More PS4 VR reporting:
http://www.gamesindustry.biz/articles/2013-09-04-inside-new-ps4-vr-headset
http://www.gamesindustry.biz/articles/2013-09-04-inside-new-ps4-vr-headset
More PS4 VR reporting:
http://www.gamesindustry.biz/articles/2013-09-04-inside-new-ps4-vr-headset
At present, the working prototype for the headset, which select developers currently have in house, looks much like Oculus' better-known VR system - with ping pong balls attached.
That's actually a good idea. One of the problems with Rift is that it doesn't track your absolute position, so while you can look around a virtual cockpit, you can't lean forward to see the instruments better. People have taken to printing patterns they can paste to the front that can be tracked by a webcam to offer that kind of function. Between Sony's experience with move and head mounted displays they seem well in position to deliver a best in class VR device for gaming.
But they should totally make the final version give you glowy red eyes like a Helghast.
I think that so few people actually used the full 7 that the PS3 supported that they deemed there was no point in supporting more than 4.
But they haven't said anything about other device support e.g. tablets, mobiles etc.
LOL, I'm a minimalist...The red glow might be distracting in a dark room.
There are also systems that mount multiple cameras in your living room. Believe Sony has a patent on one of the possible designs.
Somehow I doubt users want to walk around too much while playing a game. They may try it at the beginning and prefer to lie/sit down and play in the long run (Use a controller or mind control).
Your head will be inside of the VR helmet. You won't be able to see it at all! As long as no ISA troopers stumble into your house while you play, you should be fine.
We're pretty far from a walking around version, but one of the things that make people motion sick when they use an Oculus is that it doesn't properly react to simple motions like leaning forward and backward. Solving that problem, even if the main activity is still sitting on a couch with a controller in your hand will go a long way towards viability.
These VR setups do have a lot of hurdles to overcome. I think basic input will be a serious problem for lots of traditional game types. Since you can't actually see your hands it's easy to get shifted off the correct keys when using a keyboard/mouse. Old school look and movement controls also come into conflict to some degree with the inputs coming from the VR helmet. Lots of experimentation will be required to replace traditional paradigms.
I've heard lots of speculation that Oculus and similar devices will probably work best as games are designed for them, not as people try to adapt existing games to them. I have heard a lot of people talk about wanting to use the Rift for simple first person exploration games. Like Skyrim without combat, just the joy of discovering a new, foreign landscape. Skyrim was already mostly successful as a wandering game. Or you could imagine things like Proteus or Gone Home in VR where it's about being fully immersed, rather than farming XP for long stretches.
The headset (which is not tied to the company's existing Wearable HDTV Personal 3D Viewer, pictured above) uses the PS4's PlayStation Eye camera, like Move did, for head tracking. This, say people who have used it, makes the headset even more accurate than the Oculus Rift - though it does present some aesthetic challenges.
While there have been reports that the system will make its debut at this year's Tokyo Game Show, those appear inaccurate. Sony does not wish to distract buyers in the days leading up to the PS4's launch - and, as yet, there are not enough games that can showcase the technology.
These VR setups do have a lot of hurdles to overcome. I think basic input will be a serious problem for lots of traditional game types. Since you can't actually see your hands it's easy to get shifted off the correct keys when using a keyboard/mouse. Old school look and movement controls also come into conflict to some degree with the inputs coming from the VR helmet. Lots of experimentation will be required to replace traditional paradigms.
I've heard lots of speculation that Oculus and similar devices will probably work best as games are designed for them, not as people try to adapt existing games to them. I have heard a lot of people talk about wanting to use the Rift for simple first person exploration games. Like Skyrim without combat, just the joy of discovering a new, foreign landscape. Skyrim was already mostly successful as a wandering game. Or you could imagine things like Proteus or Gone Home in VR where it's about being fully immersed, rather than farming XP for long stretches.
I've been pretty vaguely positive on Oculus Rift all along. But I was shocked by how quickly "PS4 VR" was overshadowed out of the news cycle by "150 mhz Xbox CPU clock bump" (a relatively minor thing if you think about it).
I dont know what that says, but it makes me wonder about the fundamental appeal of head mounted VR.
It's one of those things I imagine you have to try. I've been thinking about it more in light of this announcement. It probably does have pretty big hurdles.
I imagined a RPG, the feeling of coming across a new, lets say snowy, area to explore, wearing a HMD must be awesome.
But then you realize that's very little of RPG's, most of them are game drudgery. You will be in that bold new area and return to it many times for many hours, all newness will wear off. At that point wont it be easier to play without a weight on your head?
Not least it's going to have to be I'd guess, oh, at least a $299 add on, right? You cant bundle this with your system or it will weigh the system price down like a Kinect X10.
Just some random thoughts I guess. There are hurdles, but also potential. I just dont know if Sony is the company to recognize that as they tend to very scattered in their support imo (basically, look how they handled Move)
I played through Uncharted 3, GT5, KZ3, ICO, SOTC and many other games using HMZ-T2,
It depends on the experience. An aircraft pilot simulation would be nigh perfect with a control stick as input. Likewise a racing game with a wheel. An FPS with the controls mapped to a dual-stick controller may be confusing - would have to try it. A motion based game like an RPG with hand tracking would feel odd with the sword passing through enemies, but if it mapped 1:1 and you had suitable justification, it shouldn't be too confusing. It's only if the visuals don't match the tactile experience that there'll be problems. If the game has the sword impact on the shield and stop, but the player feels their arm passing through the enemy, that'll break the immersion. As long as VR games stick to limited game inputs and don't try to recreate life, a headset and suitable motion tracking should be perfect.I always of the mind afterwards that any VR experience wouldn't be complete without the tactile feedback.