Sony GDC Project Morpheus Designing a Believable World Video 8/24/15

Early on we thought a lot about coping with the player putting their head and hands through objects and the boundaries of the scenery [clipping], and we planned some pretty complicated systems to cope with this. But in the end we found it really wasn't an issue; that when strong immersion is maintained, obeying the rules of the world switches from a conscious choice to an instinct.

...

Now we still have systems designed to cope with problematic player movement, but as a result of our findings the designs have become simpler and more focused on the worst case scenarios. So we have to have protections in place in case the player moves out of view of the camera, but say for guarding against them clipping through the edge of the car window as they lean through it, well if strongly immersed most players will simply duck their head exactly as they do in real life.

Interesting insight. Starts around 7:15
 
Thanks op!
Also love Shu's intro in the 3 min vid lol.

shuwep4l.gif
 
Talks about how in the first "Deep" demo (with the shark cage), there was an avatar in-game that mimicked your moves; you bent down and it bent with you.

Then they created a different version of the demo that had jellyfish all around the person, and having the avatar in the game made it difficult to see everything and was causing issues with being able to see everywhere, so the temporarily removed it from the demo.

And no one who played the demo noticed or cared that the avatar was missing, even those that had played the previous version with the avatar.

What we learned from that was that immersion comes from continuity, not from complexity, and not really from realism.

The second thing we learned was that the subconscious is very unforgiving; so a small number of systems behaving consistently all the time can fool the subconscious into believing this is real but the tiniest amount of inconsistent behavior risks wasting the potential value of that complicated setup.

Starts around 10:50
 
Solid talk, I want too hear from anton since he was on the Hardware side and no on the software side. I would love to hear him give an interview.
 
Didn't know that Anton moved to Media Molecule. I liked him in the R&D group. Hopefully he's helping them with Dreams and VR.
 
Didn't know that Anton moved to Media Molecule. I liked him in the R&D group. Hopefully he's helping them with Dreams and VR.

imo Dreams has the potential to be a killer app for Morpheus. The details we have on the mechanics and how world building works is sparse, but I've got a feeling we're in for something special. Really hope they add support to it.
 
Man, if Sony has the ability to make a lot of people actually try this thing it will sell loads. They need VR Themed trucks all over the world, lol. I actually tried OR a few months ago and it was fucking awesome, even with the low resolution.
 
Making VR A Reality Sony Project Morpheus Dev Team 8/24/15
https://www.youtube.com/watch?v=W5yluKN1O10&feature=youtu.be&a
If you want to get pumped about VR watch this video. That was really slick.

I saw that someone posted this on Reddit/r/oculus on the Moprheus 3 minute interview:

https://www.reddit.com/r/oculus/com...pheus_exclusive_interview_making_vr_a/cufdeqh





That's potentially great news. Does this mean that Morpheus might be cross-platform (PC)?
I doubt it. I think they just don't want people thinking Morpheus is just another peripheral.
 
I saw that someone posted this on Reddit/r/oculus on the Moprheus 3 minute interview:

https://www.reddit.com/r/oculus/com...pheus_exclusive_interview_making_vr_a/cufdeqh

FYI:
When Shuhei Yoshida in Shanghai last month he mentioned PS4 is part of the Morpheus System not vice versa as many people assumed.
Take that whatever you like ;)



That's potentially great news. Does this mean that Morpheus might be cross-platform (PC)?

I read that as "Don't expect it to be priced less than the PS4"
 
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