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Project Morpheus GDC Presentation LiveBlog Discussion Thread. [LIVE]

Mabase

Member
Technically I really like the Morpheus, and designwise it's by far the most beautiful of the bunch atm. Now I'm curious whether Sony can back this up with good games. When the hardware gets this similar, the software will decide who sells and who doesn't.
 

EvB

Member
What is the standard fps for the other devices? Resolutions seem to have very different meanings for different devices so i wonder how good Sony's implementation is. I like that this new VR trend has a lot more potential for iteration than that 3d stuff .

I think oculus' last version was at 75hz , but Carmack has talked about 240hz and beyond is what they would like.

The latest Samsung galaxy phone which is designed with Gear VR and oculus in mind is 1440p now, so the tech is getting better so fast that the console's driving them wont' be able to handle it very shortly.
 

Ephemeris

Member
PS4 sells 20.2 million units and Project Morpheus is going to set the world on fire. It's been an intense 10 minutes as a Sony fan.

Looking forward to seeing Morpheus launch alongside God of War IV.

I can't have Batman in VR. I'd never leave home. :(
 

darkside31337

Tomodachi wa Mahou
It's a little ironic that the company to announce their VR set last (Valve) is releasing first, assuming Oculus doesn't make it this year (which it seems like they won't).

I mean thats if you take them at their word. Given their track record I think its fair to question whether or not it does make it in 2015.

Wish this was also coming out this year but way more important to get it right then to get something out the door. Bad VR experiences for the first adopters could pretty much kill it out of the gate.
 

Ephemeris

Member
me from a few months ago (e3 2014) on the Luge. Great fun, just looked like an early PS2 game (the shark was much better visually).

RFg40iC.jpg
lguWYEh.jpg

If the graphics boost ends up making it look really close to this:

IMG_0043%20(1).JPG



.. damn
 
If Sony gives a damn about seeing VR succeed they will sell at cost to manufacture. I'm hopeful they're not gonna try and gank consumers with the price.
I'm thinking that by virtue of putting Morpheus in the PlayStation line, they are going to sell at cost or even take a loss. If they wanted to charge astronomical prices, they would have rolled it into Bravia or a new line.
 

convo

Member
Disappointing they can't make it for 2015 xmas.
I don't see what they could offer right now to make a viable product besides enthusiasts. This is a playstation device i would assume and i don't know if they meant to make Pc compatible ones.They handle it differently than those occulus prototypes. I can wait for the vr future since i have other games to play this year.
 
Valve's set is 90hz correct? If so this could actually be an advantage for Morpheus. 120hz damn.

I never expected Morpheus to have any edge over a PC VR set at all.
 

jaypah

Member
Yes lawd, still day one. I expect anything running at 120fps to be either super ugly or super stylized but I don't care. Most of my favorite Rift games/demos aren't graphically high-end either. I just matters less in VR plus if it's running at 120fps I can't even imagine how smooth that will look. DK2 @ 75fps already blows my mind! Good job Sony.
 
I'm thinking that by virtue of putting Morpheus in the PlayStation line, they are going to sell at cost or even take a loss. If they wanted to charge astronomical prices, they would have rolled it into Bravia or a new line.

Yeah they overcharge for stuff like TVs or that hmz personal video deal, they're not gonna drop the ball on this and cut a bunch of their target demo out.

Another demo pic from roadtovr:

 

YuShtink

Member
What the fuck at 120FPS. Does Morpheus come with an extrs CPU cause PS4 will no way be able to output big games like that unless Morpheus is relegated to simple games.

I think the idea is that most VR software for Morpheus will run at 60 and be interpolated to 120 by the device itself. The other prototype worked similarly. There was a breakout box connecting the headset to the console that was taking the 60hz output and interpolating to 120. But if the screen itself can also run at a native 120, that's great. I'm sure some of the lighter VR stuff would be able to run at that framerate. Might be slight overkill this early on especially since user perception of flicker usually breaks down around the 90Hz mark (hence why Valve and Oculus have targeted that for a while now). But it's still better to be over the mark than under for sure. I'm interested in seeing the quality of this interpolation though. Feel like it can't be the same as real 120Hz. We'll see though. Either way Sony is taking it seriously so it will be fantastic. All of these VR devices are going to be fantastic.
 

wildfire

Banned
As nifty as Morpheus is I'm more amused by Sony's comment that they can do 120 FPS output.

So it is possible to get CRT motion quality on PS4 games. People were complaining that 60 FPS holds no tangible enough advantages over 30 FPS. I would love for them to experience what happens when you play games at even 100 FPS.
 

C4EMGEN

Member
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.
 

orioto

Good Art™
So, 3D + 120fps, who can calculate what percentage of PS4 graphical capacities we can output there ? I mean compared to the average 30fps PS4 graphics ?

Can we say it's like outputting 8 times that ?
 

convo

Member
I think oculus' last version was at 75hz , but Carmack has talked about 240hz and beyond is what they would like.

The latest Samsung galaxy phone which is designed with Gear VR and oculus in mind is 1440p now, so the tech is getting better so fast that the console's driving them wont' be able to handle it very shortly.
Maybe it would work for being just a huge virtual cinema in your home, they don't seem all that costly performance vice.Still graphics don't have to be too detailed to be impressive vr. Or all of the vr playthings will be in one virtual room, no high impact action and explosions necessary to make things look impressive.
 

Sinistral

Member
Disappointed by the resolution, but everything else is fantastic. Low latency, wide FOV, ergonomics look great, works with glasses and easily lets you flip it up to find a controller.

For those wondering why I'm disappointed in that resolution, you can see the simulator here and roughly what things will look like: http://vr.mkeblx.net/oculus-sim/

Set it at 1080p, and also be sure to enable low-persistence and from your starting point, try to look at the billboard's text. Also, CV1 is just a rumor based off what Oculus is trying to achieve.

While this is of course a simulation, it's not terribly far off from the real thing based on my experience using DK2. It doesn't make things unplayable by any means, but developers need to take into consideration the readability and size of objects once they pass a certain distance from the user. For example, in Elite Dangerous, you can lean forwards toward the UI to make it more readable.

means tradional RGB subpixel arrangement, where each pixel is made up out of RGB bars. The oculus rift still uses pentile screens, so you have a higher green pixel count then red and blue.

RGB VS Pentile
pentile-oled-image.gif


Will be interesting to hear how full RGB subpixels reflect how that simulator is affected
 
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

That's fucking awesome, thanks for your impressions. How did the tracking feel? Were there any demos where you able to stand up and move around? Curious about the tracking area size.
 

Blanquito

Member
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

Thanks for your impression. I hope this doesn't get buried.
 

hwy_61

Banned
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

Thank you for sharing that!
 
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.
Sounds fantastic, thanks.
 

pastrami

Member
Has there been any word on being PC compatible? Exciting times for VR, and Morpheus would be very tempting if I could also use it on the PC.
 

EvB

Member
Yes lawd, still day one. I expect anything running at 120fps to be either super ugly or super stylized but I don't care. Most of my favorite Rift games/demos aren't graphically high-end either. I just matters less in VR plus if it's running at 120fps I can't even imagine how smooth that will look. DK2 @ 75fps already blows my mind! Good job Sony.

They've already covered the whole 120fps thing by saying they have a software solution to convert 60fps into 120fps.

Half us have TVs that do this, and presumable on a 60fps title enabling motion interpolation is going to add a single frame of latency (16.66ms) which takes us way over the target that Sony themselves specified as being the requirement for VR....
 

darkside31337

Tomodachi wa Mahou
So I assume they're just going to call this Playstation Morpheus or something? Seems weird to acknowledge it as an official product coming out next year and still not have an actual name for the device
 

DieH@rd

Banned
Valve's set is 90hz correct? If so this could actually be an advantage for Morpheus. 120hz damn.

I never expected Morpheus to have any edge over a PC VR set at all.

Most important advantage of Morpheus is IMO, ease of use, fixed dev environment and built-in base of peripherals [everyone has dualshocks, Move is tried and tested, PS4 camera can be already bought everywhere]. Sony has that part of ecosystem locked down tight.

1080p screen will hurt them in the long run, but it is not that they have any other choice with current version of hardware that is limmited by old HDMI standard. Maybe they will release revision of PS4 hardware with DP/SuperMHL which will enable them to release 1440p Morpheus II.
 

Bizzquik

Member
It's a little ironic that the company to announce their VR set last (Valve) is releasing first, assuming Oculus doesn't make it this year (which it seems like they won't).

Was thinking the same thing.

All the more interesting when you stop to think of all the instances we've accused them of "running on Valve time." (i.e. late....very late)
 

Blanquito

Member
Someone should make a thread with impressions from the new model. We already have one in this thread, and there should be lots more coming soon.
 

vpance

Member
I think the idea is that most VR software for Morpheus will run at 60 and be interpolated to 120 by the device itself. The other prototype worked similarly. There was a breakout box connecting the headset to the console that was taking the 60hz output and interpolating to 120. But if the screen itself can also run at a native 120, that's great. I'm sure some of the lighter VR stuff would be able to run at that framerate. Might be slight overkill this early on especially since user perception of flicker usually breaks down around the 90Hz mark (hence why Valve and Oculus have targeted that for a while now). But it's still better to be over the mark than under for sure. I'm interested in seeing the quality of this interpolation though. Feel like it can't be the same as real 120Hz. We'll see though. Either way Sony is taking it seriously so it will be fantastic. All of these VR devices are going to be fantastic.

Apparently it doesn't take much to interpolate 60 to 120 since many of the frames are pretty similar to each other at 60 anyways.
 

USC-fan

Banned
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

Wow thats awesome. thanks for the impressions!
 

EvB

Member
Most important advantage of Morpheus is IMO, ease of use and fixed dev enviroment. Sony has that part of ecosystem locked down tight.

1080p screen will hurt them in the long run, but it is not that they have any other choice with current version of hardware that is limmited by old HDMI standard. Maybe they will release revision of PS4 hardware with DP/SuperMHL which will enable them to release 1440p Morpheus II.

Sony claim that HDMI 2.0 is simply a firmware upgrade for PS4, so with some luck we'll have that update within the next 4 years :p
 
Is this still PS4? How are they doing this?

holy shit that screenshot, looks a lot higher fidelity than I expected.

Some people were really buying into the VR requirements hyperbole, huh? The PS4 can do PS3 graphics with improved IQ and @1080p on VR, no problem.

As for Morpheus itself, I feel like this is the best they could do for the hardware they are pairing it with. OLED, low latency, 120Hz... wow.

The Last Guardian VR coming early next year!
 
Sweet, seems like the hardware is up to snuff. The only thing that has me concerned is the software. It feels like most of the PS4 VR games are going to be initially designed exclusively for Morpheus from the ground up (I know of some exceptions already, but this is the general feeling I get), whereas on PC a lot of games will be VR compatible even if they aren't designed specifically for it. Maybe I'm wrong, I hope I am.
 
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