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

    • Indeed. But note that this has Wifi7, HDMI 2.1, BlueTooth 5.4, and 5G Ethernet, so even in the additional features list this bundle blows the Steam Machine away. And, with the money saved, one could improve this dramatically.
    • One of the strangest galaxies in our Universe could help answer some long overdue questions by Sayan Sen Image by Pixabay via Pexels | Not representative An international team of astronomers led by the Department of Astronomy at Tsinghua University has discovered an unusually metal-poor galaxy that may contain signs of first-generation star formation. The galaxy, named Metal-Pristine Galaxy COSMOS Redshift 3 (MPG-CR3), or CR3, was identified using observations from the James Webb Space Telescope (JWST), the Very Large Telescope (VLT), and the Subaru Telescope. The findings, published in The Astrophysical Journal Letters, describe CR3 as the most metal-poor galaxy known from the period known as "cosmic noon," around 11.5 billion years ago. Cosmic noon refers to a period when the universe was producing stars at its highest rate and galaxies were growing rapidly. In astronomy, "metals" refers to all elements heavier than helium, including oxygen, carbon, and iron. Because CR3 contains so few of these heavier elements, researchers say it closely resembles what scientists expect the earliest galaxies in the universe may have looked like. The discovery is significant because it could offer clues about Population III (Pop III) stars, the first generation of stars thought to have formed after the Big Bang. These stars are believed to have formed from gas made almost entirely of hydrogen and helium, before heavier elements were created inside stars and spread across the universe through supernova explosions. Hence this is why CR3 has been referred to as a "living fossil." Scientists have long believed that Population III stars existed only in the very early universe. As more generations of stars formed and died, they enriched surrounding gas with heavier elements, making the conditions needed for metal-free star formation increasingly rare. Because of this, researchers expected the formation of such stars to have largely ended after the epoch of reionization, a period when radiation from the first stars and galaxies transformed the neutral hydrogen filling the universe and made it largely transparent to ultraviolet light. CR3 appears to challenge that idea. The galaxy was observed at a redshift of z = 3.193 ± 0.016. Redshift measures how much light from a distant object has been stretched as the universe expands and helps astronomers determine how far back in time they are looking. In this case, the redshift corresponds to roughly 11.5 billion years ago during cosmic noon. Although the universe was already several billion years old by that point, CR3 shows characteristics more commonly associated with much earlier galaxies. Observations revealed exceptionally strong emissions from hydrogen and helium, including Lyα, Hα, and He I λ10830. Lyα, or Lyman-alpha emission, is a specific wavelength of light produced by hydrogen and is widely used to study distant galaxies. Hα emission is another hydrogen signature commonly used to trace active star formation, while He I λ10830 is produced by helium and can indicate the presence of very hot, young stars. The measured equivalent widths of EW₀(Lyα) = 822 ± 101 Å and EW₀(Hα) = 2814 ± 327 Å are among the highest ever observed in star-forming galaxies. Equivalent width is a measure of the strength of an emission line relative to the surrounding light, and such large values are typically associated with intense and very recent star formation. At the same time, researchers found no statistically significant detections of metal emission lines, including [O III] λλ4959, 5007 and C IV λλ1548, 1550. Emission lines act as chemical fingerprints that reveal which elements are present in a galaxy. Oxygen and carbon lines are commonly seen in galaxies that have already undergone significant chemical enrichment. Their absence in CR3 suggests an unusually pristine environment. Using abundance calibration methods developed with JWST observations, the team placed a 2σ upper limit on the galaxy's gas-phase metallicity of 12+log(O/H)<6.52, corresponding to less than 0.7% of the Sun's metallicity (Z < 7 × 10⁻³ Z⊙). Gas-phase metallicity measures the abundance of heavy elements in a galaxy's gas. A 2σ upper limit indicates that the true value is very unlikely to be higher than the quoted threshold. Even when accounting for uncertainties in the calibration methods, the most conservative limit remains 12+log(O/H)<6.95, making CR3 the most metal-poor galaxy identified at cosmic noon. The galaxy also appears to contain very little dust. Researchers measured a Lyα/Hα flux ratio of 13.9 ± 2.5, a result that suggests negligible dust attenuation, meaning very little of the galaxy's light is being absorbed or scattered by cosmic dust. Because dust is usually produced by earlier generations of stars, this finding further supports the idea that CR3 has experienced very little chemical enrichment. Further analysis using spectral energy distribution modelling, a technique that compares observed light with theoretical models, suggests that CR3 contains an extremely young stellar population only around 2 million years old. The modelling, which used Population III stellar templates, also indicates the galaxy has a stellar mass of approximately 6.1 × 10⁵ M⊙. The symbol M⊙ represents one solar mass, or the mass of the Sun. One of the key questions raised by the discovery is how such a chemically primitive galaxy could exist in a universe that had already spent billions of years producing heavier elements. To investigate this, the researchers examined CR3's surroundings. Their analysis suggests the galaxy may lie in a slightly underdense environment, with a density contrast of roughly δ ≈ −0.12. An underdense region contains less matter and fewer galaxies than average. The team suggests that this relative isolation may have helped preserve pockets of pristine gas. Metal-rich material expelled from nearby galaxies may never have reached CR3, while the lower rate of galaxy mergers and interactions could have slowed the mixing of enriched gas into the system. If future observations confirm these findings, CR3 could provide some of the strongest evidence yet that first-generation star formation continued well after the epoch of reionization. Such a result would challenge the conventional view that pristine star formation ended by z ≳ 6 and suggest that small pockets of metal-free gas survived much longer than previously thought. Researchers stress that more observations will be needed to determine the galaxy's true nature. Future spectroscopic studies with higher resolution and better signal quality could help confirm whether CR3 is genuinely hosting Population III star formation. The discovery is also expected to encourage searches for other similar galaxies, which could help astronomers better understand how the first stars formed and how galaxies evolved in the early universe. Source: Tsinghua University, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • "I think in the immediate absence of a partner to apply relief" In the words of Sterling Archer... "Phrasing!"
    • For me, the fundamental problems with these "smartglasses" is that they really don't work well for people with significant prescriptions and massively up the price if you use attached lenses if they have displays, and if they don't, then they're not actually "smart" anything, rather just connecting to your phone and relaying voice to an AI. In a few cases like this, they throw in small cameras to feed video to the AI. All around, these feel like both a solution looking for a problem, and the problems it tries to solve seem more easily solved by different approaches and designs. Oddly, if the rumours are true, Apple may actually have invented something for once and it kind of does this right: put cameras in ear buds and manage the interface to AI exactly as most of us do: tapping on an ear bud and saying "Hey Google" or "Hey Siri." That makes them compatible with almost everyone, can double up as a hearing assist device, an impaired vision assist device, a "smart" device... and answer your phone and play music. That just seems like a better solution all around.
    • Usually the bigger ones with many fixes/changes take a few, theyre an exception to the rule most likely
  • Recent Achievements

    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
    • One Month Later
      nates earned a badge
      One Month Later
    • Week One Done
      Almohandis earned a badge
      Week One Done
    • Rookie
      dorf went up a rank
      Rookie
  • Popular Contributors

    1. 1
      +primortal
      452
    2. 2
      +Edouard
      161
    3. 3
      PsYcHoKiLLa
      107
    4. 4
      Michael Scrip
      84
    5. 5
      Steven P.
      71
  • Tell a friend

    Love Neowin? Tell a friend!