Sony VR Headset/Project Morpheus/PlayStation VR

I thought Sony's GDC presentation showing what was possible with 'just' the DualShock 4 was really promising for getting all sorts of existing game-types working properly with VR, like 3D platformers and such. I could see that work well even for Uncharted or The Last of Us, say, or Motorstorm RC, etc.
I remember a VR conference where they said 3rd person ports don't work well because the usual camera control makes it orbit around the character too fast, and it causes nausea, and it's disorienting. They'd have to develop a new camera control, and possible redesign levels, I guess.
 
Yes, that's what I mean. They had a demo where you play a 3D platformer and you hover above / behind the character you are controlling. The camera position follows the main character with much fewer motions, and you can control where you look by moving your head.
 
Wow! What is that? I'd be scared sh-tless to play that on VR.

It's short exploratory/adventure indie game created by the Adam "deal with it" Orth.

I remember a VR conference where they said 3rd person ports don't work well because the usual camera control makes it orbit around the character too fast, and it causes nausea, and it's disorienting. They'd have to develop a new camera control, and possible redesign levels, I guess.

There is an alternative, instead of orbiting while looking, player's camera can always be fixed behind the hero's back. Moving head will not cause orbiting, but just normal looking around [decoupled looking]. Cymatic Bruce reported that this control scheme works very well for 3rd person games.
 
Yes, that's what I mean. They had a demo where you play a 3D platformer and you hover above / behind the character you are controlling. The camera position follows the main character with much fewer motions, and you can control where you look by moving your head.
Oh that's great! So they are really serious about this. It's funny how we'll be going back to explaining the 3rd person character in the game, like the camera tutorial of Mario 64. "You're the guy with a camera hovering on a cloud and documenting Mario's adventures."

With inverted camera controls, because the camera stick moves that character, instead of the target look-at. :no:
 
It's short exploratory/adventure indie game created by the Adam "deal with it" Orth.



There is an alternative, instead of orbiting while looking, player's camera can always be fixed behind the hero's back. Moving head will not cause orbiting, but just normal looking around [decoupled looking]. Cymatic Bruce reported that this control scheme works very well for 3rd person games.
It looks above average for a short indie game.

On a different note, Sony say that they won't make the same mistakes with Project Morpheus than they did with PS Move, and Project Morpheus has massive amounts of support.

http://www.playstationlifestyle.net/2015/06/09/project-morpheus-has-massive-amounts-of-support/
 
Hi, is it possible that the scaler box can scale normal 30 fps games to play at 60fps?
Possible, yes, but definitely not recommended. Sony said the games must run at 60fps minimum to avoid problems. Morpheus is always at 120fps regardless of the input frame rate.
 
I don't believe the breakout box performs frame tweening, so it wouldn't upscale the framerate. The 120 Hz 'upscaling' is, AFAIK, just offsetting the camera movement to match the eye movement. In game animations will still be 60 fps.
 
If you consider full 3D immersion 'gimped' then yes. But to me that's like calling solid 60 fps fluid action 'gimped' next to a very pretty 5 fps picture slideshow. I'd take simple (but well lit) 3D visuals over the typical shader rich eye-candy in the right experience.
 
If you consider full 3D immersion 'gimped' then yes. But to me that's like calling solid 60 fps fluid action 'gimped' next to a very pretty 5 fps picture slideshow. I'd take simple (but well lit) 3D visuals over the typical shader rich eye-candy in the right experience.
Well, we will see how much visual fidelity they will have to sacrifice in order for the console to be able to produce a VR experience that eliminates all the issues.
They will have to display for both eyes, it will have to be 3D, 60fps, 1080p and process at the same time tracking of the head mounting display and move controllers.
Considering people will be paying extra a few hundred dollars/euros they will be expecting a complete experience.
PCs dont necessarily have the same limitations as. A very immersing VR experience at higher resolutions, better framerates and better visuals could make the PS4 offerings pale in comparison as it will be required to make even more sacrifices.
For example, I am pretty sure there will be people out there that would love to play a super realistic GT7 with VR without compromises or at least, without any jarring compromises. If Sony can provide a very good experience without too many sacrifices it will be great. But it remains to be seen what kind of quality we will get. The PS4 is already having some difficulties maintaining 30fps with some good looking games, so I see Morpheus as a bigger challenge
 
i think the developer will need to adapt they way of thinking with level design. More and more game will be "closed experience"* to make it "lightweigh to render".

*indoor is not a must. Outdoor with fake scenery and cheap skybox can work too righ? While the playarea basically is limited.
 
I'd liken the present and future evolution of VR to the adoption of modem enabled gaming on PC and consoles(xband) in the 90s. While both platforms had examples of early support that may have been similar (both very niche and rudimentary), the 'win' for the PC was that it didn't have to make a long term commitment to an early specification.

Morpheus and these first generation batch of HMDs on the PC will probably deliver similar enough experiences to not paint each other in an unfavorable light, but the issue is going to be how frequently and consistently the mobile iterations are going to be coming. We're very likely to see a Galaxy Note in the coming year that's hitting 4K res, and even though the phones won't have the horsepower, input, or tracking that Morpheus will, that resolution difference will be dramatic and become an increasing liability for Sony trying to market Morpheus as new/cool tech year after year. Hopefully Sony doesn't over commit to this just because it's a highly visible value-add over Xbox.

During the Oculus Kickstarter and initial sales pitch from Carmack, Palmer, Abrash, etc it was stated that it was "day zero" for VR. IMO it'll still be day zero even after Morpheus, CV1, and Vive are launched. Similar to how low baud modems were for gaming - novel and cool, but what's really exciting about it is the stuff that's around the corner.
 
They didn't really imply they were considering pc, just that it needs the ps4 to work, they also said something similar about move. They didn't make drivers.

Sony have no good reason to make a PC driver, yet.

They did release a program you could run on the PS3 that would do move tracking and submit the inputs over a network to your PC for development/experimentation. I suspect this was built for media molecule and is what they initially used to build their sculpting tool demonstrated at the PS4 reveal event. However, it's a bit unreasonable to expect Sony to port their entire VR and motion tracking environment to PC. It's a lot of work for no return.
 
That was because the move tracking software ran on cell. Now that the PS4 is basically a PC costs are minimal.
 
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