TheGuardian
Member
Pretty nice, clean graphics in those demos. Simple, but pleasing.
Is EvE/Thief on another day, or are they here today?
They're rotating the demos. Today is the WWS ones.
Pretty nice, clean graphics in those demos. Simple, but pleasing.
Is EvE/Thief on another day, or are they here today?
Gotta spread those hits, mang.Kotaku article. Light on actual impressions aside from the headline, but has some tidbits from their conversation with Anton and Yoshida.
They got to play EvE, but beyond saying that they don't give their impressions of it! Haven't watched the videos yet, but they say they'll get into deeper impressions and comparisons with Oculus DK2 in another article.
We Just Tried Sony's PS4 Virtual Reality Headset. We Like It.
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Videos at the link may have more.
Holy shit, eye tracking? Nice.
They're rotating the demos. Today is the WWS ones.
It looks quite polished for a device not coming out this year.
It looks quite polished for a device not coming out this year.
Ideal team:
1) Oculus for R&D on how to make VR better
2) Sony for lenses from their experience with cameras
3) Samsung for OLED
Chance of this happening: 0%
Thanks for the link, love stuff like this. Could you link me to the most impressive vids or at least the videos that capture the immersiveness the best? Hoping to make it out to E3 this year, so I'm assuming I'll get to try it then, but for now I'll scratch that itch with vids.
I think Sony being a consumer electronics company, comfort, form factor and industrial design were given special emphasis before a reveal to GDC attendants.Yeah it quite suspense. Seem all the design planning look so complete. Maybe it's very ready than we thought, just they need more contents such as software, media etc, to be ready.
I'm surprised that it's comparable to the Oculus Rift. I honestly expected it to be watered down.
Neato. Impressed with Morpheus managing to reduce the screen-door effect better than Crystal Cove, since I thought CC having OLED would give Oculus the edge in that regard? But that FOV sounds like a problem that I hope they can fix.
‏@ID_AA_Carmack
https://twitter.com/ID_AA_Carmack/status/446271995668217857
John Carmack - "Calibrate PS4 VR expectations: a game that ran 60 fps on PS3 could be done in VR (stereo 1080 MSAA low latency 60 fps) on PS4."
Really? With Sony's much bigger R&D, I expected the opposite. And I think it has delivered in that sense, being advanced of OR.
The headset itself is also ... conspicuous. It's comfortable while worn, but it's covered in lights, and combined with the light from the controllers you can start to feel like you're inside a very strange rave. It's not a problem once you're inside the game, but it can be very strange to watch someone flail around with lighted controllers while their head is also covered in lights. Those lights are most likely used for calibration with the camera, but they make the helmet feel like a prop from a Daft Punk video.
These are nit picks though, and they can be adjusted or fixed for the final version. Sony's challenge was to prove that it could do virtual reality as well as the Oculus Rift, and they passed that test with ease.
The display looks wonderful, the demos were running at 60 frames per second, the screens looked just about as good as the Rift Development Kit 2, and the issues with light bleed and field of view can be fixed with a different fitting around the eyes and a slightly different display.
Sony has nailed the hard parts of virtual reality, and now it's just a matter of finishing the hardware and shoring up software support. Based on these early demos, they're onto something special.
Yep... VR is so fucking rad.The Kotaku videos are worth a look.
Hey Carmack, the ocean called, their running out of salt.
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Seriously though, I was thinking about this last night. Realistically, for what VR requires, and considering the PS4 hardware, after the announcement last night i've already set my expectations to PS2 quality games. Only with better textures, AA, res and framerate.. and maybe some improved lighting and other effects.... pretty much everything that annoyed me about PS3 games over the last few years, improved upon but now playable and in VR.
If sony can somehow optimize and work some magic, it could only get better.
The post-Oculus world has a minimum level of quality for virtual reality that new products have to at least match, if not clear, and Sonys push into console-based virtual reality could poison the well for other companies if their high-profile hardware isnt up to the task.
Luckily, it works well. Very well.
Its not all perfect, though. There was some light bleed from under the screen that could be distracting, although youll likely not notice it once the game begins. The field of view is also less than perfect, you can see black bars to the left and right of your eyes. Its not terrible, but when you combine it with the light from the bottom of the screen it can become very clear that youre not perfectly immersed in the game
The Move controllers work very well the majority of the time, but in the course of playing the demo the calibration failed enough times to be frustration. It's very strange in virtual reality to feel like your hands in the game are your hands in real life, and that feeling is handled very well, until there is a glitch and your hand jumps five feet in the wrong direction. It takes you completely out of the experience, and can almost make you sick.
The other interesting bit is that Sony showed two demos where you're standing up. They encourage you to bounce up and down, to take a step or two in any direction. The Rift is often demoed as a sit down experience, and Sony seems to be very comfortable having you on your feet, allowing for much more motion.
The display looks wonderful, the demos were running at 60 frames per second, the screens looked just about as good as the Rift Development Kit 2, and the issues with light bleed and field of view can be fixed with a different fitting around the eyes and a slightly different display.
Really? With Sony's much bigger R&D, I expected the opposite. And I think it has delivered in that sense, being advanced of OR.
It's not really that, although it is, but it's also the lens creating focus. Check out this.
http://vr.mkeblx.net/oculus-sim/
Hey Carmack, the ocean called, their running out of salt
It's kind of like that, yeah. It's hard to explain where that simulation falls apart really, it's not right, but it gives a good sense of it.That's cool as hell.
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Damn, until we have 4K the graphics will be crappy. Lots of work to be done.
Is the persistence so high in the real DK1? Even turning slowly it shows clearly.
There's no.."salt" (can someone please kill this meme..) Carmack is pointing out a fact that is true for every platform trying to run a VR device: VR is more demanding to drive, and more so than most people realize.
This is Chris Burns from SlashGear - we JUST posted this one as well: http://www.slashgear.com/project-morpheus-first-impressions-ps4-vr-headset-in-motion-19321318/
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This is Chris Burns from SlashGear - we JUST posted this one as well: http://www.slashgear.com/project-morpheus-first-impressions-ps4-vr-headset-in-motion-19321318/]
Did sony say they are open to upgrading the specs
Look, I'm ignorant when it comes to what's technologically possible, but I have to ask:
A VR HMD that is essentially a computer but still retains a size similar to this Project Morpheus prototype, that can digitally download games and physically be an all-in-one VR-console.
Possible?
How much does a crappy cellphone camera cost? I would like to see them put one in the front of the thing, then just by pushing a button, you can see the outside real world.
All these lights is redonk.. surely they could hide the sensors like the OR DK2 right?
Come again?
The glowing orb on the back ?How will it track move controllers /DS4 if you turn away from the camera?