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

spwolf

Member
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.

if we look at how phone makers do it - they sell phones at 3x price compared to build price, $50 margin is not enough... gotta cover R&D, Marketing, Shipping/Warehousing, Retail margin.

So it is really not simple, unless they find some other way except to make money except for the hardware. Apparently Sony decided to sell theirs at cost and recoup at software sales, but they get cut of PS4 software sales + extra cut of PSN sales.

Best for OR would be to be able to build their own software store where they sell games directly and exclusively, but that wont fly with players used to steam.
 

StuBurns

Banned
if we look at how phone makers do it - they sell phones at 3x price compared to build price, $50 margin is not enough... gotta cover R&D, Marketing, Shipping/Warehousing, Retail margin.
When I say cost, I'm including all those things, not just the cost of the off the line Rift unit.

I do think Oculus will be looking for alternate revenue streams, they're already co-marketing/publishing games, they're developing things in house, they'll certainly be looking at commercial applications including and beyond gaming use. They're going to be fine financially, just being the industry name in VR is going to be very valuable long term.
 

TTP

Have a fun! Enjoy!
they just need to provide a snap-on/snap-off foam rubber cover like headphones provide.

Or Sony's own HMZ viewer.

With
ye9vrxc.jpg
Without
 

Triple U

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 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.
I completely agree, there needs to be official solutions to solve these issues. But we still need to keep in perspective that oculus is a startup with limited resources.

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.
Eh, this sounds pretty ridiculous to be honest. Relying on peripherals with shoddy at best PC support seems like a terrible proposition. Especially when one(maybe two) of those companies' has their own VR intrests.

Oculus isn't the only VR darling anymore. They no longer exclusively control the pace. They seriously need to think about being able to compete with Sony.

After this week I think it's safe to say that Oculus so far is a bit ahead of Sony as far as the actual headset but the differenences seem far closer to negligible than drastic or game changing. And the experience is basically a wash as Sony is undoubtedly doing some things better and vice versa.

Relegating a user to a chair while they game on their expensive rig just seems like a terrible decision, especially when you have people on the sony set actually walking a virtual world that they can interact with the move.
 
Then Sony shouldn't make him available for interview, or he should defer questions he isn't capable of answering, not just take stabs in the dark.

Between this and XBone PR, I think it's pretty obvious that keeping the wrong people from talking to the press is not something that game companies know how to do.
 

Raist

Banned
A horror game with a Dead Nation-like broadcast+ option would be hilarious.
Throw monsters at the broadcasting player, watch reactions, ???, profit.
 

Seanspeed

Banned
Oculus isn't the only VR darling anymore. They no longer exclusively control the pace. They seriously need to think about being able to compete with Sony.

After this week I think it's safe to say that Oculus so far is a bit ahead of Sony as far as the actual headset but the differenences seem far closer to negligible than drastic or game changing. And the experience is basically a wash as Sony is undoubtedly doing some things better and vice versa.

Relegating a user to a chair while they game on their expensive rig just seems like a terrible decision, especially when you have people on the sony set actually walking a virtual world that they can interact with the move.
They really don't need to compete with Sony.

And seated VR is still incredibly exciting. If you want full blown holodeck-style shit straight from the get-go, I'm afraid you'll end up quite disappointed. Xbox360 controller support is also hardly 'shoddy'.

I see you've entered this discussion from a 'vs' perspective, rather than seeing that VR is a long, wide road ahead in general and that Oculus and Sony are simply two different cars sharing that same road. Plenty of room for both.
 

StuBurns

Banned
I think the products are competing in a positive way.

I imagine CV1 was going to look kind of like DK2, more clean of course, but the same basic idea, but I imagine seeing Morpheus was an eye opening experience, what a serious piece of consumer electronics by seasoned ergonomic designers looks like.

Similarly, Sony might have got away with LCD if we didn't have access to a wealth of information about why OLED is preferable for VR.

They're competing in the best possible way, competing to make the best hardware, without competing for sales. It's perfect for the consumer.
 
I completely agree, there needs to be official solutions to solve these issues. But we still need to keep in perspective that oculus is a startup with limited resources.


Eh, this sounds pretty ridiculous to be honest. Relying on peripherals with shoddy at best PC support seems like a terrible proposition. Especially when one(maybe two) of those companies' has their own VR intrests.

Oculus isn't the only VR darling anymore. They no longer exclusively control the pace. They seriously need to think about being able to compete with Sony.

After this week I think it's safe to say that Oculus so far is a bit ahead of Sony as far as the actual headset but the differenences seem far closer to negligible than drastic or game changing. And the experience is basically a wash as Sony is undoubtedly doing some things better and vice versa.

Relegating a user to a chair while they game on their expensive rig just seems like a terrible decision, especially when you have people on the sony set actually walking a virtual world that they can interact with the move.

You have to remember that "open" doesn't mean "exclusive to $1500 PCs" even though most early adopters will be big spenders in that regard. If Sony VR is tied to the PS4 platform then Oculus has plenty of room to work with since non-game VR applications like virtual 3D movie theaters, virtual tourism, or VR porn, which will work fine on a large majority of PCs and maybe even next-gen smartphones. Moreover, performance gains throughout this whole generation will benefit Oculus if Sony's tied to PS4 specs (as impressive as they are) while the power gap grows, especially now that there are more tangible benefits in VR performance over just running last-gen 720p30fps console games at 1080p60fps on your PC.

It's way too early to speculate on how this will play out when neither company has a release date or even specs for their actual products.
 
I wonder if oculus rift will adopt morpheus style head mount, pretty much everyone.says morpheus is more comfortable to wear.

Also, I really appreciate sony letting you mirror tye game video on tv in normal aspect ratio. Does rift have somethijg similar? All video from rift I see is the distorted stereo vision thats not fun to look at
 

Triple U

Banned
They really don't need to compete with Sony.

And seated VR is still incredibly exciting. If you want full blown holodeck-style shit straight from the get-go, I'm afraid you'll end up quite disappointed. Xbox360 controller support is also hardly 'shoddy'.

I see you've entered this discussion from a 'vs' perspective, rather than seeing that VR is a long, wide road ahead in general and that Oculus and Sony are simply two different cars sharing that same road. Plenty of room for both.
I have to disagree. They need to have a better product than their competitors if they ever want to be more than that cute little kick starter start up that found a niche and let someone cash in after their hard work. And we are starting to see that this is extending way past just the headset.

The technology industry and particularly anything to do with gaming is inherently competitive. If you think Oculus is just going to be able to walk down this "VR road" all carefree, minding their own business and that no one is going to bother them you got another thing coming. That's like thinking Nvidia was going to leave Sony/MS alone after their contracts fell off.

Everything that the sony setup does that's not present on the oculus will become a flaw and point in Sony's favor. Oculus seemingly has a majority of the industry at least considering flying their banners. They need to capitalize on
that and ship a complete product.
I think the products are competing in a positive way.

I imagine CV1 was going to look kind of like DK2, more clean of course, but the same basic idea, but I imagine seeing Morpheus was an eye opening experience, what a serious piece of consumer electronics by seasoned ergonomic designers looks like.

Similarly, Sony might have got away with LCD if we didn't have access to a wealth of information about why OLED is preferable for VR.

They're competing in the best possible way, competing to make the best hardware, without competing for sales. It's perfect for the consumer.

I agree but I think there are limits to this as well. But I really think people need to quit bastardizing competition as if it's not something that has helped us consumers more than hurt.
 

Arkham

The Amiga Brotherhood
I'd like to know if this will also work simply as a 3D media viewer like the HMD. I don't see any reason why it couldn't.
 

StuBurns

Banned
I agree but I think there are limits to this as well. But I really think people need to quit bastardizing competition as if it's not something that has helped us consumers more than hurt.
I have no problem with competition, I just don't really believe they are as such.
I'd like to know if this will also work simply as a 3D media viewer like the HMD. I don't see any reason why it couldn't.
It would look pretty damn rough, your blurays are 1920x1080/800, this would be like 960x540/400, at the very best, realistically you'd need some borders because of edge distortion, and it's 15mm from your eye.

Do people really want to watch video with that kind of IQ compromises? I can't imagine people will.
 

TTP

Have a fun! Enjoy!
I'd like to know if this will also work simply as a 3D media viewer like the HMD. I don't see any reason why it couldn't.

Me neither, but I'm not expecting crazy quality as far as resolution goes because the movie will likely be displayed somewhere in the center of the display, hence wont take full advantage of the actual panel resolution.
 
Just posted this on the Sony Blog:-

Love the fact that you guys are focussing on making the image quality clean and not jaggy etc.

Technically, it sounds really good to this point and I note you’ll be trying to improve further before release.

One technical thing that stands out is the FOV and some have said you see tiny black bars – I have a suggestion that may resolve this as follows:-

- I wondered if it was possible to introduce some led lights running along the inside of the optics to give an illusion of a wider FOV – not too dissimilar to the tech on Phillips TV’s ‘Ambilight’.

- Rather than led’s, how about a small reflective surface along the optics edges?

Maybe it could be angled a particular way and/or a particular reflective material which would give the illusion of a wider FOV and perhaps even almost eliminate the black bars where the edge of the optics finish?

I don’t know maybe it’s a stupid idea cos it might create an unwanted flicker at the side of your eyes? Maybe the right material though would solve this?

If you use this idea, don’t forget to thank me :)

Keep up the good work Sony.
Best Ever!
 
I have no problem with competition, I just don't really believe they are as such.
It would look pretty damn rough, your blurays are 1920x1080/800, this would be like 960x540/400, at the very best, realistically you'd need some borders because of edge distortion, and it's 15mm from your eye.

Do people really want to watch video with that kind of IQ compromises? I can't imagine people will.

All the viewer apps for the Oculus render a theater with a massive screen, it doesn't just plop it in front of your face. Stuff like this on HMDs will be pretty good because the 3D stuff will be correctly tuned (it's only truly correct for a few seats in an actual movie theater, afaik), and also because the lack of outside light along with a properly calibrated OLED you'll get pretty damn good visual quality to boot. It'll actually do what the HMZ was supposed to do, in a way.
 

TTP

Have a fun! Enjoy!
All the viewer apps for the Oculus render a theater with a massive screen, it doesn't just plop it in front of your face. Stuff like this on HMDs will be pretty good because the 3D stuff will be correctly tuned (it's only truly correct for a few seats in an actual movie theater, afaik), and also because the lack of outside light along with a properly calibrated OLED you'll get pretty damn good visual quality to boot. It'll actually do what the HMZ was supposed to do, in a way.

"Massive screen", sure. But terrible resolution I suppose.
 

Man

Member
The current Oculus Rift Virtual Cinema experience is just shy of being useful.
With 1080p screens as the basis I believe it will be good enough (aka video quality equivalent to DVD).
 

Seanspeed

Banned
I have to disagree. They need to have a better product than their competitors if they ever want to be more than that cute little kick starter start up that found a niche and let someone cash in after their hard work. And we are starting to see that this is extending way past just the headset.

The technology industry and particularly anything to do with gaming is inherently competitive. If you think Oculus is just going to be able to walk down this "VR road" all carefree, minding their own business and that no one is going to bother them you got another thing coming. That's like thinking Nvidia was going to leave Sony/MS alone after their contracts fell off.

Everything that the sony setup does that's not present on the oculus will become a flaw and point in Sony's favor. Oculus seemingly has a majority of the industry at least considering flying their banners. They need to capitalize on
that and ship a complete product.
Again man, I think you're expecting too much from the outset. I never said they could be carefree on not worry about what anybody else is doing. But its not a heads on competition like PS4 vs Xbox. They each essential have exclusive reign over their particular platform. If one company does something neat, the other isn't necessarily gonna be hurt by that, and can look at it and implement it themselves if they feel it fits what they want to do. If anything, Oculus has the advantage there because they can iterate. Sony is the one who has deliver a complete product that will be expected to be compatible with every PS4 VR title in the future. If Oculus comes up with something really cool, depending on what it is, there might be far less room for Sony to implement it themselves if they've already shipped their headset.

Anyways, the PC world is different than the console world. On consoles, yes, consumers will want to know that everything they have will just work and that there will be finished games ready to play. PC, less so. There will still be some expectation of that, and there will certainly be *plenty* of titles and experiences that will be ready to play just like on console, but there's also lots of room for experimentation, glorified tech demos, games in beta, hacked support for existing games/experiences and whatnot.

Sony is obviously full of incredibly smart people and I'm sure we'll see some cool stuff from them. I'm excited about it. I'm sure Oculus are excited about it, too. Oculus are doing this because of a passion for VR, not because they think this is a good get-rich scheme. They've gladly taken in tons of constructive criticism all throughout their development and have welcomed input from others in terms of how things could be better. They will be looking at Sony with great interest, because they know they can feed off each other and push VR forward.

But like I said, controller support is plenty good enough for VR at the moment. Its what I think the large majority of VR games in the near future will be designed to be played with. So no, Oculus do not need to be worried about Sony or that they aren't shipping a complete product. They'll have one hell of a product when the consumer version does release, trust me. I'm not sure why you're so insistent on trying to downplay that.

I agree but I think there are limits to this as well. But I really think people need to quit bastardizing competition as if it's not something that has helped us consumers more than hurt.
What are the limits to that, specifically? Seriously, its not as much of a competition as you think it is. Maybe a healthy rivalry would be a better way to put it?
 

Nzyme32

Member
One technical thing that stands out is the FOV and some have said you see tiny black bars – I have a suggestion that may resolve this as follows:-

- I wondered if it was possible to introduce some led lights running along the inside of the optics to give an illusion of a wider FOV – not too dissimilar to the tech on Phillips TV’s ‘Ambilight’.

- Rather than led’s, how about a small reflective surface along the optics edges?

Maybe it could be angled a particular way and/or a particular reflective material which would give the illusion of a wider FOV and perhaps even almost eliminate the black bars where the edge of the optics finish?

This is not a good idea at all. It's the same issue with the Sony guy (who I presume just made the this up on the spot) who claimed that the gap letting people still see out of the HMD through the bottom was a "design choice"

These solution's all contradict the attempts to produce presence. If sony is serious about making the sensation of presence its top priority, then those solutions are antithetical to that goal.

The idea of presence is to completely trick the mind to believe that it is in a literally different reality than the room they are in. The LED idea will lead to many situations where peripheral vision will now take you out of that experience, as is true for being able to see outside of the VR experience you are meant to be having.

This is the sort of stuff I worry about, both Oculus and Sony doing. It takes away from the goal of VR in the first place, and the experience that isn't possible in any other medium. I sincerely hope these are not legitimately considered as solutions
 

StuBurns

Banned
How often does Sony introduce a product/medium that sells and doesn't wither away? Their last big contribution was Bluray, no?
Well they're released four successful home consoles, and one successful handheld system. Vita is really SCE's only flat line in terms of platforms.
 

Nzyme32

Member
Everything that the sony setup does that's not present on the oculus will become a flaw and point in Sony's favor. Oculus seemingly has a majority of the industry at least considering flying their banners. They need to capitalize on
that and ship a complete product.

I disagree with this. This is different than other mediums. The experience is absolutely crucial. If there are other features in a competitor's headset, they can market it all they want as an advantage over the other. However, if that experience is flawed there is a serious risk of disorientation and sickness. On top of that, the sensation of presence is lost and the unique experience of VR is lost.

A kinect like experience may be bearable in that medium but VR is different. The belief of being somewhere else consistently is meant to be an extremely profound and intense experience. If standing movement has issues that take you away from that, the disorientation becomes significant that play time will be greatly reduced due to the disorientation. Right now what Sony/Oculus are showing is a work in progress so it is acceptable. Long term this could be destructive. If a competitor suddenly becomes know for this sensational experience, it knocks the other one out; the difference here being that Sony's VR only work on Playstation, so there is no choice of vendor.

The wider problem is that consumers come to see this flawed experience as what all VR is like. That could destroy public perception of VR as it happened before. If features are not good and ready, they shouldn't be there at all. Currently morpheus' standing experience is not good. You are limited to being stood in a square, with no way to track lower body functions, and upon turning around, communication between the controller/moves are obscured from the camera by the body. If they can't get it right in the final product, it could be awful.
 
This is not a good idea at all. It's the same issue with the Sony guy (who I presume just made the this up on the spot) who claimed that the gap letting people still see out of the HMD through the bottom was a "design choice"

These solution's all contradict the attempts to produce presence. If sony is serious about making the sensation of presence its top priority, then those solutions are antithetical to that goal.

The idea of presence is to completely trick the mind to believe that it is in a literally different reality than the room they are in. The LED idea will lead to many situations where peripheral vision will now take you out of that experience, as is true for being able to see outside of the VR experience you are meant to be having.

This is the sort of stuff I worry about, both Oculus and Sony doing. It takes away from the goal of VR in the first place, and the experience that isn't possible in any other medium. I sincerely hope these are not legitimately considered as solutions

Why would the LEDs hinder presence?

That's not something I would know about tbh.

However, from my point of view, when I look straight ahead, there is an amount that I can see clearly (my focus) but there is also an amount that goes to @ 180* FOV which is out of focus, unless I move my eyes.

The idea of using LED's (phillips ambilight tech) or a reflective surface (perhaps angled and designed so it only goes so far = not necessarily 180* FOV) or even a combination of them both is purely for illusion.

Kind of like an extension to your focus but the out-of-focus part.

Imagine The Deep demo for example. Your main focus is the 90* FOV but that can seem to be increased through an illusion by a reflective material which captures the end of the optics 'sea or bubbles' for example, but obviously out of focus.

Does this make sense?
 
Maybe it could be angled a particular way and/or a particular reflective material which would give the illusion of a wider FOV and perhaps even almost eliminate the black bars where the edge of the optics finish?

Yeah, just like my Star Wars Death Star had tinfoil reflectors at the bottom to make it look like the power shaft was super deep. I stuck one of the reflector stickers down wrong, pulled it off and it tore some paper off the bottom as well.

I've had enough of reflector illusions to last me a lifetime. I'm going to be asking Sony not to use your idea.

I'd better make sure Bamelin sees this and passes it on to Kaz.
 
Of course OR and Sony are competing. For example,

I was seriously thinking about getting a gaming PC and OR when the consumer version comes out. Now, I probably won't bother, since I have a PS4.

Surely OR will lose customers over this (they just lost me!).
 

StuBurns

Banned
VR offers benefits beyond the allusive 'presence', it has eye strain free stereoscopy, it has low latency gameplay, it has precise headtracking, it has a wider FoV.

Even if someone isn't experiencing presence, they're still experiencing a huge leap in immersion, unlike any jump the industry has ever had.
 

Nzyme32

Member
That's not something I would know about tbh.

However, from my point of view, when I look straight ahead, there is an amount that I can see clearly (my focus) but there is also an amount that goes to @ 180* FOV which is out of focus, unless I move my eyes.

The idea of using LED's (phillips ambilight tech) or a reflective surface (perhaps angled and designed so it only goes so far = not necessarily 180* FOV) or even a combination of them both is purely for illusion.

Kind of like an extension to your focus but the out-of-focus part.

Imagine The Deep demo for example. Your main focus is the 90* FOV but that can seem to be increased through an illusion by a reflective material which captures the end of the optics 'sea or bubbles' for example, but obviously out of focus.

Does this make sense?

That may well be fine for that demo, but then you limit all the other possible interactive experiences that are possible from looking in particular direction while facing another. Peripheral vision still has acuity and is a vital component of perception of reality.
 
Yeah, just like my Star Wars Death Star had tinfoil reflectors at the bottom to make it look like the power shaft was super deep. I stuck one of the reflector stickers down wrong, pulled it off and it tore some paper off the bottom as well.

I've had enough of reflector illusions to last me a lifetime. I'm going to be asking Sony not to use your idea.

I'd better make sure Bamelin sees this and passes it on to Kaz.

Lol. Nooooooooo... Maybe the LED idea would work for you?


That may well be fine for that demo, but then you limit all the other possible interactive experiences that are possible from looking in particular direction while facing another. Peripheral vision still has acuity and is a vital component of perception of reality.

I see your point. However, with a 90* FOV I'm not convinced it would be affected. I also expect that it's going to be better to turn your head for the most part within Morpheus as opposed to just moving your eyes because of the limited FOV compared to real life.


edit:
Perhaps the reflectivity could be adjusted so it's less reflective the further away from the optics to create an 'even' illusion.
 
Looking at the way things are going, I think Sony VR will be entry-level mainstream VR while Oculus will be high-end enthusiast product especially if they use 1440p for their final unit.

This is because:

1) Oculus cannot be marketed as well as Morpheus. When people walk in to gamestop or bestbuy, they are more likely to find a sony demo unit. And when asked about what they need to purchase, it will be just morpheus, ps4 and some games.
For Oculus, if someone ever does find a demo unit, it will most likely be connected to a computer out of the price range of most shoppers. People who shop at bestbuy are not likely to own a gaming PC.

2) Once people get a taste of VR and want something better, they'll go for Oculus if they have the funds for it.

3) In the end, we'll have access to both entry level and high-end products.
 
Looking at the way things are going, I think Sony VR will be entry-level mainstream VR while Oculus will be high-end enthusiast product especially if they use 1440p for their final unit.

This is because:

1) Oculus cannot be marketed as well as Morpheus. When people walk in to gamestop or bestbuy, they are more likely to find a sony demo unit. And when asked about what they need to purchase, it will be just morpheus, ps4 and some games.
For Oculus, if someone ever does find a demo unit, it will most likely be connected to a computer out of the price range of most shoppers. People who shop at bestbuy are not likely to own a gaming PC.

2) Once people get a taste of VR and want something better, they'll go for Oculus if they have the funds for it.

3) In the end, we'll have access to both entry level and high-end products.

Sounds good to me, and Sony et al. can always get high end VR devices out of the gate in due course.
 

SparkTR

Member
Of course OR and Sony are competing. For example,

I was seriously thinking about getting a gaming PC and OR when the consumer version comes out. Now, I probably won't bother, since I have a PS4.

Surely OR will lose customers over this (they just lost me!).

I can see them being on different wavelengths. For example in the future I can't see there being a big resolution or refresh-rate race since it's likely the PS4 won't be able output resolutions like 1440p with a high frame-rate, you won't get much stuff at 90 or 120 fps locked so pushing refresh-rate will be a lost cause. Being on closed and open platforms fundamentally changes the expectations for the technology going into the future, so they won't compete for the same advancements.
 
EXTREME RUMOR WARNING:

From the same person who leaked the info before:

From what he tells me, Sony is internally very interested in pursuing a strategic partnership with Oculus and facilitating cross-platform game development to both devices. Though Sony has been working on VR for several years, Oculus’s recent successes absolutely served to further encourage their efforts. The people on this forum seem to view them as adversaries, but he says this simply isn’t the case. The people at Sony love and greatly appreciate the work that Oculus is doing in popularizing VR and admire Oculus’s willingness to openly share their discoveries with everyone.
The people at Sony that are working on VR strongly feel that both companies will be instrumental in bringing VR to the masses and both companies will be all the better because of each other. His colleagues all feel that Oculus is poised to be the dominant VR platform for PCs and Enthusiasts everywhere. Oculus will be compatible with a wide variety of devices and platforms akin to how android serves as the primary OS for a wide range of smartphones and tablets. Meanwhile, Sony’s plan is to leverage the PS4 and PS Move Controllers in order to deliver an easy to use plug and play environment that facilitates VR for those who do not wish to, or don’t have the technical skills to pursue VR on the PC. (My interpretation of this is that Sony hopes to be more akin to iOS, a walled garden targeting a single set of specifications, more limited but at the same time easier to use and more accessible).

reddit source

Again, super RUMOR warning. It sounds too good to be true but I can only see benefits from this. Be advised the "source" got Driveclub VR wrong because he was working on "old data". So yeah, Forbes Contributors and all that. But I thought it was interesting though.

This would be the best for both worlds. Each system proprietary and have games be cross-platform, this would give developers the largest reach in selling their wares.
 

darkwing

Member
Looking at the way things are going, I think Sony VR will be entry-level mainstream VR while Oculus will be high-end enthusiast product especially if they use 1440p for their final unit.

This is because:

1) Oculus cannot be marketed as well as Morpheus. When people walk in to gamestop or bestbuy, they are more likely to find a sony demo unit. And when asked about what they need to purchase, it will be just morpheus, ps4 and some games.
For Oculus, if someone ever does find a demo unit, it will most likely be connected to a computer out of the price range of most shoppers. People who shop at bestbuy are not likely to own a gaming PC.

2) Once people get a taste of VR and want something better, they'll go for Oculus if they have the funds for it.

3) In the end, we'll have access to both entry level and high-end products.

I like this
 

Nzyme32

Member
I can see them being on different wavelengths. For example in the future I can't see there being a big resolution or refresh-rate race since it's likely the PS4 won't be able output resolutions like 1440p with a high frame-rate, you won't get much stuff at 90 or 120 fps locked so pushing refresh-rate will be a lost cause. Being on closed and open platforms fundamentally changes the expectations for the technology going into the future, so they won't compete for the same advancements.

Carmack is trying to aleaveate that with "Time Warping" - As he says "Can we use Timewarp to generate extra frames? Run the game at 60 FPS, render at 120?"

m_5329e3edd6ac3_s.jpg


although it doesn't work well now, they are still researching it and hope that it will end up being useful in someway, but it's not something they are counting on I think
 
Can someone please GIF the moment he throws arm away w/external player look (2:18 to 2:22)?


Upon posting that link someone made several gifs. There was one of the arm being cut off, the guy beating the knight with the arm, throwing the arm away. There was also a set of GIFs where both legs were grabbed and the lower body was ripped off.

Looking for them now.
 

Maulik

Member
I'm wondering if other people here are like me in that I would sacrifice gfx in order to have a consistently high frame rate.

So for example, I would be willing to play wipeout HD using current engine in VR with nothing additional added for 'next-gen' just so I can have that consistent 60fps.
 
I can see them being on different wavelengths. For example in the future I can't see there being a big resolution or refresh-rate race since it's likely the PS4 won't be able output resolutions like 1440p with a high frame-rate, you won't get much stuff at 90 or 120 fps locked so pushing refresh-rate will be a lost cause. Being on closed and open platforms fundamentally changes the expectations for the technology going into the future, so they won't compete for the same advancements.

Sure, but they're still competing for customers. And while OR won't be losing any customers who don't own / were never going to buy a reasonably high end PC, they will have to convince people who do that OR is worth having above and beyond PS4 / Morpheus.

I think plenty of people who bought the PS4 at launch will also have a competent PC. Before the announcement OR was the only way to go for VR, now people will have to weigh up which one to get / which to get first etc.
 
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