Recommended Posts

1395193046892.jpg

The viewing angle is also apparently the same as Rift.

Lastly

Sony isn?t working with Oculus to unify the development environment, but it is open to doing so and finally, the amount of power required to enable VR means Vita and mobile compatibility are unlikely at this point.

http://www.edge-online.com/news/pote...ject-morpheus/

From one of the things I read it's going to require the PS camera for movement tracking, Sony really should have bundled that then like Microsoft did, now you need to buy two things :laugh:

Let's force bundle a camera for unannounced VR tech that has quite a while to come out and will clearly not be in everyone's price range initially. Sounds like a great idea for consumers :/

In the UK at least anyway there was one launch bundle with Killzone and the camera.

  • Like 2

1395193046892.jpg

The viewing angle is also apparently the same as Rift.

Lastly

http://www.edge-online.com/news/pote...ject-morpheus/

Let's force bundle a camera for unannounced VR tech that has quite a while to come out and will clearly not be in everyone's price range initially. Sounds like a great idea for consumers :/

In the UK at least anyway there was one launch bundle with Killzone and the camera.

 

the OR dev kits have only been released as the sub HD ready version yet.

 

the final version will be full HD.

 

though, I believe it will use a single 1080 screen for both eyes. 

My main question is the same with all announced headsets.... WILL THEY FIT OVER GLASSES!!!!???

 

they don't need to. the optics are adjustable.

1395193046892.jpg

The viewing angle is also apparently the same as Rift.

 

I would expect it to be, Sony have a lot more money to invest in VR compared to Rift and have been trying to make a consumer version for years. Finally they have hardware which would make it worthwhile (PS4) and are finally releasing one.

There is no requirement to use the move controller with the PS4, move controllers were needed for motion detection on the PS3.

Sony clearly said at their event that this VR headset was designed to work with move and the ps4 eye. Now I would guess its not required, but it seems clear Sony intends to push all three as a complete experience.

It makes a lot of sense.

 

 

1395193046892.jpg

The viewing angle is also apparently the same as Rift.

Whoa, its superior?

I'm confused then. Rift requires some fairly hefty hardware on the pc to work well. If Sony is able to produce a headset that works with the weaker ps4 that offer better visual quality, then they have really achieved something.

Now I'm very interested to see what the final specs are.

Sony clearly said at their event that this VR headset was designed to work with move and the ps4 eye. Now I would guess its not required, but it seems clear Sony intends to push all three as a complete experience.

It makes a lot of sense.

No, it does require the PS Eye. Unlike the rift, it doesn't have a full sensor suite for detecting rotation, tilt and all that. It uses the eye for doing all this. Personally I think it's a bad idea that will add delay and possibly less accuracy. They might change this anyway and it seems to work fine as it is, it's not like the VR headset movement needs to be instant anyway.

No, it does require the PS Eye. Unlike the rift, it doesn't have a full sensor suite for detecting rotation, tilt and all that. It uses the eye for doing all this. Personally I think it's a bad idea that will add delay and possibly less accuracy. They might change this anyway and it seems to work fine as it is, it's not like the VR headset movement needs to be instant anyway.

Ah ok, does it also require using Move or is that optional? This sounds like the setup I would expect MS to use as well.

 Whoa, its superior?I'm confused then. Rift requires some fairly hefty hardware on the pc to work well. If Sony is able to produce a headset that works with the weaker ps4 that offer better visual quality, then they have really achieved something.Now I'm very interested to see what the final specs are.

The rift today isn't very optimized in its rendering especially since it uses a single screen and need to do some image manipulation on top of everything.

The thing that makes it sharper is that it's full HD which the current OR isn't, it's also full HD x2 which the final OR won't be but full HD/2 where each eye gets half horizontal res, slightly less that that as well actually due to the way the OR presents and delivers the image(if you see the actual picture rendered on the OR screen you'll see it doesn't go entirely to the edge of the screen and it's kind of oval so you lunch a whole lot of pixels in the corners).

Now this might seem like these VR images would require more power, but they might actually require less. We know the PS4 can do full HD even if it may need to sacrifice some FPS or details in the form of effects or poly counts. Either way it's not a problem, we also know it can do stereoscopic rendering like the PS3 and 360 at very little cost due to not fully rendering two cameras at full HD but rendering a layered image or something and applying some fancy stuff on top, either way it works. These glasses basically work like that they just give each eye one of the stereoscopic full frames.

Ah ok, does it also require using Move or is that optional? This sounds like the setup I would expect MS to use as well.

 

If it's virtual reality, using Move makes more sense than a controller but that's just me. :/ A Kinect like approach will suit it the best though.

Ah ok, does it also require using Move or is that optional? This sounds like the setup I would expect MS to use as well.

As far as I understand it's optional and up to the game, on a racer or flight sim for example you'd want to use a pad/stick/wheel while... Well I'm sure there some kind of game where you'd want to be able to use the move controller... As cool as it would be Ina FPS game to use the move to move your hand and aim, in practicality I would rather run around with a regular controller while using VR to look around, imagine how quickly your arms would get tired from playing SWAT VR for a few hours with move controllers ;)

this thing will never take off.

now, if you own a ps4 and want to experience it, you're going to have to purchase the ps4 camera and the VR.  

 

And I'd personally hate to wear anything on top of my glasses to experience anything. 

 

I'd rather just ms concentrate on making illumiroom a commercial reality rather than focusing on VR tech that'll likely fail, commercially.  The large majority of people, right now, do not want to be wearing these great, big things on their heads when they're playing a game (I'm assuming).  

this thing will never take off.

now, if you own a ps4 and want to experience it, you're going to have to purchase the ps4 camera and the VR.  

 

And I'd personally hate to wear anything on top of my glasses to experience anything. 

 

I'd rather just ms concentrate on making illumiroom a commercial reality rather than focusing on VR tech that'll likely fail, commercially.  The large majority of people, right now, do not want to be wearing these great, big things on their heads when they're playing a game (I'm assuming).

You don't wear glasses with a VR helmet/visor. You adjust the optics until you see clearly.

Impressions getting rounded up here - http://neogaf.com/forum/showthread.php?t=787487

 

AewKxuS.png

 

 

BjG7pF6CUAAdHj3.jpg

So the resolution is not an issue for Morpheus. The depth is good, comfort is good... Not best tracking, but can be fixed I think. I'm definitely looking forward to developing for Morpheus. #GDC2014

Morpheus did not feel the same as oculus. I mean that in more than one way. The only thing I would have liked more besides tracking is that the sound was too quiet so I could not hear the nuances of the sound work done by Sony.

The first demo I played was The Deep. I was inside a cage going underwater and got attacked by a shark. The second demo was one where I could move more freely; punching and shooting in a medieval setting. I got eaten by a dragon. Both demos looked impressive graphically and the depth was very well done. Bubbles close and wreckage far away in the deep. The current downsides for Sony to work through: tracking, quicker resetting of calibration, and perhaps the sound.

What currently sets Morpheus apart from what I've done with oculus is the clarity of very near and far as well as full body tracking, and overall comfort of course. The consumer version of Morpheus (as this was a prototype) will hopefully have more precise tracking with good calibration, and good 3dsound. I must emphasize the comfort. Morpheus is very comfortable; I didn't even think about that I was wearing it until I got asked in an interview.

Project Morpheus gets Sony a gold star so far.

  • Like 2

Not a big surprise really, something like this takes time to develop (never mind getting developers using it), but apparently won't be seeing it until 2015 at least.

http://www.theverge.com/2014/3/19/5526640/sony-project-morpheus-wont-be-released-this-year

Sony has done it again, VR could be the new hot thing for them. That will also have the nice bonus side affect for them of making the ps4 eye much more popular as well.

Now they just need content and a decent price. I assume they will offer it alone and then in a bundle with the ps4 eye.

Based on that picture from the demo, using the ds4 with it is fine, but I could see this setup resulting in Move controllers getting a lot more popular as well.

Sony clearly said at their event that this VR headset was designed to work with move and the ps4 eye. Now I would guess its not required, but it seems clear Sony intends to push all three as a complete experience.It makes a lot of sense.

As someone who owns a PS4 and the PS4 Eye I can tell you that you don't require move controllers to use the motion control. Move controllers were a requirement for PS3 but aren't for PS4. Obviously you can hold onto them when your playing motion detection games (like Just Dance, Playroom or something) on the PS4 if you prefer to hold onto a controller and it gives slightly better tracking accuracy but it's not required I use the PS4 without move controllers.

As someone who owns a PS4 and the PS4 Eye I can tell you that you don't require move controllers to use the motion control. Move controllers were a requirement for PS3 but aren't for PS4. Obviously you can hold onto them when your playing motion detection games (like Just Dance, Playroom or something) on the PS4 if you prefer to hold onto a controller and it gives slightly better tracking accuracy but it's not required I use the PS4 without move controllers.

I never said it was required at all. I said designed to work with those things.

In a VR setting, the Move controllers could be very useful.

I know full well that the ps4 eye works on its own for motion controls as I have used it myself. I was just talking about this new VR announcements,

You don't wear glasses with a VR helmet/visor. You adjust the optics until you see clearly.

 

You can wear glasses with it. I don't know if you have to, but you can.

 

 

 

Designed to fit any head, and even slip over glasses, the headset features an open and adjustable design to avoid fogging and overheating, Sony said. It will also support custom headphones.

 

 

The real issue is making it wireless. No one is going to want big cables hanging off of the thing while playing.

The real issue is making it wireless. No one is going to want big cables hanging off of the thing while playing.

Yeah, how in the world are you going to transmit a 1080p single with a high frame rate over a wireless signal. The variables are quite numerous. I mean the best use of wireless I have seen would be something like the ps4 remote play with a Vita, but even though doesn't work at full quality and its a much small screen.

You don't wear glasses with a VR helmet/visor. You adjust the optics until you see clearly.

That would be wicked cool. I don't know if they'll be able to adjust for other vision issues people have, between stigmatisms and whatnot, but I'm simply nearsighted. It'd be amazing to play without glasses...

 

As far as wires are concerned, I really wouldn't mind honestly. I've got a mix of wired and wireless devices and it's not really a big deal for me. Both sides have their perks. I'd easily sacrifice having a wired VR set if it means I could have a good wired VR headset. :P

 

I'd like to hear/see more about people using this of course. I really hope the development takes off here, as opposed to being this gimmicky idea that doesn't get used well. Oculus has quite the momentum behind it with Valve taking interest to it. It'd be nice if they could do something with OR on the PC and transition it well enough to the PS4's VR.

This topic is now closed to further replies.
  • Posts

    • Google adds built-in computer control to Gemini 3.5 flash by Karthik Mudaliar Google has added Computer Use as a built-in tool in Gemini 3.5 Flash, giving developers a single model that can reason about a task and operate graphical interfaces across browsers, mobile devices, and desktop environments. The feature is available through the Gemini API and Google’s Gemini Enterprise Agent Platform, although it remains a preview feature for now. Computer Use enables an AI agent to examine screenshots and return actions such as mouse clicks, scrolling, and keyboard input. A developer’s application must execute those actions, capture the resulting screen, and send it back to Gemini, creating a continuous loop until the task is completed. Google says the integration can be used for activities including repetitive form filling, application testing, research across multiple websites, and longer enterprise workflows. Gemini 3.5 Flash can work with browser, mobile, and desktop environments, whereas Google’s earlier standalone Computer Use model was primarily positioned around browser interaction. The main change is consolidation. Computer control was previously offered through the separate Gemini 2.5 Computer Use preview model. As Neowin reported when that model was introduced, it was designed to interpret a visual interface and generate actions without requiring a website-specific API. Google later brought Computer Use to preview versions of Gemini 3 Pro and Gemini 3 Flash in January 2026. The latest release now incorporates the tool into the stable Gemini 3.5 Flash model rather than requiring developers to select a specialized model solely for interface automation. Gemini 3.5 Flash itself was announced in May as Google’s latest fast model for coding and multi-step agent workflows. It supports a one-million-token input context window and up to 65,000 output tokens, along with adjustable thinking levels that let developers trade additional reasoning for lower latency and cost. Google also added that Gemini 3.5 Flash received targeted adversarial training for computer-use scenarios. The company is also offering safeguards that can require user confirmation before sensitive or irreversible actions and automatically stop a workflow when suspected prompt injection is detected. Its developer documentation describes configurable protections for areas such as financial transactions and changes to sensitive records. Google isn't the first to bring Computer Use to its platform. Anthropic has made computer control available through Claude, while OpenAI has continued improving computer-use performance in its recent models. Microsoft has also applied the concept to business workflows, including a Computer Use capability for the Researcher agent in Microsoft 365 Copilot.
    • After I installed KB5095093, the volume on my ARM laptop won't go above 20%. It's stuck on the hearing protection level, which is pretty much useless if you want to listen to anything. I rolled back.
    • Amazon Prime Day slashes Samsung's newest Galaxy Watch Ultra by 45 percent by Karthik Mudaliar Samsung’s flagship Android smartwatch has received one of its steepest Prime Day cuts. Amazon has dropped the 2025 Samsung Galaxy Watch Ultra in Titanium Blue to $357.24, saving buyers around $292 from its $649.99 list price. That's a 45 percent discount (purchase link below). The 47mm Galaxy Watch Ultra uses a titanium casing and a 1.5-inch Super AMOLED display with a resolution of 480 x 480 and peak brightness of 3,000 nits. It includes LTE connectivity, Bluetooth 5.3, Wi-Fi, NFC, and dual-frequency L1+L5 GPS for more accurate outdoor route tracking. The 2025 model has 64GB of storage, a 590mAh battery, sapphire crystal glass, 10ATM water resistance, IP68 protection, and MIL-STD-810H durability testing. Its health and fitness tools include heart rate monitoring, sleep coaching, Energy Score, Running Coach, body composition analysis, temperature sensing, and ECG support, where available. This model is best suited to Android users who regularly run, hike, cycle, or train outdoors and want cellular access without carrying a phone. The larger battery, rugged construction, bright display, and dedicated Quick Button also make it a stronger option than Samsung’s regular Galaxy Watch models for extended workouts and demanding environments. Grab the Titanium Blue Galaxy Watch Ultra before the Prime Day price resets: Samsung Galaxy Watch Ultra (2025) [Sold and Shipped by Amazon] Good to know This Amazon deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
    • Google begins rolling out its post-Epic Play Store billing model next week by Karthik Mudaliar Google has confirmed that its redesigned Play Store billing and fee structure will take effect on June 30, 2026, in the United States, the United Kingdom, and the European Economic Area. The changes will let eligible developers offer their own payment systems or send users to an external website for purchases, while separating Google’s platform service fee from the cost of using Google Play Billing. The rollout puts concrete dates and detailed rate cards behind the broader Android policy overhaul Google announced in March. That announcement followed a proposed settlement with Epic Games intended to resolve their long-running disputes over app distribution and payments, although the U.S. portion of the agreement still requires court approval. Under the new billing choice program, developers selling digital content or services can display an alternative payment option alongside Google Play Billing. They may also direct users to their own websites to complete a purchase. Developers can use Google’s standard payment-choice screen or design one that complies with the company’s user-interface rules. Choosing another payment processor does not eliminate Google’s cut altogether. The company will continue charging a service fee for transactions associated with apps distributed through Google Play, regardless of whether payment is handled by Google, an alternative provider, or a developer’s website. Google argues that this fee covers the value and infrastructure provided by Android and the Play Store. For developers earning up to $1 million annually, the service fee will generally be 10 percent. That rate also applies to auto-renewing subscriptions. When Google Play Billing is used in the U.S., U.K., or EEA, Google will add a separate 5 percent billing fee, and developers processing payments elsewhere will not pay that additional charge. This means Google’s familiar flat 30 percent commission is disappearing, but developers will not necessarily see a dramatic reduction on every transaction. An in-app purchase from an existing user processed through Google Play Billing can still reach a combined 30 percent. The biggest savings are likely to come from subscriptions, smaller developers covered by the $1 million tier, and companies able to move customers to their own payment infrastructure. Google is also offering lower rates through its Apps Experience and revamped Games Level Up programs. Apps and games that satisfy the company’s requirements can qualify for 15 percent service fees on new-install transactions and 20 percent on existing-install transactions. The criteria include performance and reliability standards, support for additional Android device categories, and selected platform features. Those program rates are scheduled to become available in the initial markets and Australia on September 30. For consumers, the immediate effect will depend on whether developers adopt alternative payments and pass any savings on through lower prices. For developers, however, June 30 begins a more flexible but considerably more complicated Play Store economy in which distribution, billing, install dates, revenue thresholds, and program participation can each affect Google’s final cut. Google is also separately developing a Registered App Stores program designed to simplify the installation of qualifying third-party stores. That initiative is expected to arrive with a major Android release later in 2026 and will launch outside the U.S. first. Google says the rest of the world will receive the changes by September 30, 2027, although billing rates for markets outside the US, UK, and EEA have not yet been announced.
  • Recent Achievements

    • Dedicated
      Scoobystu earned a badge
      Dedicated
    • First Post
      Tom Schmidt earned a badge
      First Post
    • One Month Later
      D0nn13 earned a badge
      One Month Later
    • Rookie
      +ChiefOfNeo went up a rank
      Rookie
    • One Year In
      Tom Schmidt earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      464
    2. 2
      +Edouard
      177
    3. 3
      PsYcHoKiLLa
      124
    4. 4
      Michael Scrip
      81
    5. 5
      Xenon
      76
  • Tell a friend

    Love Neowin? Tell a friend!