Sony VR Headset/Project Morpheus/PlayStation VR

No Man's Sky creator on VR:


"I think it's perfect fit for virtual reality," he said in a new interview with GameSpot.
...

"I think that No Man's Sky, which is this infinite computer generated universe, and PlayStation VR, which is a headset that you put on and enter a VR space is like, it's like you've asked me when I was five what the future would look like."

Despite his enthusiasm for a VR version No Man's Sky, Murray stopped just short of announcing the game for Sony's headset.

"That's as far as I can comment," he said.

http://www.gamespot.com/articles/no-mans-sky-perfect-for-playstation-vr-says-hello-/1100-6435314/



:cool:

BTW, game is coming out week after E3 2016, which is still inside the "1st half of 2016" time window that Sony gave for PSVR.

Btw I probably have found Easter egg in NMS media released yesterdays with VR in it.

Probably
 
The space combat, because you're in a fixed cockpit, would probably work well. But walking, running, swimming and jetpacing about? Hmmm..
 
DieH@rd said:
First good look at PSVR exclusive Golem via Social Screen feed [cropped un-fisheyed view from one eye, user in VR sees more than this 16:9 window, with less aliasing and much higher framerate]

I think it looks really great [game uses UE4]! For the purpose of this demo, they removed story/encounters from this environment and just gave journalist a chance to peacefully explore. As talked before, this is not a on-rails game. They are offering new kind of movement in which user leans his head a bit to move forward/backwards/strafe.

Wow i'm more than fine with graphics like that at native 90fps. Good bye real world.
 
Wow i'm more than fine with graphics like that at native 90fps. Good bye real world.

Yeah it's looking good. Most Psvr games looks good.

But Wait till people stops and starts staring every pixel.

Bwaaah this game use fake shadows, Bwaaah I have no reflection.

And for cross platform games like job Simulator... The battle in digital foundry comments will be interesting
 
Wow i'm more than fine with graphics like that at native 90fps. Good bye real world.
Yup, the compromises to graphics is one of my key concerns for PSVR. Golem does looks good but this video only shows small confined areas. Of course what you may lose in graphics you'll more than gain in immersion. Time will tell if the trade works for PSVR.

The concept of being bed bound and taking control of other creatures is an interesting idea that nicely gets around the disconnect between moving around game worlds and this is really the biggest challenge to VR games. I kind of fear that unless this problem can be solved elegantly, VR games will all have some arbitrary reason as why you're bed bound or in an in-game VR system. That or we'll get a lot on on-rails camera games like the Until Dawn VR spinoff, Rush of Blood.
 
I don't know, after you look around and explore for 30 minutes or so, the novelty will wear off.

You still have to develop gameplay.
 
You still have to develop gameplay.
They have gameplay and story, but dev clearly said in the video that they removed the story/gameplay bits from that level so that journalist can have easier time enjoying the world.

BTW, here is my optimistic representation of how much gameworld is visible in the social screen feed
oculus-rift-sdk-0.3.141kcx.jpg


The 16:9 social screen feed may well have smaller coverage. This video of Playroom VR "Ghost House" demo features two very different viewpoints - "VR player view" and cropped "social screen"... but we will have to wait for real world tests too really see exactly how much of the VR is covered by Social Screen.
vr184jfj.jpg

vr27dj49.jpg
 
What's on March 15th? Other than wall to wall meetings for me. I hate Tuesdays.
 
Well, I would think most 60fps games are barely reaching it and have frequent dips below 60, so they use almost 100% gpu and rarely waiting for vsync (if ever). The 30fps games are locked so they would be frequently idle during easier segments of the game, to keep a consistent frame rate.

It's an intersting thing about VR, they will be forced to have a stable frame rate, or it won't pass the certification process, at least that's the idea of curated platforms.
 
March 19 is my birthday, which is vastly more important than GDC and I'm expecting presents, guys! I'll accept a PSVR fully paid preorder. Thank you.

Because June is not my birthday but the release of NMS and I want it in VR, and that is very important,

Psvr June release
 
It's amazing how much Sony is ahead of it's competition.
Higher optical resolution, better image quality, no horrible diamond pentile screen door, better comfort, better cable management, and so on: and that is just the helmet itself.

Looking at social screen functionality and some of the games, I believe Sony has the only shot to make VR mainstream as well as successful.

Both Vive and Rift are still prototype devices IMO; using vertical oriented low quality Samsung Oled screens. I even saw some ghosting artefacts on the Vive Pre; but I didn't have my iPhone with me to film the screen in slow motion. The Vive Pre screen is NOT low persistence; I am guessing 2-3 frames of soft afterimage, especially noticeable in high contrast switches (looking from white door to darkish hall in quick succession).
I predict that within a year Vive and Rift will bring out second generation helmets; with a RGB layout, no screen door and custom sizes; both PSVR competitors have more than 1/3 of a screen doing nothing... just because they cheaped out on the design; making GPU requirements even higher! Both competitors require 1.4-1.5 times supersampling to combat the diamond pentile rendering defects.
Really I could not believe how grainy the Vive Pre is.

I do have to admit that the lighthouse technology is simply amazing, but boy do they need to ditch the cheap screens and design
 
It's possible that their screen is actually more expensive than Psvr...

Btw is there a lost of CONFIRMED Psvr games? What I found on reddit wiki is a lost of everything, including tech demos
 
No the screen is cheap, diamond pentile is cheap, you obviously don't have a clue on how it works, given you thinking there could be a possibility of the screens being more expensive that PSVR. look up diamond pentile and why it sucks for VR displays or any sub 500dpi screen in general.

The only way their screens are more expensive is if they were custom
produced (which they are not: given more that 33% of both screen surfaces are unused), in extremely low volumes, where the custom PSVR would be produced in really high volumes. Only then could they be more expensive.

You are asking yourself wether sapphire or regular glass in a watch is more expensive
 
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