Zaptruder, I think you're being very harsh on Sony. Occulus rift looks amazing, but it's a kickstarter that hasn't delivered anything yet, and a consumer version is at least a year away. It's very early (and yes, very exciting) days. Sony in the meantime has released an amazing HMD with great screens but significant comfort issues which is a great alternative to a front projector especially if you don't have a dedicated light controlled room to get the best out of a PJ. And it's great for current games, none of which support VR yet.
Yes it would be neat for Sony to blaze a trail with VR support, I think it'd be mpmuch more interesting than what they are doing with move for instance. But it's not fair to criticise this product for not being a different product. With head tracking this doesn't have the FoV you need. If it had the FoV it wouldn't have the resolution you need. This is a great solution in the meantime.
I wish Sony departments talked a bit more. I would be almost trivial for the playstation guys to come up with a nice tracking add-on for this, based on move or sixaxis, and fund patches to a few of their big franchises.
Harsh - but realistic.
I just can't see a room for this technology once VR takes off - because VR is a superset of this technology and functionality. It's great that with the HMZ-T1, Sony proved that you can actually get high quality head mounted tech at a reasonable consumer price. That's the factor that set the world abuzz last year.
With this iteration, the world has moved on. If the rift didn't exist - this might be a promising iteration hinting at bigger better things. But as a product unto itself, without the golden promise of VR... it's of extremely limited appeal. Most of us here have used the T1 - we can see very clearly that this is a slight iteration on that at best (especially after learning that the display is 720p again, not the 1080p that people were hoping it'd be).
Of course if you include head tracking there's an issue of content development - but with such promising synergies in the Sony family (talk to Polyphony, get them to include head tracking support for the product in GT5 as a patch) - it's just a massively obvious opportunity that they're forgoing here - and that kind of behaviour just doesn't bode well for the company.
Additionally, like I've expressed head tracking can be used to alleviate usability problems with the function of a head mounted display - namely that you can't look away from the screen.
Also, you don't need a large field of view to be coupled to head tracking - although it obviously helps especially if you're doing full blown VR (as opposed to HMD + head tracking).
But, yes... the fiefdoms of Sony continue to plague the company.
Nerfgun said:
That's not true at all. AR pixel-tracking does not require any sort of virtual/3D internal space. You can do it all optically. Perspective tracking is optional.
Technically AR and VR aren't the same thing. You can get AR on your phone now after all. As such you don't even need a head mount for AR. But if we go that far, then we could say that existing games are already a form of VR (and they are - but not in the colloquial sense that we mean).
But interesting and useful AR and VR overlap significantly. The AR that we picture in our heads and is shown in sci-fi is like I say, a superset of VR. The virtual/internal space is the layer on which objects are distorted to and tracked to in the real world.