boredandlazy
Member
Definitely. Same with move controllers.I can say with near certainty that they will sell the headset without the camera. It makes no sense for those who have already picked one up.
Definitely. Same with move controllers.I can say with near certainty that they will sell the headset without the camera. It makes no sense for those who have already picked one up.
Well, as someone pointed out earlier, there seems to be something between the two lenses. I wonder if it is an eye-tracking camera.
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I can say with near certainty that they will sell the headset without the camera. It makes no sense for those who have already picked one up.
I'm surprised that no VR system has decided to simply extend the screen out wider and render just very basic colours representing your wider FOV, just to help immerse you. You can never see the detail that far out without seriously straining your eye balls. Imagine it having the benefit that those TV's do that blast colour out onto the wall behind, or like Microsoft displayed with the projector concept that extends the TV screen out beyond (in less detailed rendering but enough to help fill your view with the game world).
Could GAF explain me, which screen is better and why for VR - FullHD Oled Pentile or Full D Oled Full RGB?
I thought that full rgb (like in Morpheus) will be obviously better because of those 'real' pixels, but recently someone trying to convince me, that pentile screen (like in DK2) is better for eliminating 'screen door effect' than full rgb so it's better choice for VR. And now I'm confused...
Well, as someone pointed out earlier, there seems to be something between the two lenses. I wonder if it is an eye-tracking camera.
Look like a camera but it seems to be too close to the middle of your eyebrows to be tracking your eyes unless it has a really wide angle lens
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Foveated rendering is apparently a ways off still. It might not be ready in 5-6 years or whenever we see the next generation of consoles. It actually does need to be very fast. Your eyes don't need to be 100% focused on something to still see the effects of a blurred screen suddenly popping into clarity. In motion, this could look quite horrible as the system desperately tries to keep up with where you're looking. Accuracy is also important, and getting 3D cameras to do both extremely low latency with extremely high accuracy isn't easy.The eye tracking tech will surely make an appearance for Morpheus Version 2 to ship with PS5...
Given the framerates VR needs to work within then eye tracking really could be the golden bullet to allow much better graphics for the relatively low power of the PS4 or any future console. I know it takes my eyes a good few milliseconds probably to look at something and focus and "get my bearings". I'd imagine the time it takes for your eyes to look in another direction and focus will be longer than the time it takes for a VR headset to render one new frame, a frame which will be adjusted accordingly for where your eye is now looking. This is my hunch but I'd love to see the science behind it explained to see if this is really the case. The Infamous eye tracking demo was really impressive I thought, hopefully it can be shrunk down soon.
Your peripheral vision really is very soft shapes and colours with little detail, and none you can "see" until you, well, look at it. Would also help increasing the field of view outwards to where it will hopefully completely envelope your entire field of view.
I'm surprised that no VR system has decided to simply extend the screen out wider and render just very basic colours representing your wider FOV, just to help immerse you. You can never see the detail that far out without seriously straining your eye balls. Imagine it having the benefit that those TV's do that blast colour out onto the wall behind, or like Microsoft displayed with the projector concept that extends the TV screen out beyond (in less detailed rendering but enough to help fill your view with the game world).
I'd assume the final material won't be rubber. But that looks nasty.You know, this brings up a good point: how easy are these sorts of headsets to keep clean?
Tested talks about Morpheus here. They feel the new SteamVR is the better than everything. Seriously, they are absolutely enamored with the thing.
https://www.youtube.com/watch?v=SOAEYFssZlE
Edit- Here is their hands on for the SteamVR: https://www.youtube.com/watch?v=leg2gS6ShZw
That's actually a really good idea, something like Philips ambilight would be great and not hard to implement either. And you could still use it for those scary moments when something flashes at the edges of your periphery vision.
They seemed to like morpheus too.
Valve were really smart with their SteamVR demos. They focused on the new trackin solution, and all the demos involved standing up and moving around. That presses the nerd buttons on the tech press who immediately start thinking of the holo deck and running around in virtual spaces. Never mind that won't be practical for 95% of people in their own homes, and most actual games are still likely to be sitting experiences. they stole the limelight both from the tech that they brought, and how they presented it.
I do hope they open it up to PC folks though, as an option. Would help with overall support, and potentially get some killer tech demos like we saw for the wiimote or Kinect back in the day.
Morpheus PC support is not going to happen.
Morpheus PC support is not going to happen.
Morpheus PC support is not going to happen.
Its more than drivers. There's proprietary inputs to deal with as well. I don't think there would be a worthwhile community to port this to PC unofficially.Someone will figure it out and make their own drivers, if that's needed.
But Sony's recent attempts to lauch new peripheral-dependent PlayStation platforms has been less than stellar; accessories like the Wonderbook, the PlayStation Camera and the PlayStation Move have failed to gain traction with developers, and while Yoshida says he's happy with Move ("It was ahead of its time"), the way it allowed for augmented reality game design was less than ideal.
We struggled to use the capabilities of Move to create a real 3D playspace, and convert that into good game design, said Yoshida. Turns out, designing games for regular TV using 3D input is really difficult.
Developers struggled to make compelling Move games in part, says Yoshida, because its hard to make something thats satisfying and robust to play when youre sitting in front of a TV with a motion controller.
And despite the fact that all Morpheus demos have so far been short, controlled experiences, Sony is pushing for developers to try and build full-size games for the platform.
We are confident people can use it for hours and be happy, if the game is designed well, said Yoshida. When Sony starts shipping Morpheus developer kits out in spring, Yoshida encourages developers to be a bit more aggressive in designing long-session games like RPGs or online shooters...big stuff like that.
Thats awful; it just takes 20 seconds to make people sick if you design your game badly, said Yoshida. And while Sony has loosened its certification standards to get more games onto PlayStation platforms (something Sony's Adam Boyes talked about in-depth as part of a 2013 interview with Gamasutra), Yoshida acknowledges that things may have to move in the other direction as the VR market expands.
Weve been making it easier and easier to get games on PS4, especially for indies, said Yoshida. But for VR, we might have to do a bit more checking like we used to do, because we really dont want people to get sick while playing Morpheus games.
"Price has not been driving our development process," he said.
"The first time people try VR is the most dangerous time. People get used to it after a while, but the first is the most susceptible to motion sickness. So we want to get the hardware right." It was important to get a better panel than the first prototype, and to reduce latency, and now that these have been improved they can start working on plans for production.
"Now we feel that we have the system, we have passed the threshold that we set out. Then, how cheap we can deliver to the consumer? That's the second question we're going to tackle," he continued. "The number of people who will buy day one hardware will be some kind of reverse function of price, that we understand, but we really need to do it right from day one."
Morpheus PC support is not going to happen.
Look like a camera but it seems to be too close to the middle of your eyebrows to be tracking your eyes unless it has a really wide angle lens
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I'm trying to figure out why it has nose flaps...
If Sony sells this thing at cost on PC, it gets them nothing, exactly googleplex. Oculus are going to be selling the Rift at or near cost as well. So Sony raising the price of the Morpheus for PC probably just means getting an inferior headset at a similar, or even worse(especially since you'll need the PS camera as well) price point.
Unless Sony plans on offering some sort of ecosystem for content on PC, they'll simply be taking away short term sales of PC headsets but with no real benefit to themselves. And then Morpheus will become outdated within a year or two and it wont be relevant anymore.
It just seems like there's so little upside.
Could it be a proximity sensor like in the Gear VR? Automatically turns the screen off when not in use.
I don't know when sony has been particularly reluctant to make money anywhere when they had the chance.Exactly. While I completely understand why some folk like me who own a Beefy PC and PS4 don't want to have to buy 2 headsets. It unreasonable to expect Sony to support a platform that not their. It's out side of their business model.
I'm trying to figure out why it has nose flaps...
Yeah that's a bit strange... maybe to hold it in place as it's not pushing in your face like the other designs?
Hmm. Well the DK2 barely touches my nose at all, it just fits in the gap.More comfortable on the nose compared to the hard plastic.
I seriously don't see a reason for Sony not to make this PC compatible. It adds value to their product, it has an advantage over Oculus and other VR sets (PS4 compatibility), and it allows for a much larger possible consumer base than simply 30 million PS4 users.
I don't know when sony has been particularly reluctant to make money anywhere when they had the chance.
If they could establish their headsets across different platforms and become a leader in VR, I'm pretty sure they'd jump at the chance. I think far too many people view the industry in this GAF style tribal console war mindset and it isn't entirely accurate of how a business operates.
It's of little value to them if someone buys a Morpheus (at low or no margin for Sony), and then proceeds to buy zero Playstation software because they're using it on PC.
Sony's core business is about selling software, and for the moment at least, they're choosing not to sell software outside of their own platforms. We can argue that they could open a store on PC, but this would give them a less exclusive relationship with a consumer (who could very easily switch to Steam or Origin or any other PC service), something that is a much looser arrangement with the consumer than when they pick up a machine (a Playstation) where Sony is the only vendor in town.
Definitely. Same with move controllers.
Drivers are nothing, they have dedicated teams to that and its relatively a nothing development cost.Because the head set is only a small part of the equation. They'd have to develop PC drivers for the PS4eye Move DS4 and not to mention the front end rendering and warping software. You're basically asking then to Support a platform they make Zero software dollars from.
Like I said it makes Zero sense. There will be 5 plus VR head sets for PC by next year. Adding Morpheus to this list does no one any good. Particularly Sony.
Drivers are nothing, they have dedicated teams to that and its relatively a nothing development cost.
I don't understand why Sony, a mostly hardware company, has to make software dollars for their hardware to be considered viable.
Drivers are nothing, they have dedicated teams to that and its relatively a nothing development cost.
I don't understand why Sony, a mostly hardware company, has to make software dollars for their hardware to be considered viable.
Or course. But a headset only SKU is what I'd like to buy.Sorry to butt in, but I really think it would be a good idea to have a version with both Move and Pseye, at a slightly lower price point, for those who have neither.
Like if you bought everything together in one bundle, you'd get a U$25,00/U$50,00 discount when compared to buying it separately.
I think it would be easier to grab a bigger audience that way. Having it sold separately and bundled.
Or course. But a headset only SKU is what I'd like to buy.