Natureboy99
Banned
oh you know that this'll be a given
They better, because that's how you sell morpheus to non gamers. Make them feel like they are really there in the movie or sporting event.
oh you know that this'll be a given
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.
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*
Worst part for Microsoft: AR won't come close.
Maybe they don't need to. As a Rift owner and a dude that's buying Morpheus day one I'm glad that MS is doing something different. If they can fulfill their promises with Hololense I'll be there day one too, shit looks insane. Though this is kinda off topic and no good can come from bringing MS up in this thread.
I agree, I regretted hitting send. For a second.
Back on track: Please Sony include VR Morpheus support in DriveClub.
They've already covered the whole 120fps thing by saying they have a software solution to convert 60fps into 120fps.
Actually, 60>120fps conversion is done in the external "splitter box". PS4 is not wasting resources on that, so I would not call that "software solution".
Here is the box http://assets.vg247.com/current//2014/05/Project-Morpheus2.jpg
Actually, 60>120fps conversion is done in the external "splitter box". PS4 is not wasting resources on that, so I would not call that "software solution".
Here is the box http://assets.vg247.com/current//2014/05/Project-Morpheus2.jpg
I agree, I regretted hitting send. For a second.
Back on track: Please Sony include VR Morpheus support in DriveClub.
This
Sorry if I'm out of it but this doesn't have stereoscopic 3D?
I don't get it. What was said in this presentation that confused people about whether it's 3D or not?
I don't recall this happening last year.
How could it not?
Well if it's just one big screen.
Actually, 60>120fps conversion is done in the external "splitter box". PS4 is not wasting resources on that, so I would not call that "software solution".
Here is the box http://assets.vg247.com/current//2014/05/Project-Morpheus2.jpg
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 almost teared up over this. Not saying this will change everything but I've lost a bit if excitement in my favorite hobby since pong. I really feel like VR is going to bring something new that I can be really excited for. Fingers crossed.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.
EngadgetProject Morpheus. Rather, I should say that I just faced down a burly British would-be-torturer before being whisked away to a first-person gun fight in a well-appointed London manor. That's "The London Heist," one of the new demos from Sony's London Studio being shown off this week at GDC 2015. It's intense, and demonstrative of the new prototype's upped specs.
I couldn't tell whether or not the aforementioned brute was reacting to where I was looking, but it certainly seemed that way. I stared at him until he asked "What are you looking at?" I looked at the glowing red exit sign of a dingy basement, which made the angry gentleman flick his lit cigarette at me and pull a gun to shoot the exit sign with. He then shot the exit sign and let me know in very certain terms that I wasn't going anywhere.
As he lit a hand-torch and prepared to roast me, an adorably child-like ringtone went off: his mobile phone. After a brief conversation, "Frank" (the apparent name of my potential assailant) instead put the phone in my hand (I physically lifted my right hand, which was holding a PlayStation Move motion controller). I put the Move to my head and heard the voice of another man coming out of it. "Tell us what happened."
A screenshot of that demo:
Hey my eyes aren't too good. Is that minecraft?
It's one big screen panel, yes. The content displayed is still stereoscopic. 2x960x1080.I think
So, the first half of 2016. Lets say Q2 2016, or even fall 2016. PS4 should be roughly half way through it's lifecycle, assuming 6 years instead of PS3's 7 years.
PS5 can launch with Morpheus support and obviously allow for much more detailed worlds.
By then Oculus will have CV2 out with 4K and Sony will have 2nd gen, 4K Morpheus as well.
Actually, 60>120fps conversion is done in the external "splitter box". PS4 is not wasting resources on that, so I would not call that "software solution".
Here is the box http://assets.vg247.com/current//2014/05/Project-Morpheus2.jpg
genius. makes you wonder why we ever bothered going 60FPS in the first place. just play at 30 and run it through a magic latency free framerate doubling box.
hope they get one out in time for bloodborne.
is there a reply of this show? i can watch? i sadly missed the live stream
No it's call of duty.
They better, because that's how you sell morpheus to non gamers. Make them feel like they are really there in the movie or sporting event.
Urgh, I know you're probably joking at this point, but just in case nobody has explained how timewarp works (or "reprojection" as Sony is calling it), it's not the same as frame interpolation on your TV.genius. makes you wonder why we ever bothered going 60FPS in the first place. just play at 30 and run it through a magic latency free framerate doubling box.
hope they get one out in time for bloodborne.
I wonder if Heist gets turned to a full blown game. Sounds like if could be London Studio's spiritual successor to the Getaway games.
Urgh, I know you're probably joking at this point, but just in case nobody has explained how timewarp works (or "reprojection" as Sony is calling it), it's not the same as frame interpolation on your TV.
On your TV, you have two frames and you figure out an approximated middle frame, kind of doubling your framerate and incurring a heavy latency hit.
On the Oculus/Morpheus, you have your finished frame and you have your depth buffer (which has values indicating how far away a pixel is), with both of those, you can calculate at what position a pixel is at in 3D space. You can then treat the pixels as you do any other object in 3D programming, and rerender the scene with new camera data.
This can be used for two things, lowering latency and increasing the effective framerate. Essentially, after you've rendered your scene, you wait until just before the render gets presented to your screen, then you grab the newest rotation data from the HMD and you re-render the scene with those adjustments (which lowers the latency between head movement and screen update). You can then do the same thing again 8.3 milliseconds later using the same rendered image, which kind of gives you a refresh rate of 120fps.
The drawbacks are:
- Positional movements of the camera are ignored (the parallaxing would cause artifacts).
- The only thing changing in your "free" frame is the camera orientation.
- If you make a huge head movement, it's possible for you to get a glimpse of outside the rendered field of view.
Luckily, due to how short a period 60fps is, the drawbacks generally won't be that noticeable.
Not really, it requires a depth buffer which mainly limits it's use to realtime 3D content, also if you were to use it for anything but rotating your viewpoint, you'd get some rather nasty (interpolation style) artifacting.Is this possible to do with standard displays? Sounds interesting.
Yes I believe there's a headphone jack on the breakout box.Is it designed to co-exist with headphones?
Not really, it requires a depth buffer which mainly limits it's use to realtime 3D content, also if you were to use it for anything but rotating your viewpoint, you'd get some rather nasty (interpolation style) artifacting.
Last year they mentioned that 3d audio is one of the key element in achieving the sense of presence.Is it designed to co-exist with headphones?
Yes I believe there's a headphone jack on the breakout box.
Last year they mentioned that 3d audio is one of the key element in achieving the sense of presence.
I'm pretty excited for it. I've heard some of those dolby headphone demo with barber or matchstick demo. It was mindblowing, having that to go with vr is very exciting