet to be revealed, but it supports Project Morpheus’ 120 FPS, and renders at 1080p HD and 60 FPS.

It’s currently being showcased at E3, as reported by siliconera, with a PS4 demo called KITCHEN.

DTS Headphone: X is being used with the demo to up the audio game and bring it in line with the graphics.

Capcom has said that the engine will be used alongside “advanced photo scan and visual effects tools to bring highly realistic characters and environments to life, delivering exciting new gameplay experiences for fans.”

http://www.vg247.com/2015/06/17/capcom-is-developing-a-new-engine-for-their-project-morpheus-games/
 
Okay, on the LiveCast, they just showed a promo for PS Heroes, talking about the dude who got sent to E3. Towards the end of the clip, they showed Shu, Boyes, and Gio all playing something with DS4s, and no headsets. Meanwhile, the winner was sitting there with a Morpheus, and no DS4. It seems the other three were doing whatever they were doing via the Social Screen function.

Anyone have any idea what they may have been playing?
 

kinggroin

Banned
Rigs does look like a lot of fun.


I really need to experience this "invasion of personal space" in VR firsthand. I see people mentioning how it feels off putting and weird even if it's just a 3D model. I imagine 3D positional audio would add to the effect significantly as well.



Interesting stuff.

I can speak first hand.

Allowing yourself to get lost in it (and it's easy to do so), the sensation of a tangible object or person being in your immediate vicinity or personal space as it would be in real life is palpable. The brain can really fuck you up man.

My experience comes from rudimentary demos too. Couldn't imagine something with visuals approaching the kind we're seeing in this summer demo.
 

Soi-Fong

Member
Robert McGregor ‏@ID_R_McGregor 12m12 minutes ago
Among all the wonderful praise for Oculus over the last 48hrs, I've also caught some VERY, VERY enthusiastic chatter about Sony Morpheus.

Bruce Wright ‏@heybrucewright 8m8 minutes ago
@ID_R_McGregor Morpheus delivers. It's not *quite* at the visual level of the Vive or Rift. But it's real vr.

This is good. No one here was expecting the PS4 to put out VR experiences that'll match a 1500 dollar PC, but there you go, the VR it does put out isn't crap like some here in GAF were making it out to be.
 

Kaako

Felium Defensor
Thanks for keeping this thread updated with the latest info/previews for Morpheus at E3. I really wanna try some of these games/demos myself. That GG game seems to be legit.
 

gofreak

GAF's Bob Woodward
A fair bit of talk about Morpheus in this Shuhei Yoshida interview with Engadget:

http://www.engadget.com/2015/06/17/an-intimate-chat-with-sony-playstation-shuhei-yoshida/

You had announced at GDC that the first half of next year would be the retail release of Morpheus. Are you still on track for that?

In terms of development, it's going very well. The hardware is near-complete. And if you try the demo at E3, the team has been making slight improvements here and there. So I challenge you to find the changes since GDC for the better.

Next up is the system software guys. They have to make sure the integration is seamless. We're not showing the OS side of [Morpheus]. But the team is working hard on that. That's going to come out later, before the launch. And, of course, we've been supporting the third-party's and first-party's developments and everything has to align. So we are waiting for that time to come. Overall, we're on schedule.

Can you talk a little bit more about the UI design for Morpheus -- when the user puts on the helmet -- and give me some idea of what that will look like?

Our OS team doesn't want us to talk about it as yet because they are still trying to finalize it. But it's going to be cool.

Is there a redesigned Move coming in terms of ergonomics?

No, no, no. It just works.


So the standard one we have will look the same?

Absolutely.


So that Move 2 leak was nothing?

It's not a leak. It was a fake. ... some design studio or something.

Some talk in these impressions also about screendoor:

http://www.gizmag.com/project-morpheus-hands-on-review-e3-2015/38057/

From what we could tell, though, the sense of presence was very good and Project Morpheus' 1080p resolution – lower than the Gear VR and (most likely) the consumer Oculus Rift – didn't provide the pronounced screen door effect (visible pixels) we were expecting. If we didn't already know Morpheus' resolution, we would have guessed it was a Quad HD panel, like in the Gear VR. We aren't sure why that is, but perhaps Sony has tweaked something else to cut down on the perception of the screen door effect.
 

mrklaw

MrArseFace
I can speak first hand.

Allowing yourself to get lost in it (and it's easy to do so), the sensation of a tangible object or person being in your immediate vicinity or personal space as it would be in real life is palpable. The brain can really fuck you up man.

My experience comes from rudimentary demos too. Couldn't imagine something with visuals approaching the kind we're seeing in this summer demo.

Yeah, two demos on the ancient Dk1 really stood out to me. The first was minecrift. The low resolution made it really difficult to play, but close up objects had an amazing sense of solidity, to the point where I was having to tell my brain that the block wasn't real.

The second was one of those photogrammetry demos with scanned models. Again, at a distance it was just a mush of pixels. But close up the person was disarmingly present. I was again forcing myself to remember she wasn't solid, but I was still freaking out imagining her suddenly opening her eyes - because I was really up close to her.




gofreak - sounds good. I'm really curious how the OS side will work. I would *love* if you could play any PS4 game on a virtual TV,mbut I don't know if there is enough reserved power of the OS side to handle that.
 
Jeff Cannata ‏@jeffcannata 11m11 minutes ago

If you play those Project Morpheus demos and you're not having fun, I think you're dead inside. It's truly extraordinary.
2 retweets 8 favorites
 

USC-fan

Banned
Stuff looks awesome.

Think this is going to be my first vr kit. Really don't want to mess with pc kits until they work out the differences or settle on standard that work for all games.

Just be under $399!!

Really hope they have another show to show off this stuff.
 

Man

Member
A fair bit of talk about Morpheus in this Shuhei Yoshida interview with Engadget:

http://www.engadget.com/2015/06/17/an-intimate-chat-with-sony-playstation-shuhei-yoshida/
Wow! That's great to hear that they're making a VR 'wrapper' for the OS.
One of the most annoying things about PS Move on PS3 (versus Wii) was that the Move wasn't really used before one had booted up the game. What Sony is promising here then is a seamless VR experience from boot to shut-down. :)
 
Journalists can't be that dumb/naive can they? I see so many things and articles acting like XB1 is getting VR because of the partnerships MS announced when anyone with a brain can clearly see that isn't the case.
 
Kind of disappointing they're not making new Move controllers. Really wish they would have put analog sticks on the wands from the get go. I'm confident they can build experiences around it (and apparently have) , but it's going to make any cross platform stuff that uses the Vive or Rift controllers a bit of a challenge. Or almost no one will use the actual sticks/track pads on Rift and Vive and it won't be a big deal lol.
 

Z3M0G

Member
Kind of disappointing they're not making new Move controllers. Really wish they would have put analog sticks on the wands from the get go.

So no moving about then when using move? That'll just be with the dualshock 4. Hmm

This may sound like a perfectly practical thing to do, and something that would have worked well for Move games on the TV, but in virtual reality, moving your hands around and seeing that in the VR space, then pushing your thumb around to make your feet move you around in the same VR space would likely break the experience...

Best to use Move controllers for "rail" or stationary type experiences.
 
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