There's eye-tracking? I didn't even know that. Do the other VR headsets have this?If the eye tracking really works
Yeah I saw screenshots of the demo's, I thought it was a bit too good to be real.And the quality of demo graphics are pretty good
There's eye-tracking? I didn't even know that. Do the other VR headsets have this?
Yeah I saw screenshots of the demo's, I thought it was a bit too good to be real.
The graphics weren't flawless, you can still make out pixels and interacting with the world through disembodied hands can be somewhat strange, but the level of interaction and feedback provided by the Move controllers and the PlayStation camera exceeds what we're used to from existing VR hardware
I think 60fps with 120fps motion interpolation is a very good compromise (games like CODAW MP could be ported as it's a very solid 1080p60fps game) but I fear traditional motion interpolation will bring an additional input lag, like on TV.
With TVs, you must know the 2 frames before interpolating one frame in the middle, so you have to wait for the 2 second frame before creating the interpolated one.
Are they using a different motion interpolation technology? some sort of predictive temporal re projection could work in most cases.
didn't really realize how unsatisfying and artificial this process really was until I played with the latest prototype of Sony's Morpheus virtual reality headset at GDC today. There, in a demo called London Heist, I ducked and dodged behind a solid wooden desk as assailants fired on me from all directions, popping out to aim carefully placed shots by moving and tilting the PlayStation Move controller in my hands.
When the gun ran out of bullets, I realized I had no idea how to reload—the attendant at the demo had only told me that I could fire by pulling the trigger on the controller. There were additional ammo clips sitting on the virtual desk in front of me, but I couldn't just magically pick them up by running over them and/or tapping a button, as I would in most games.
What I could do, instead, was reach out my left hand, pick up a clip with the squeeze of a trigger, then slam that clip into the bottom of my empty gun with a satisfying click. I was doing this in the game, but I was also doing it in the real world, moving my hands and bumping my palms together naturally and intuitively in a motion that I imagine mimics a real quick reload situation quite closely.
So what is actually going to tax the PS4 gpu here? I'm told that showing two different perspectives of the game world isn't actually that taxing, and it's the pixel rendering that would be more of a drain of resources. But the pixels remain the same, so could games that are already running at 60 be a good representation of what we'll be getting?
The impression overwhelming positive. But only eurogamer mentioned the auto calibration.
Maybe it works so well, other reporters did not even realized it?
You talked about "reprojection" in your presentation as a method by which the new headset improves the fluidity of what you're seeing. How does exactly does that work?
Richard Marks (pictured below): Well, there are two ways it's used: one is getting the motion data at the last possible moment to lower latency; and the other is if you have a 60 frames per second game and you want to display it on a 120 frames per second panel. Reprojection fills in the frame gap in-between in real time using new motion data.
SY: On a 60-frame game, you want the frame in between but you don’t have the time to render a new frame. But you can slightly move it – when you move your head this way, you move the image slightly that way…
RM: It's taking real data – the rendering started before, but it’s just not ready to show that next frame yet, so it needs to display another 120Hz frame. It has the motion data, takes the old frame and projects it forward. It's not exactly a pure horizontal shift, it's more than that, but that's the idea.
This is such an important feature to have. I really hope all VR gear gets something like this because manual calibration is too much of a hassle especially if your settings get wiped outThe impression overwhelming positive. But only eurogamer mentioned the auto calibration.
Maybe it works so well, other reporters did not even realized it?
digital foundry reported problems with the framerate dipping .
Engadget mentioned that the head set hurt while wearing it.
The hands on are positive but there are a few negative things sprinkled in
The new version of Sony's Project Morpheus is the most comfortable virtual reality headset I have ever worn.
Looks like they are using "physical timewarp", slightly moving the entire last frame in the needed direction si that they can create interpolated 120fps stream. Hopefully it will work good because I don't see for example Project CARS working at 120fps in 3D mode on PS4.Gizmodo Morpheus Interview with Shu Yoshida and Richard Marks. Talks about reprojection a bit as well:
Framerate dipping is on the gaming and sofware side of an unfinished demo, it could be corrected.
Only Engadget tells the headset is uncomfortable other said it is the most comfortable VR set and other think it is very comfortable:
And it is not the final version of the product. They can ask to Engadget journalist what he didn't like and correct the final product for example.
and I believe engadget , If you have a larger head its going to cause problems. Its an issue I've faced all my life with hats . Same person tried the prototype and complained of the same thing last year