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Wouldn't No Man's Sky be the perfect launch game for Project Morpheus?

Boss Mog

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Dec 12, 2013
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So I was thinking about Project Morpheus and if there was any kind of game that might make me want one because I'm not really sold on VR yet. And bam, it came to me... No Man's Sky. It works from a technical standpoint because although the art style is fantastic the graphics are rather simple for a PS4 game and that makes it perfect for Morpheus. But it also works from a gameplay standpoint because it would be amazing to look around outside through the cockpit of your ship simply by moving your head. The sense of immersion while flying around would be awesome, or even on foot on planets staring up at giant dinosaurs and such.

I think if any game could sell me on Morpheus it would be that one. Am I crazy or on to something, what does GAF say?
 

StuBurns

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It has a ton of HUD stuff which isn't ideal.

The Witness is the perfect VR game. Make it happen Blow.
 

mp1990

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I think Alien Isolation would be an better choice,because it looks like a game that you could immerse in the universe in an way you could get terrorized.But you aren't crazy OP,this is an great ideia.
 

Infinite Xero

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For a decent experience in VR the game needs to run at 60FPS right? And for that to happen, the game needs to be capable of running at double that (120FPS) in 2D right? (This is for 3D but VR should work the same I think.)

Mirrors Edge 2....Could you imagine falling?
Mirror's Edge 2 would be cool, but wouldn't fast paced games in VR induce motion sickness?
 
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It seems to be a little too visually intensive for VR on PS4. So I do not think it would work, or they would have to scale back some of the stuff to get it working in 3D at 1080p60.
 
As much as I do not appreciate what David Cage has produced AS AN END RESULT...a game along the lines of Heavy Rain/Beyond: Two Souls with Cage as a (script, or general) producer/director with someone else writing the project would be absolutely perfect to show why Project Morpheus should be a "thing" to the general gaming community.
 

nib95

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I think so. What an amazing experience that would be. Also don't think it's be very graphically intensive either.
 

King_Moc

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For a decent experience in VR the game needs to run at 60FPS right? And for that to happen, the game needs to be capable of running at double that (120FPS) in 2D right? (This is for 3D but VR should work the same I think.)



Mirror's Edge 2 would be cool, but wouldn't fast paced games in VR induce motion sickness?
Nope, each eye only gets half of the full 1080p, so it's still the equivalent of 60fps, not 120. The two eyes are receiving images that drawn from different viewpoints though, so I guess it's kind of similar to having to run in 2 player splitscreen.
 

Parakeetman

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Feb 22, 2012
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truthfully id say a next gen kings field would be as generally folks who would buy the game are the same hardcore crowd that would go out and buy a project morpheus just to play it. that and it all lines up, popularity of from software, working relationship with sony and general design mechanics of kings field would work perfectly into a vr type of design if the games was "modernized" so to speak.
 

TTP

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Why isn't it ideal? I don't know the limitations of VR.
Graphic elements that don't react to head motion don't feel good in VR.
That said, a HUD which sways a bit according to head motion appears to be ok, so it's not like VR games can't have HUDs.

As long as it doesn't "stick", it should be fine.
 

Jedi2016

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It has a ton of HUD stuff which isn't ideal.

The Witness is the perfect VR game. Make it happen Blow.
HUD can be adjusted for VR space.

As for The Witness, that's already happening, on PC at any rate. He's already announced it'll support Oculus Rift.

Overall, though, this is one of the big things I want to see out of NMS, either on PC or console. This type of game is much more suited to VR than just about any other kind. My mind is so hyped about what could be possible with a game like this in VR that I might not buy it at all if they refuse to add support for it, because I'll always be thinking about how great it could have been in the Rift or Morpheus.
 

PhoenixFyre

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Graphic elements like that don't react to head motion don't feel good in VR.
That said, a HUD which sways a bit according to head motion appears to be ok, so it's not like VR games can't have HUDs.

As long as it doesn't "stick", it should be fine.
Since it's a space game couldn't a bubble visor with a projected HUD work for the sense of immersion? Or would it still give a weird feeling?
 

RoadHazard

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Nope, each eye only gets half of the full 1080p, so it's still the equivalent of 60fps, not 120. The two eyes are receiving images that drawn from different viewpoints though, so I guess it's kind of similar to having to run in 2 player splitscreen.
Yeah, you have to do geometry setup and such for both viewpoints, but you've still got the same total amount of pixels to shade every frame as you do at 1080p60. So while it is obviously more demanding, it's far from requiring twice the processing power.
 

jon bones

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yeah, definitely. being a VR tech demo seems like most attractive option for No Man's Sky.
 

Neuromancer

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Why yes, yes it would OP.

As for the HUD elements, what are we going to do in 50 years where we have HUDs going on all the time in tiny screens implanted under the surface of our eyes? Because you know it's going to happen, if anything 50 years is probably on the conservative side, and we'll get used to it.

The other option is a Morpheus mode where that stuff gets turned off in favor of a more pure exploratory scenario.
 

Neuromancer

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But would PS4 be capable is the question ?. All PM games/demos so far have been fixed/linear experiences.
What about Eve: Valkyrie? Anyway the rest have been tech demos meant purely to show off the current prototype hardware. I see no reason why you couldn't have an open world/space flight game in Morpheus, it will just take a hit from having to be rendered twice with a higher FOV and frame rate but it's totally doable.
 

~Kinggi~

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I honestly think it would give a new dimension to the procedural discovery idea they got going. I mean, as a game, it sounds interesting but runs the risk of getting old. But something about the feeling of actually being there in VR might make each new area feel really special.
 

Ploid 3.0

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As much as I do not appreciate what David Cage has produced AS AN END RESULT...a game along the lines of Heavy Rain/Beyond: Two Souls with Cage as a (script, or general) producer/director with someone else writing the project would be absolutely perfect to show why Project Morpheus should be a "thing" to the general gaming community.
I can't wait for his PS4 game, especially if it supports VR, would be awesome if it was made with VR in mind so you can go through the whole thing in first person. Imagine the experiences that can be done with VR.
 

Krejlooc

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For a decent experience in VR the game needs to run at 60FPS right? And for that to happen, the game needs to be capable of running at double that (120FPS) in 2D right? (This is for 3D but VR should work the same I think.)
People are going to get sick at 60 hz, and this isn't how it works at all.

90+ hz is what appears to be the spot when the number of people who experience VR sickness appears to become negligible, and the way VR works is that you drive a single screen that is divided into two view ports. This doesn't mean you need twice the "power" or whatever.

Each eye sees half of the 1980 resolution, so at 1080p you have a cumulative resolution of 990x1080. However, because the image warps around your periphery, you actually have an even lower effective resolution for each eye. I'm not sure what it is at 1080p, but you essentially only see a large circle in the middle of this 990x1080 image, not really seeing the corners or edges.

Oculus Rift CV1 seems to be targeting a 90+ hz low-persistence AMOLED screen for release, and I expect that Morpheus will match whatever hardware oculus puts out, if only to create synergy amongst the VR industry.

The question becomes is it possible for the PS4 to run No Man's Sky at 90 fps at 1280x1440, which with it's current fidelity is a big much, but maybe at a reduced graphics option it would be possible.

On the note of NMS: I would say it's a game well suited for VR, and an announcement of VR support wouldn't surprise me at all. If it never comes and you crave something similar, NMS owes much of its existence to Elite, which currently has the very VR support you're describing.
 

Neuromancer

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People are going to get sick at 60 hz, and this isn't how it works at all.

90+ hz is what appears to be the spot when the number of people who experience VR sickness appears to become negligible, and the way VR works is that you drive a single screen that is divided into two view ports. This doesn't mean you need twice the "power" or whatever.

Each eye sees half of the 1980 resolution, so at 1080p you have a cumulative resolution of 990x1080. However, because the image warps around your periphery, you actually have an even lower effective resolution for each eye. I'm not sure what it is at 1080p, but you essentially only see a large circle in the middle of this 990x1080 image, not really seeing the corners or edges.

Oculus Rift CV1 seems to be targeting a 90+ hz low-persistence AMOLED screen for release, and I expect that Morpheus will match whatever hardware oculus puts out, if only to create synergy amongst the VR industry.

The question becomes is it possible for the PS4 to run No Man's Sky at 90 fps at 1280x1440, which with it's current fidelity is a big much, but maybe at a reduced graphics option it would be possible.
I believe Morpheus can take a game running at 60fps, run motion interpolation on that in the breakout box and bring it up to 90fps.
 

zackmorris

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Well they openly talked about testing out the oculus so I don't see why they wouldn't use Morpheus as well.
 

Krejlooc

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I believe Morpheus can take a game running at 60fps, run motion interpolation on that in the breakout box and bring it up to 90fps.
Dr. Marks said this is what they currently do, but it's not the correct solution. Interpolation induces latency. Driving your game at 90 fps with reduced visuals is a far better solution.
 

Jedi2016

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I believe Morpheus can take a game running at 60fps, run motion interpolation on that in the breakout box and bring it up to 90fps.
The Rift does something similar called time warping, but it's not really interpolation in the traditional sense, it's partially a predictive system based on head movement designed to reduce latency, being able to sense tiny head movements after the frame has been rendered, and making minor adjustments to it before it's displayed (obviously talking about an incredibly small amount of time).

The issue isn't so much with framerate as it is latency.. moving your head and seeing a slight delay between your physical movement and the displayed movement of the headset. Lower framerates simply mean that there's more time between each frame being displayed, thus more time for latency to be noticed. 60fps is workable if you have good latency reduction, but everyone does agree that the higher the framerate, the better, since it reduces latency just by being faster, in addition to whatever other techniques they've got in place. Oculus Rift DK2 can run up to 75Hz, which they still say isn't quite ideal, which is feeding the rumors that CV1 will be 90-120Hz.
 

Krejlooc

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The Rift does something similar called time warping, but it's not really interpolation in the traditional sense, it's partially a predictive system based on head movement designed to reduce latency, being able to sense tiny head movements after the frame has been rendered, and making minor adjustments to it before it's displayed (obviously talking about an incredibly small amount of time).
Right, it relies on a method called reprojection for those curious about the technique.

The issue isn't so much with framerate as it is latency.. moving your head and seeing a slight delay between your physical movement and the displayed movement of the headset. Lower framerates simply mean that there's more time between each frame being displayed, thus more time for latency to be noticed. 60fps is workable if you have good latency reduction, but everyone does agree that the higher the framerate, the better, since it reduces latency just by being faster, in addition to whatever other techniques they've got in place. Oculus Rift DK2 can run up to 75Hz, which they still say isn't quite ideal, which is feeding the rumors that CV1 will be 90-120Hz.
even when it gets good enough we'll still see benefits from higher framerates, too. So while 90 or 120hz might be adequate, that still doesn't mean that 240 hz or even higher wouldn't be better.

I believe VR is going to drive hardware for quite some time.
 

RayMaker

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Nope, each eye only gets half of the full 1080p, so it's still the equivalent of 60fps, not 120. The two eyes are receiving images that drawn from different viewpoints though, so I guess it's kind of similar to having to run in 2 player splitscreen.
Yeah, you have to do geometry setup and such for both viewpoints, but you've still got the same total amount of pixels to shade every frame as you do at 1080p60. So while it is obviously more demanding, it's far from requiring twice the processing power.
People are going to get sick at 60 hz, and this isn't how it works at all.

90+ hz is what appears to be the spot when the number of people who experience VR sickness appears to become negligible, and the way VR works is that you drive a single screen that is divided into two view ports. This doesn't mean you need twice the "power" or whatever.

Each eye sees half of the 1980 resolution, so at 1080p you have a cumulative resolution of 990x1080. However, because the image warps around your periphery, you actually have an even lower effective resolution for each eye. I'm not sure what it is at 1080p, but you essentially only see a large circle in the middle of this 990x1080 image, not really seeing the corners or edges.

Oculus Rift CV1 seems to be targeting a 90+ hz low-persistence AMOLED screen for release, and I expect that Morpheus will match whatever hardware oculus puts out, if only to create synergy amongst the VR industry.

The question becomes is it possible for the PS4 to run No Man's Sky at 90 fps at 1280x1440, which with it's current fidelity is a big much, but maybe at a reduced graphics option it would be possible.

On the note of NMS: I would say it's a game well suited for VR, and an announcement of VR support wouldn't surprise me at all. If it never comes and you crave something similar, NMS owes much of its existence to Elite, which currently has the very VR support you're describing.
I remember John Carmack saying that that the PS4 would be able to produce visuals the same as PS3 games that ran at 60fps.

http://wegotthiscovered.com/gaming/john-carmack-warns-ps4-project-morpheus-expectations/

Can it be that simple? When looking at no mans sky the things that seem to be beyond the PS3 capabilities is the polycount and the sheer vastness of the world?

I would have thorough resolution and framerate rely mostly on the GPU cant devs just reserve 1TFLOP to achieving 1080p and 90fps and use the remainder 840gflops for everything else?

Also having more then 10x the ram and a DX11 LEVEL gpu will also provide devs with far more tricks then the PS3 was capable of even when aiming for 1080p and 90fps?
 

BigDug13

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I just want the game in my hands. I could give a rat's ass about matching some hardware peripheral launch date just fucking give me NMS.
 
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If No Man's Sky is everything it's advertised to be and comes with Morpheus support, that honestly might sell me on a PS4 alone.
 

Neuromancer

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Broank

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I do remember the Hello Games devs talking about some Oculus demos they made that sounded interesting, but I hope they just make No Mans Sky the best game possible without any thoughts of needing to tie it into anything or divert resources.
 

RE_Player

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I think we'll soon have to get away from the mentality of "any first-person game = great VR experience". The games that will be perfect are the games made for the device.