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Project Morpheus GDC Presentation LiveBlog Discussion Thread. [LIVE]

convo

Member
Well the few runners in this VR-race seem to have have different advantages over their competitors so that's very interesting. I am actually interested in the other vr devices Sony is going to make besides the Morpheus since they were surprised by the high demand of the HMZ.
 

Branduil

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).



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

IMG_0043%20(1).JPG



.. damn

That's clearly concept art.
 

shira

Member
Well the few runners in this VR-race seem to have have different advantages over their competitors so that's very interesting. I am actually interested in the other vr devices Sony is going to make besides the Morpheus since they were surprised by the high demand of the HMZ.

The HMZ was too heavy. You couldn't wear it for longer than an hour.

And you had to mod it. Looks like this thing is going to need mods too. I wish they went for a more comfortable device that is completely adjustable and modable instead of some futuristic curvy thing.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
I really wish they'd get a move on with Move 2.0 with built in analog sticks and better buttons. Showing Morpheus demos with 2 Moves is great for that hand immersion, but then no analogue stick to fucking move because an absolute idiot designed Move 1.0's button element.
 
I really wish they'd get a move on with Move 2.0 with built in analog sticks and better buttons. Showing Morpheus demos with 2 Moves is great for that hand immersion, but then no analogue stick to fucking move because an absolute idiot designed Move 1.0's button element.

This. THIS SONY, PLS
 

Mindlog

Member
A luge game would be pretty sweet. I'd be willing to throw pillows at someone that screws up. Should be appropriately terrifying.
Well the few runners in this VR-race seem to have have different advantages over their competitors so that's very interesting. I am actually interested in the other vr devices Sony is going to make besides the Morpheus since they were surprised by the high demand of the HMZ.
I wonder how that market survives.
They are the MP3 player to VR's smartphone.
 

jaypah

Member
I just realized that the robots are Morpheus...

Fffffff mind blown...

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....

No doubt. I was commenting on native 120fps content, which apparently they have running.
 

USC-fan

Banned
I really wish they'd get a move on with Move 2.0 with built in analog sticks and better buttons. Showing Morpheus demos with 2 Moves is great for that hand immersion, but then no analogue stick to fucking move because an absolute idiot designed Move 1.0's button element.

they also said DS4 can be used instead of move.
 
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.

Have you tried Oculus? How does it compare?
 

C4EMGEN

Member
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.

One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.
 

gofreak

GAF's Bob Woodward
Is interpolating from 60 to 120 fps a good solution? Why did Oculus have something like 90 Hz in mind?

It's the same thing a Oculus just blogged about today. It's not interpolation, but reprojection from last frame + latest sensor data. Oculus' latest is 90 but may not be final. I'm sure they'll get the lowest latency screen that they can.
 

GobFather

Member
I really wish they'd get a move on with Move 2.0 with built in analog sticks and better buttons. Showing Morpheus demos with 2 Moves is great for that hand immersion, but then no analogue stick to fucking move because an absolute idiot designed Move 1.0's button element.

i agree! I'm holding off buying move... hoping they will improve it lol like the camera :p
 

EvB

Member
No doubt. I was commenting on native 120fps content, which apparently they have running.

What we've just walked into is the dawn of interpolated framerates.
You thought upscaled resolution was cause for outrage on the internet....


WELCOME TO THE NEXT GEN.


*DEATH METAL MUSIC PLAYS*
 
No, as it introduces significant latency, which is a huge huge no-no for VR.

Timewarp removes latency, it doesn't add any. It adjusts the frame based on the very latest tracking information before the game gets a chance to build a new one from scratch.
 
Games could use temporal re-projection as Killzone: Shadow Fall's multiplayer did in order to increase their frame rate. Temporal reprojection IS NOT interlacing, but rather drawing half of the pixels each frame along with using motion vectors and data from previous frames to construct new frames. I believe in Guerrilla's GDC talk last year, they mentioned they saw a roughly 80% frame-rate improvement

Clearly the visuals in VR games on the PS4 won't be anything close to non-vr games, but it can still be enjoyable and immersive.
 

AlucardGV

Banned
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.

iirc morpheus use the ps4 proprietary output so i guess nope.
i hope morpheus will have more than just games like wiisports and fps, since i don't play them...
 
One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.
OMG that sounds awesome.
 

GobFather

Member
One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.

I'm guessing, it should be used at the house with caution. lol it would be like those wii videos with wii-motes flying everywhere :p
 
One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.

fuuuuuuuuuuuuuuuuuuuuuu
 
Well according to Ars/roadtovr, Yosh said during the liveblog that the toybox demo there today is running native 120fps.

I joked about Wonderbook 2 in another thread, but I like the idea of Magic controller, using for gadgets and stuff in game while experiencing VR
 
One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.

Sounds wild, thanks again for the impressions. Welcome to a new era of cover shooters! Everyday is leg day :p
 

EvB

Member
Timewarp removes latency, it doesn't add any. It adjusts the frame based on the very latest tracking information before the game gets a chance to build a new one from scratch.

I'll have to have a read up on that, is that part of the new ATI VR stuff?
 

C4EMGEN

Member
Have you tried Oculus? How does it compare?

I did, actually.

It might be because the Morpheus demos were more exciting and technically more impressive, but I very much preferred Morpheus.

I also found Oculus less comfortable to wear, but I'm sure they'll improve upon that later on.
 

sooWoo!

Banned
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).



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

IMG_0043%20(1).JPG



.. damn

WTF? That jump.... jesus christ. O.O
 

jaypah

Member
What we've just walked into is the dawn of interpolated framerates.
You thought upscaled resolution was cause for outrage on the internet....


WELCOME TO THE NEXT GEN.


*DEATH METAL MUSIC PLAYS*

Interpolate-gate? Lol
 

Conduit

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.


Nice to hear!
 
One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.

A screenshot of that demo:

IMG_0093%20(1).JPG
 

iceatcs

Junior Member
I know, they are far cleverer than me, but we don't want to walk into a new world of PR bullshit.

Ok, that fair enough but I just don't see these technical words remind me of PR marketing word.

So my brain was telling me that,
interpolation - must be something to maths in numerical analysis - which it tell me it might be timing to work.
reprojection - must be something to plan in image analysis - which it might sound like quicker work.
 
I did, actually.

It might be because the Morpheus demos were more exciting and technically more impressive, but I very much preferred Morpheus.

I also found Oculus less comfortable to wear, but I'm sure they'll improve upon that later on.

Yeah it's gonna be real hard to compete with Sony's game dev resources for demos. They're probably going to be unmatched for that in this space save for maybe Valve.
 

jaypah

Member
I did, actually.

It might be because the Morpheus demos were more exciting and technically more impressive, but I very much preferred Morpheus.

I also found Oculus less comfortable to wear, but I'm sure they'll improve upon that later on.

Hmmm. Sounds dope, thanks for the impressions.
 

C4EMGEN

Member
I'm guessing, it should be used at the house with caution. lol it would be like those wii videos with wii-motes flying everywhere :p

O yes. For this demo, I was warned not to sit down afterwards as they would remove the chair once I got up.

It very much depends on the kind of experience though. The other demo just had you sitting on a chair all the way through, just looking at and interacting with stuff. You wouldn't need a lot of space for that.
 

EvB

Member
Ok, that fair enough but I just don't see these technical words remind me of PR marketing word to me.

So my brain was telling me that,
interpolation - must be something to maths in numerical analysis - which it tell me it might be timing to work.
reprojection - must be something to repeat in image analysis - which it might sound like quicker work.

I think i'd have to read into it more to understand it, but logic would say you can't create something from nothing without losing out somewhere.

Reprojection. was the phrase that they use to describe the technology that powered the Killzone : SF 1080pr resolution

Can't wait to have a go though, Oculus is awesome and the phone based solutions have too much latency from what I've seen, the difference is like night and day.

a 1080p screen would probably be good enough, that was a huge improvement over the original screens in the DK1 oculus. I could certainly live with it.
 
O yes. For this demo, I was warned not to sit down afterwards as they would remove the chair once I got up.

It very much depends on the kind of experience though. The other demo just had you sitting on a chair all the way through, just looking at and interacting with stuff. You wouldn't need a lot of space for that.

So was there any info on the amount of space that it tracks? Did it ever feel like you were going outside the tracking range? Curious how much breathing room we have with this thing.
 
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