Sony VR Headset/Project Morpheus/PlayStation VR

The same should be true of a 970 with Oculus Rift. Over time it will obviously fall behind in being able to max out game settings, but it should at least be capable of native res at 90fps at some setting combination for a long time.

Part of the recommended specs from Oculus was a commitment to stick to them for the life cycle of the HMD, so I'm figuring that means we get a good ~2 years of the 970 being the performance target for software published through the Oculus store. I'm sure non-made for VR titles like Elite Dangerous, Star Citizen and the plethora of simulators will carry the usual feature/performance creep though over that period and give people the ability to stretch the legs of their Pascal SLI rigs.
 
Yeah, only around 50% more :|

For a setup knocking on 6-8x more powerful? Is that such a terrible premium? Why are we even comparing prices between the setups? Is it really so hard to accept that Oculus on a good PC will provide a better technical experience but at a greater cost? Surely that's something we can all just accept and move on?
 
Before the PC master race exposed their insecurities in this Sony thread :p, I was talking about the accessible price of Morpheus, in the context of building up a user base quickly.

I want to repeat that the PS3 never dropped in sales as PCs became much more powerful than the PS3. History have proven over and over that PC's bigger ePenises, being a regular and more expensive surgery, never impacted sales on the console side.

There will be around 35M PS4 at Morpheus launch, growing by 15M/year. The PS Camera has a 15% attach rate (despite not having a lot of support yet), the main controller will be the DS4, and the Move is currently at $28 on amazon. Yoshida said recently that the purchase intent for anyone who tried Morpheus is "overwhelming". Let's start with this. How many will it sell in the first year?
 
If Sony makes maybe three to five really solid games in different genres, I think it'll be a Kinect-like success. I think if it comes with tech-demo type games, and nothing really concrete, it won't take off. Kinect probably left a lot of people cynical about buying a device on the promise of future content. Not really worried that Sony won't have the games to go with it.
 
the problem will be the price and games. If its expensive but have lots of compelling games, i think early adopters will gladly buy it.

i also hope sony made "demo bundles" with Morpheus. So you got the demo for london heist 1 mission, summer lesson 1 mission ,kitchen 1 mission. Probably just release the same stage/level shown on show-floor/E3/TGS as the demo.

so early adopter with tight budget will go from "wait for a while" to "buy right now" to play morpheus free demos. and they will know which game to buy in the future (or buy them all if VR do give new experience that people cant stop craving).

too bad sony probably wont release PC drivers, so it wont get market from architecture, education, etc. But if PSVR sells really well, probably the community will make the drivers.
 
They also need a good app for watching movies, Netflix support, and PS Vue too. These don't have to be super duper 3D/VR, though the better they are the more it helps, they just need to work so that the PS-VR becomes the display of choice for that ps4.

In other words, for me if they have support for those apps, I am more likely to buy a PS-VR AND another ps4 and have it setup in the bedroom and use it all the time.
 
@upnorthsox i was hoping sony would allow PSVR to be used as generic display (displaying normal PS4 at floating window or in a virtual theatre). Thus allowing PSVR to be used for EVERYTHING ps4 has to offer.

it will be really good for students with cramped room or for people that travels.
 
Virtual theater is going to be the absolute worst way to watch a movie. Better off just showing the movie on the internal screens without an compromise to the visual quality. It's dual 1080p, right? So just show the frame on each eye.
 
If Sony makes maybe three to five really solid games in different genres, I think it'll be a Kinect-like success. I think if it comes with tech-demo type games, and nothing really concrete, it won't take off. Kinect probably left a lot of people cynical about buying a device on the promise of future content. Not really worried that Sony won't have the games to go with it.
Also what makes it different from Move, Kinect, and Wiimote, is that third parties can make games cross-platform. If both PSVR and Rift kick off well, the ports become financially viable. Making a game with a cross-platform engine supporting VR, like Unreal or Unity, is not nearly as difficult as porting between PS3 Move, Wiimote, and Kinect (if it was ever possible). Motion gaming required different gimmick style of game for each controller on each platform, or just simple experimental features added to safe game genres. There are already "VR genres" emerging which will make the investment in VR much less risky and experimental.

It's a bit ironic that VR might bring back motion gaming as a more viable proposition, since the controllers are now all much more similar with a true 1:1 mapping of a wand in each hand, which Sony pioneered but never supported sufficiently.

I don't think they can afford to go slowly trying to profit from the hardware. They need shock and awe at launch. I truly believe $400 for the headset alone would be a mistake. Not because I wouldn't buy it at that price, but because the user base would be too small for third party support. Normally the pressure to prioritize massive user base should come internally from Adam Boyes, I suppose, but Shu Yoshida seems to imply he's well aware of this.
 
Before the PC master race exposed their insecurities in this Sony thread :p, I was talking about the accessible price of Morpheus, in the context of building up a user base quickly.

I want to repeat that the PS3 never dropped in sales as PCs became much more powerful than the PS3. History have proven over and over that PC's bigger ePenises, being a regular and more expensive surgery, never impacted sales on the console side.

There will be around 35M PS4 at Morpheus launch, growing by 15M/year. The PS Camera has a 15% attach rate (despite not having a lot of support yet), the main controller will be the DS4, and the Move is currently at $28 on amazon. Yoshida said recently that the purchase intent for anyone who tried Morpheus is "overwhelming". Let's start with this. How many will it sell in the first year?

I'm gonna say > 5.5m units in the first year is realistic.

I'm not gonna expect kinect-like sales, becuase there's a huge difference between £150 and £300-£350, plus kinect launched at the tail end of the 360's life when the installed base was probably over double what the PS4 installed base is now.
 
Virtual theater is going to be the absolute worst way to watch a movie. Better off just showing the movie on the internal screens without an compromise to the visual quality. It's dual 1080p, right? So just show the frame on each eye.
my understandng is that, watching a movie like that is too disorienting. the movie will fill your whole field of view, incuding side-view (dunno what it was called)
 
@MrFox Very true. Unreal etc make it much easier to do VR and make multiplatform VR games. I just hope Morpheus launches with some solid titles. A tech demo thing is cool to play around with, but it really needs to have some solid games at launch. If it does I believe it will be a success.
 
Also what makes it different from Move, Kinect, and Wiimote, is that third parties can make games cross-platform. If both PSVR and Rift kick off well, the ports become financially viable. Making a game with a cross-platform engine supporting VR, like Unreal or Unity, is not nearly as difficult as porting between PS3 Move, Wiimote, and Kinect (if it was ever possible). Motion gaming required different gimmick style of game for each controller on each platform, or just simple experimental features added to safe game genres. There are already "VR genres" emerging which will make the investment in VR much less risky and experimental.

It's a bit ironic that VR might bring back motion gaming as a more viable proposition, since the controllers are now all much more similar with a true 1:1 mapping of a wand in each hand, which Sony pioneered but never supported sufficiently.

I don't think they can afford to go slowly trying to profit from the hardware. They need shock and awe at launch. I truly believe $400 for the headset alone would be a mistake. Not because I wouldn't buy it at that price, but because the user base would be too small for third party support. Normally the pressure to prioritize massive user base should come internally from Adam Boyes, I suppose, but Shu Yoshida seems to imply he's well aware of this.

please dont be 400 USD... im out of job and my country currency exchange rate is still deep in the ravine...
 
my understandng is that, watching a movie like that is too disorienting. the movie will fill your whole field of view, incuding side-view (dunno what it was called)

Interesting. I just think watching a virtual cinema will ruin the image quality too much. I'd rather just watch on my tv or a monitor in that case.
 
Virtual theater is going to be the absolute worst way to watch a movie. Better off just showing the movie on the internal screens without an compromise to the visual quality. It's dual 1080p, right? So just show the frame on each eye.
As orangpelupa says, the FOV is wrong for watching a movie. You also need stereoscopic separation or the image with be literally inches in front of your eyes.

A VR environment is a very good idea for those living in small spaces. You can project a sense of space and escape the claustrophobia of cramped digs. Instead of watching the film on a small TV at the foot of your bed against a grimy wall with your lecture notes and laundry all over the place, you can watch a massive TV in a beautiful, serene high-rise apartment or have a virtual cinema all to yourself. You could even meet friends in the same VR cinema given a suitable avatar solution and talk to your heart's content over the movie without worrying about other movie goers telling you to hush. Or you could even watch the film projected in the sky over a Caribbean beach.
 
As orangpelupa says, the FOV is wrong for watching a movie. You also need stereoscopic separation or the image with be literally inches in front of your eyes.

A VR environment is a very good idea for those living in small spaces. You can project a sense of space and escape the claustrophobia of cramped digs. Instead of watching the film on a small TV at the foot of your bed against a grimy wall with your lecture notes and laundry all over the place, you can watch a massive TV in a beautiful, serene high-rise apartment or have a virtual cinema all to yourself. You could even meet friends in the same VR cinema given a suitable avatar solution and talk to your heart's content over the movie without worrying about other movie goers telling you to hush. Or you could even watch the film projected in the sky over a Caribbean beach.

Maybe I'm just a movie purist, but I'd rather watch the movie on a laptop screen where the image quality is not compromised so much.
 
The virtual movie theater is quite cool, I tried it on a gear VR, but it will still need higher res displays to really be great.

I've tried it. It's a neat novelty. It's probably a good idea for Sony to make that kind of app available, but I don't know how popular it will be. Really, they need well-reviewed games that have longevity. They need games that you want to revisit. You can have one Wii Sports type game, but after that you need things that are meatier. VR racing, shooters, RPGs, strategy games, rpgs or whatever; Games that people will invest significant time into.
 
Back
Top