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Project Morpheus E3 2015

I was looking more detail on RIGS and apparently the right analog stick is left unused. all the aiming is done with head movement, as well as turning your mech. supposedly it work pretty well when you got used to it after a couple minutes, but I'm honestly a little bit disappointed. seems like it can totally be played even without morpheus by mapping head movement to right analog stick, didn't take advantage of head movement as separate input. you can't move forward and just use head movement to have a quick look to left or right etc.

I was kinda hoping the right stick would still control your orientation while your head fine tunes aim within your orientation
 
Looks like Media Molecule's Dreams might be a Morpheus launch title.

It's what I always assumed. Morpheus is the God of Dreams after all and MM's Dreams might turn out to be a killer app for Morpheus, since you'll basically have a game/world builder in VR for VR.

Where did you find that quote btw? You didn't source it.
 

msdstc

Incredibly Naive
Played 2 demos today. Futuridium and godling. Futuridium was horrible. It seemed blurry and on top of that the game does not lend itself to vr given you mainly move straight and your FOV covers everything you need to see. I left that demo feeling pretty down on Morpheus and vr in general. This was the 3rd different demo I had tried for Morpheus- futuridium, louging, and eve

I decided to go back later and queue up for kitchen which was easily the most popular demo figuring if that couldn't convince me, nothing could. Unfortunately there was no way I was getting a chance at that and took whatever I could get not really expecting much.

2 things about this Morpheus experience (godling). One the employee allowed me to put the mask on and adjust everything myself. This made a works of difference. The design makes it easy to adjust to your liking and produce the best image. It wasn't perfect for me though as I couldn't quite get it to 100% cover my eyes, that being said this experience was dramatically different. The demo itself was cool and all, but I really just used it to take my time and look around. By doing that I was able to lose myself into the game, given wheni turned around all i could see was the game world. I really just walked around and appreciate the experience.

All in all I'm still not 100% on vr. Im not sure what it would be like to wear the device for more than 5-10 minutes at a time. That being said I was wowed for the first time. I can imagine a fully fleshed out game could be a truly mindblowing experience.
 

Man

Member
Dreams coming to Morpheus is amazing news. I was seriously in doubt due to seemingly 30 fps w/user content. Will be interesting to see how it fares.
 

kyser73

Member
Played 2 demos today. Futuridium and godling. Futuridium was horrible. It seemed blurry and on top of that the game does not lend itself to vr given you mainly move straight and your FOV covers everything you need to see. I left that demo feeling pretty down on Morpheus and vr in general. This was the 3rd different demo I had tried for Morpheus- futuridium, louging, and eve

I decided to go back later and queue up for kitchen which was easily the most popular demo figuring if that couldn't convince me, nothing could. Unfortunately there was no way I was getting a chance at that and took whatever I could get not really expecting much.

2 things about this particular demo. One the employee allowed me to put the mask on and adjust everything myself. This made a works of difference. The design makes it easy to adjust to your liking and produce the best image. It wasn't perfect for me though as I couldn't quite get it to 100% cover my eyes, that being said this experience was dramatically different. The demo itself was cool and all, but I really just used it to take my time and look around. By doing that I was able to lose myself into the game, given wheni turned around all i could see was the game world. I really just walked around and appreciate the experience.

All in all I'm still not 100% on vr. Im not sure what it would be like to wear the device for more than 5-10 minutes at a time. That being said I was wowed for the first time. I can imagine a fully fleshed out game could be a truly mindblowing experience.

This is interesting because you're the second person to say this on the thread, and another person reported that the images were crisper than Morpheus.

I know there's a way of adjusting the position of the lenses, so maybe badly adjusted on the Futuridium demo unit?

Also - which demos are you talking about, as I'm not sure if you're referring to lounging, godling or Eve in your 3rd para. Thanks.
 

Raonak

Banned
Wow, Dreams starts making a lot of fucking sense when you position it as a morpheus game. Both with the name of the game, and the fact that it uses motion tracking.
 

mrklaw

MrArseFace
I was looking more detail on RIGS and apparently the right analog stick is left unused. all the aiming is done with head movement, as well as turning your mech. supposedly it work pretty well when you got used to it after a couple minutes, but I'm honestly a little bit disappointed. seems like it can totally be played even without morpheus by mapping head movement to right analog stick, didn't take advantage of head movement as separate input. you can't move forward and just use head movement to have a quick look to left or right etc.


It is a fast paced FPS. My guess is they removed turning from the controller to reduce the likelihood of nausea.
 

Seanspeed

Banned
How do you ensure 60fps on a play, create, share game?
You probably don't. But it might be possible to show a heads-up sort of graphics/VR budget to creators so they can get an idea when they are getting too intensive and what sorts of costs certain things have after adding it.
 
Awesome, but..........how?

I suppose we need to know more about the game first. So many questions!

Anton Mikhailov is working now for them!. A little strange he left R&D department, I thought he was the right hand of Richard Marks. Maybe is something temporal to help MM build the game for Morpheus.
 
It is a fast paced FPS. My guess is they removed turning from the controller to reduce the likelihood of nausea.
I think navigation controller/dualshock4 + ps move + morpheus headset could be the ideal setup. Although I don't know if that will bring nausea problem or not
 

Seanspeed

Banned
I think navigation controller/dualshock4 + ps move + morpheus headset could be the ideal setup. Although I don't know if that will bring nausea problem or not
Gaze-based aiming is pretty much your only option with a gamepad if you don't want to rely on the analog sticks, which is smart.

This is why we need proper motion controls to come into the fray. Decoupled aiming is then possible. But DS4+Move I don't think will work. You're not going to want to hold a DS4 with one hand.
 
Anton Mikhailov is working now for them!. A little strange he left R&D department, I thought he was the right hand of Richard Marks. Maybe is something temporal to help MM build the game for Morpheus.
He's the one who first demo that sculpting tech demo with 2 psmove years ago. I bet he's in MediaMolecule to ensure ps move integration. And from the old demo, you can easily imagine 3d scultping would work way better in vr where it would look like you're touching the object directly instead of looking at the tv screen while your try sculpting without looking at your hand.
 

Maximo

Member
Grimløck;168709033 said:
Harmonix Music VR coming to Project Morpheus
less game, more music visualizer
DenseSelfassuredAndeancondor.gif


BowedSplendidAracari.gif


WildShamelessJunebug.gif

Holy shit, this alone could sway some mates into VR.
 

msdstc

Incredibly Naive
This is interesting because you're the second person to say this on the thread, and another person reported that the images were crisper than Morpheus.

I know there's a way of adjusting the position of the lenses, so maybe badly adjusted on the Futuridium demo unit?

Also - which demos are you talking about, as I'm not sure if you're referring to lounging, godling or Eve in your 3rd para. Thanks.

I think its the visual style which was causing a sort of halo effect. Also the left eye would get blurry at certain angles, never fully focused properly.
 
Gimme dem lightcycles & Recognisers...

Ah man, I'd love to see this - what would be even better would be a 'retro' level that faithfully reproduced the original movie's CGI.
Good thing about lightcycles is they do 90 degree turns, a quick camera switch, rather than pan, can help prevent motion sickness.

Which also bodes well for the Panzer Dragoon VR remasters that I'm putting on my E3 2016 wishlist.
 

dumbo

Member
How do you ensure 60fps on a play, create, share game?

It will be interesting to see if their rather unique rendering solution has any bearing on that question. (afaict it will have very different properties to a traditional system, although whether it is helpful in this area is anyone's guess).
 

gofreak

GAF's Bob Woodward
How do you ensure 60fps on a play, create, share game?


I suppose you would start by decoupling the rendering from other systems. So that a bunch of physics stuff won't bring the camera update rate to a crawl for example.

The rendering itself, though, could vary with the complexity of a user's creation. Turning rendering into a constant-time operation regardless of scene complexity - into a <16ms operation - would be challenging. Especially with the visual fidelity here!

One thing, though, is that Dreams is taking a completely different approach to geometry. There are no polygons. Geometry is a per pixel operation. Rendering in stereo here won't double draw call or the cost of the geometry stage of the pipeline. Side-by-side 1080p stereo here should have no more cost than a regular 1080p render.

Question still remains though about doing this kind of rendering at 60hz+! I'll be amazed if they manage to do that.
 
Does anyone know the prevailing opinion on whether there is a point to having a 120 Hz refresh rate when your latency is 18 ms? I have little experience with games where frame rate is important but it seems to me that if your image is refreshed every 8ms (1/120f/s=0.00833s/f ) and your latency is 18ms, that means that if you move your head you'll have to wait at least 2 frames until you can see a difference on screen.

Also, does anyone know whether this latency includes the time necessary for the ps4 to do the image processing to figure out how your head is moving, or how much time this would require?
 

Mailbox

Member
I've been liking what i've been hearing so far from Morpheus, but i have to admit, without pc drivers or some sort of pc support for it i don't really see a reason to buy it yet.

Considering the games that sony made initially (and slightly after release) with the move and the wasted potential of it, and seeing these demos and impressions I'm feeling very cautious about this. I know sony is keen on this, and VR is gonna be a very big thing for the industry, but i'm really scared that the software support that sony gives to its own VR will be similar quality to that of it's move lineup.

party games and tech demos turned games.

(exception here being summer lesson, that looks pretty damn great )

If there was pc support planned for this I would immediately be hyped for this.
 

Crispy75

Member
Does anyone know the prevailing opinion on whether there is a point to having a 120 Hz refresh rate when your latency is 18 ms? I have little experience with games where frame rate is important but it seems to me that if your image is refreshed every 8ms (1/120f/s=0.00833s/f ) and your latency is 18ms, that means that if you move your head you'll have to wait at least 2 frames until you can see a difference on screen.

Also, does anyone know whether this latency includes the time necessary for the ps4 to do the image processing to figure out how your head is moving, or how much time this would require?

That's what time warping helps with. Even if the current image is several frames old, it can be warped to better match the headset's position, right before the refresh. You might see moving objects in the world "stutter" but the perception of head tracking should be absolutely solid.
 

Harmen

Member
Was not feeling Dreams since it does not look like a game at all. But I can see me really enjoying that style in VR, even if it is a "non-game". Just entering dreams of others in VR (that do not revolve around dicks) can be an amazing and artistically rich experience.

But I am very skeptical about it still, seemed a bit over ambitious and vague still. However, Media Molecules track record has been great so far with two great ip's, so I am looking forward to more details.

I've been liking what i've been hearing so far from Morpheus, but i have to admit, without pc drivers or some sort of pc support for it i don't really see a reason to buy it yet.

Considering the games that sony made initially (and slightly after release) with the move and the wasted potential of it, and seeing these demos and impressions I'm feeling very cautious about this. I know sony is keen on this, and VR is gonna be a very big thing for the industry, but i'm really scared that the software support that sony gives to its own VR will be similar quality to that of it's move lineup.

party games and tech demos turned games.

(exception here being summer lesson, that looks pretty damn great )

If there was pc support planned for this I would immediately be hyped for this.

True, I would love the Morpheus to be a relatively cheap but solid entry model for PC VR on top of PS4-VR. A bit similar to how I own a 360 controller but no 360. And how my Logitech wheel of GT works with my PC/Laptop (and not PS4, lol).

I have no PC nor the dedication to pour all my money into a premium VR experience, but I think it would be a great thing for VR in general if there is a somewhat affordable set.

I think that also leads to more people investing into something like the Oculus. If I enjoy the shit out of VR for a year or two, it is likely that I will go for a premium experience later on. But in no way I will go for a major PC upgrade and expensive set from the go without extensive experience.
 

Bradach

Member
I hope sony leverage their good relationship with smaller developers when it comes to software. I think VR needs lots of small odd new types of games / things to do.

Something like a virtual tour of the taj mahal or a re-enactment of the battle of the five armies from lord of the rings where you can just stand off to the side and watch the troll go nuts.

There wouldn't have been any point to that if you were just watching the TV but if they can make you feel like you're actually there then that might be worth buying.
 
Awesome, but..........how?

I suppose we need to know more about the game first. So many questions!

Well, if you read the article you just quoted, it is the best explanation of what Dreams is. I I am not understanding what you mean by not knowing what it is = how could it be a launch title. There are many months to go. And in the article you quoted, they said they will reveal the full scope of what Dreams is at Paris Games Week!
 

Alx

Member
Yup project face-plant by the looks of it. I think we need a Morpheus with a built in roll-cage.

Funny, it's exactly what (almost) happened to French journalists from le Monde when trying the Playroom.^_^

Le jeu est vif et prenant – lors de notre démonstration, nous avons même frôlé l’accident lorsque le dragon a tenté un plongeon pour éviter un projectile lancé par surprise
http://www.lemonde.fr/pixels/articl...sony_4657560_4408996.html#ftJeTCich8Adqxfy.99
tr :

"The game is lively and captivating - during our demo, we even narrowly avoided an accident when our dragon went for a dive to avoid an unexpected projectile"
 
NO EXCUSE SONY! :mad:

tumblr_mslyw0WEFk1shus8eo1_500.gif

Lol. Kind of want.

Looks like Media Molecule's Dreams might be a Morpheus launch title.

Source

Awesome! One of the main things I was thinking about during this presentation was that this could be amazing for creating VR shorts.

Watching all those games and demos, I think I see where the problem with morpheus is. It's navigating through the game world.

When you are driving some kind of vehicle, there is no problem. In this situation you can just use the DS4 to control the vehicle and look around with morpheus. So it would be really easy to have enjoyable driving simulators, flight simulators, space games, karting games...

But in a fps, for example, how do you know where your gun is pointing if you are looking at your side, or looking behind? I can see a problem here trying to find the crosshair again. The solution found in rigs is using your head to aim, so the controls are basically the same as in traditional FPS but you just use morpheus to aim instead of using the right stick. Right now, I think this is the only working way to control an FPS with Morpheus.

There is a Morpheus demo (forgetting the name now) that uses the wand and the nav controller in a gun shell and impressions have been positive. On Giant Bomb, Dan and Jeff were talking about how cool this particular FPS experience was because the way you can aim the gun 1:1 made it just feel natural like you would handle a real gun. Dan also mentioned the Walking Dead demo (which uses the a similar gun controller) which was on rails, but was still cool because he could hear a zombie behind him, point his shotgun backwards over his shoulder, and kill it without even looking back (though he could have if he wanted). So basically, I don't think FPS games are going to have a problem as long as the gun controls are mapped to a motion controller.

In any other genre with 3rd person viewpoint, there isn't much you can do with Morpheus because if you have the freedom to look around, you are going to lose track of you character and it is just not going to feel right.

What do you think?

There's a recent impression piece from Gizmodo about the top 6 Rift games worth playing at the show and 4 of the 6 were third person games. Three of those were 3rd person character action games and the main takeaway I got from it is that VR adds a sense of scope and scale that isn't there normally. One of the games is a traditional 3D platformer (Lucky's Tale) and he said being able to see everything in 3D with depth and angle himself around as the camera actually made judging the jumps easier.
 

Bradach

Member
I wonder if VR has to potential to really traumatise someone. I mean in a psychological way.
I know that certain horror films I've seen over the years have left their mark on me but not in any real damaging way.
If VR enhances and heightens the experience to the point where I actually felt like i was in the room with whatever horror was happening would the mark it leaves be equally enhanced?
 
CH2wkKyWEAAWTXX.jpg

my vision became blurry as the headset screen was covered in condensation. The moisture from my breathing probably made this happen but I&#8217;d think this was a problem that Sony would have addressed early on

It was like playing a video game in a sauna. Nonetheless, the game was still entertaining and really showcased the Morpheus&#8217; potential as an entertainment device for parties and group gatherings.

But when I tried the second game, Battlezone, a reboot of the Atari classic from 1980, my eyes just lost it. I teared up uncontrollably throughout the fast-paced game and ended up just blindly shooting at any vague object that moved. Ever tried opening your eyes in a swimming pool with no googles? That&#8217;s what it felt like.

When I pulled off the Morpheus headset, the tears were still streaming down my face. Sony staff must have thought I got emotional shooting virtual tanks.

After I cleaned myself up and clarified that the tears were triggered by the Morpheus headset itself, one of the staff members said this has not happened to anybody else who had tried the demo. But that doesn&#8217;t mean this problem won&#8217;t happen to others who use virtual reality headsets.

http://www.kotaku.com.au/2015/06/project-morpheus-made-me-cry-its-not-what-you-think/
 

Seanspeed

Banned
I wonder if VR has to potential to really traumatise someone. I mean in a psychological way.
I know that certain horror films I've seen over the years have left their mark on me but not in any real damaging way.
If VR enhances and heightens the experience to the point where I actually felt like i was in the room with whatever horror was happening would the mark it leaves be equally enhanced?
Maybe in very rare cases. Or with very young kids.

But otherwise, I don't think it'll have the power to properly mentally traumatize somebody. I think it'll have the potential to be overwhelming for some, where they cant handle it and have to stop, but as convincing as it can be, people should still be able to tell themselves it wasn't real after-the-fact and get over it.

Just my guess, though. And only speaking of the near future. Who knows how crazy things could get in the distant future.

CH2wkKyWEAAWTXX.jpg

my vision became blurry as the headset screen was covered in condensation. The moisture from my breathing probably made this happen but I&#8217;d think this was a problem that Sony would have addressed early on

It was like playing a video game in a sauna. Nonetheless, the game was still entertaining and really showcased the Morpheus&#8217; potential as an entertainment device for parties and group gatherings.

But when I tried the second game, Battlezone, a reboot of the Atari classic from 1980, my eyes just lost it. I teared up uncontrollably throughout the fast-paced game and ended up just blindly shooting at any vague object that moved. Ever tried opening your eyes in a swimming pool with no googles? That&#8217;s what it felt like.

When I pulled off the Morpheus headset, the tears were still streaming down my face. Sony staff must have thought I got emotional shooting virtual tanks.

After I cleaned myself up and clarified that the tears were triggered by the Morpheus headset itself, one of the staff members said this has not happened to anybody else who had tried the demo. But that doesn&#8217;t mean this problem won&#8217;t happen to others who use virtual reality headsets.

http://www.kotaku.com.au/2015/06/project-morpheus-made-me-cry-its-not-what-you-think/
What on earth? Never heard of anything like this.
 
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