Sony VR Headset/Project Morpheus/PlayStation VR

Ok...my only problem with this is - What is the release date for either? Other than that, can't wait! ;)

This will be dictated by whetehr Sony announces GT7 at Paris Games Week this year or not. GT is a big EU powerhouse. So announcement at a big euro games event is an necessity. It'll either be PGW this year or Gamescom/PGW next year. If PGW this yea, we can expect a release in the summer or early next year (unlikely). If GC/PGW 2016 then a release in the fall is most likely.
 
This will be dictated by whetehr Sony announces GT7 at Paris Games Week this year or not. GT is a big EU powerhouse. So announcement at a big euro games event is an necessity. It'll either be PGW this year or Gamescom/PGW next year. If PGW this yea, we can expect a release in the summer or early next year (unlikely). If GC/PGW 2016 then a release in the fall is most likely.
I thought a few months ago they said qtr 1 2016 ? If it slips to fall they will most likely being going against a second gen vive and a cheaper or even second gen oculus. Seems weird to delay that far
 
Yet another Move modification patent from SCE, it's a directional force feedback for both the controller and the headset. I think this is currently the missing link for VR controllers. The rumble motor is inadequate. The controller has 6 DoF movement so the feedback should ideally be 6 DoF.

http://www.freshpatents.com/-dt20150820ptan20150235530.php
The haptic device is used in order to give a user who holds or wears this device a feeling as if a force was applied in a predetermined direction. For example, by using such a haptic device as a controller of a game machine, a game with a more feeling of being present in a real world can be enjoyed. The haptic device incorporates a weight and can present a haptic sensation to the user by vibrating this weight in such a manner that the movement velocity differs between the direction in which the haptic sensation is desired to be generated and the opposite direction thereof.
 
Yet another Move modification patent from SCE, it's a directional force feedback for both the controller and the headset. I think this is currently the missing link for VR controllers. The rumble motor is inadequate. The controller has 6 DoF movement so the feedback should ideally be 6 DoF.

http://www.freshpatents.com/-dt20150820ptan20150235530.php
Hope they can integrate analogue stick for added input options on those.. (Cannot view images)
 
I'm sure I'm not the first to say it but I'd really like Sony to bundle move+ controllers.

I think Oculus's controllers later stance is fine for the affluent PC space. In the console market I can't see much being developed to take advantage of moves unless they're bundled.
 
The Vita thumbsticks are a perfect fit IMO. But if you target Move+ with thumbsticks by design, you render all the existing Move's kinda useless. So I suppose it does have to be bundled and the other Moves relegated to recycling as they have no future on PS4. Which would be better than sticking to the original Move design for PS4 and Morpheus.
 
I thought a few months ago they said qtr 1 2016 ? If it slips to fall they will most likely being going against a second gen vive and a cheaper or even second gen oculus. Seems weird to delay that far
Sony didn't overpromise.
Occulus was planning for 2015 and delayed to Q1 2016.
Vive was bullish about a 2015 launch... and delayed to Q1 2016.

Second gen in fall? :confused:
 
Sony didn't overpromise.
Occulus was planning for 2015 and delayed to Q1 2016.
Vive was bullish about a 2015 launch... and delayed to Q1 2016.

Second gen in fall? :confused:

well valve/htc just announced limited quanities in 2015 of the vive.

Second Gen of that is still a possibility. Also based on what I was replying to(Morpheus in the fall speculation) the vive launching with limited shipments in 2015 could still be replaced with a successor in fall of 2016. I think it would be too early for a second gen rift however. But both should see price reductions by the fall.
 
Other than dev kits and paper launch, the official launch windows are Q1 2016, Q1 2016, and H1 2016.

Before talking about price drops, let's first try to predict the launch price points of Oculus, Vive, and Morpheus.
 
Other than dev kits and paper launch, the official launch windows are Q1 2016, Q1 2016, and H1 2016.

Before talking about price drops, let's first try to predict the launch price points of Oculus, Vive, and Morpheus.

Well we should know by nov what the vive will be priced at. First out of the gate and with HTC in such financial trouble I expect it to be priced the highest of the three. I would think e3 would be a smart time for Sony to launch it. Who knows with oculus. perhaps the march time frame ? I dunno. I excpect Morpheus and rift to be priced about the same with perhaps Morpheus getting bundled with GT6 or whatever they are up too
 
I am a little worried about VR because I havent seen anyone covering a solution about how we move in the virtual world. All game demonstrations I remember were stationary, on rails or in a vehicle. The Move controller need those thumbsticks in order to give the ability of movement. But how can someone balance the VR head mount orientation with the movement coming from the thumbsticks?
Strafing may not be a problem. But changing a direction with the stick could interfere with the head tracking making things confusing and nauseating. You cant have the VR replace the directional stick either. We will be typically sitting on a couch and our heads dont turn 360 degrees. A player who may want to go right cant have his head turned right constantly in order to go that direction.
How did they solve this?
 
I am a little worried about VR because I havent seen anyone covering a solution about how we move in the virtual world. All game demonstrations I remember were stationary, on rails or in a vehicle. The Move controller need those thumbsticks in order to give the ability of movement. But how can someone balance the VR head mount orientation with the movement coming from the thumbsticks?
Strafing may not be a problem. But changing a direction with the stick could interfere with the head tracking making things confusing and nauseating. You cant have the VR replace the directional stick either. We will be typically sitting on a couch and our heads dont turn 360 degrees. A player who may want to go right cant have his head turned right constantly in order to go that direction.
How did they solve this?

Locomotion is a big problem and one solution has been teleportation. It certainly won't match the narrative of every game out there but the word is that it works. Have never tried any VR myself and I'm very worried about convergence / divergence clash, I'm one of those that are badly effected by nearby objects forcing my eyes to converge (and my lens to defocus on distance).

I'm one of those that always advocated for analogue sticks on the move, and I still do for Morpheus, but apparently you do not need those for locomotion (tank controls, move to direction of gaze, teleportation will not need those sticks) but they couls have been used elsewhere (extra control options like fine finger control etc.)
 
I am a little worried about VR because I havent seen anyone covering a solution about how we move in the virtual world. All game demonstrations I remember were stationary, on rails or in a vehicle. The Move controller need those thumbsticks in order to give the ability of movement. But how can someone balance the VR head mount orientation with the movement coming from the thumbsticks?
Strafing may not be a problem. But changing a direction with the stick could interfere with the head tracking making things confusing and nauseating.
I'm hearing movement in VR is being problematic. Even thumbsticks may not work because it might just mess the head up. No-one pursuing VR could anticipate this. Wouldn't it be tragic if it's psychologically not possible for VR to work without full body tracking and haptic feedback?
 
I think it might just get, getting used to. I think the biggest issue is whether most people are willing to go through the acclimation process.

Watch this guy crush HL2 on rift DK1!
I believe!
 
I think it might just get, getting used to. I think the biggest issue is whether most people are willing to go through the acclimation process.

Watch this guy crush HL2 on rift DK1!
I believe!
This guy is standing so that he can turn in all directions. I guess he is using some kind of strafing on the gun controller, while his head mount replaces the mouse/camera movement.

How can you do that with wires attached on the VR or while sitting is beyond me
 
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