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Sony VR Headset Prototyp leaked:
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He says that he's shifted from being a "supporter" of VR to an "advocate" of it.

VR development has been on an "S Curve," he explains. "Presence is disruptive. It's really that compelling." It will be "awesome for games," but VR "will go beyond games."

Marks is working on a project with NASA, where he thinks VR could be viable.

They're working on a "Mars Demo" where it feels like you're actually standing on the red planet.

Sight, Sound, Tracking, Control, Ease of Use, Content. Those are the six principles of VR.

"If we can nail these six areas, VR could be a mass market industry."
 
First up is "Sight." "To achieve presence, we need a high-res, high framerate... display." Also needed are "specialized optics."

"Luckily, we have a lot of expertise in this area from our parent Sony." Sony has pioneered a lot in the camera realm that can be used in Morpheus.

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PlayStation 4, and its power, will be essential to render the worlds seen in VR.

Sony also has a "heritage" in sound and sound design. "In VR, sound is even more important" to achieve that feeling of presence.


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Tracking is up next. "Tracking is what really makes VR VR." You'd have "a personal theater on your head" without tracking.

They're using the same tech as PlayStation Move - with a lot higher rate sensors, and the PlayStation Camera.

Tracking "makes it so much more real."

"That brings us to Control, and actually, interaction is what makes games games."

"Actually, control in VR is a hard problem... I really like my job security right now," he says.

DualShock 4's sensors and light can be used in conjunction with Morpheus. PS Move may also prove essential.

"Ease of Use" will be integral to the success of VR. "We really want it to be easy for people." They want it to be "comfortable, easy to adjust."

They want it to be able to be picked up and used with no issues. Pick it up, put it on, you're in VR. Put it down, you're out. No issues.


Finally, we've come to Content. "At Worldwide Studios, we have a really good team." Sony's own studios will "seed" the VR landscape, but they need other devs, hence they're here at GDC.

"We want to make PlayStation the best place for VR." Not only playing, but developing.


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Unity, Havok, Wwise, Gigantic, Autodesk Gameware, Criware, DDD, Silicon Studio, Epic Games, Bitsquid, Crytek all on board with Project Morpheus.

"This is like the wild wild west. There's no rules right now. There's no killer genre you have to support. This is kind of a once in a career situation. How often do you get to define a new medium?"

Marks leaves the stage. Anton Mikhailov with PlayStation R&D takes the stage.
 
"Our philosophy with VR is that it's a medium, not a peripheral... presence will be the killer app for VR."

"The rules are different... Presence trumps game design... Typical game art often looks out of place... Player's head motion is law."

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"The player will be in the game, not observing it."

Things like the height of doorways in a game need to be dealt with in VR. Random issues that can't necessarily be anticipated in conventional development.

"In VR, you want to keep the person's head where it really is." This allows it to be immersive, avoids motion sickness.

VR doesn't only have to be first-person. Third-person games can also be successful.

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Sony "doesn't know the answers" to lots of VR-related questions. Wants to bounce some stuff off of devs.

For instance, arm position looks fine in the real world, but could cause clipping and be out of place in the virtual world.

Full body tracking isn't an option, I've learnt today - the latency in even the better cameras like Kinect means it just doesn't work.

Presence "is fragile and precious... don't break it." Keep latency low, keep framerate high, calibrate well, render clean images, 3D audio "will seal the deal."

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To achieve presence on a technical level, you need to keep latency low - and you need to keep framerate high.

"We found that some games that render very realistically" don't lend to VR.

Avoid aliasing, post-processing issues, et cetera. This will make VR work better.

They're talking about driving, now. Driving games work great in VR, in premise. Again, adds to "a sense of presence."

VR can be used not only on the steering wheel, but on the car's pedals.

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"Virtual tourism" can work with VR, too. "You don't necessarily need gameplay."

They still think "games are best," though, for this technology.

"Gaming worlds tend to be the most fantastic ones." Real world tourism is one thing, but in these fictional worlds, VR is your only option. You can't go there.

"Presence amplifies emotion," predicated on "sensory black-out" that doesn't ruin immersion.

"Your game is literally the only thing the person is seeing/hearing." "A whole new pallete of emotions you can experiment with." i.e. vertigo, claustrophobia, fear of the dark/unknown, fear of void/empty spaces, extreme/intense horror.


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"There's a couch multiplayer aspect to it as well." The image can be mirrored on the screen so they can see what's going on in the headset.

"It's really going to be for everyone." It will be "comfortable" and "friendly." "Content is varied." You can even wear glasses with it.


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"It's not necessarily the final thing we're going for," but it's good for devs to experiment with.

Tracking builds on PS Move and DualShock 4 technology, "supports forward prediction." Position and rotating head tracking: 1000HZ, 3 Meter Working Volume, Full 360 Degrees.

Forward prediction is key to getting rid of latency, which can be destructive to VR.

Audio: "True spatial sound, synthesized by simulating the human ear... Created by real world experiments using speaker/microphone arrays."

He's showing a picture of the test room to test audio for the VR headset.

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The test space allowed for simulation of 60 speakers around the user.

Ergonomics. "Unique design... highly adjustable, comfortable for prolonged use, supports custom headphones."

Ergonomics. "Unique design... highly adjustable, comfortable for prolonged use, supports custom headphones."

"Most of the weight is on your head..." little to no weight on your nose, cheeks, et cetera

Wireless headsets will work with PlayStation VR as well as wired.

The "social screen feature mirrors experience onto TV" and "allows for unique asymmetric gameplay."

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Sony London has a demo called The Deep.

"Descend into a mysterious ocean teeming with life..."

A Castle demo is also available to play with in conjunction with PS Move.

EVE's Valkyrie -- which is AWESOME on Oculus -- can be demoed.

Just want to reiterate how awesome Valkyrie is on Oculus.

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Thief from Square Enix works on PlayStation VR.

Thief from Square Enix works on PlayStation VR.

(Note that not all of Thief works; only select areas for the demo.)

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Q&A Runde mit den drei Leuten auf der Bühne...

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First question is about a standalone option for PlayStation VR. It will only work with PS4 for now.

Will this be applicable for PC and other hardware? Only for PlayStation 4 for now.

Second question is about if there will be a wire connected from the headset to PS4. "The current prototype is wired" with a five meter wire. They are investigating "other solutions."

When will it come out? Framerate and latency aims? They won't answer. "Highest framerate we can get, lowest latency we can get," they say, jokingly. "Coming out as soon as possible."

They will not discuss final specs as of yet.

They're only cooperating with other VR technology "in spirit." No "standardized APIs."

"Do you plan to use eyetracking inside the device?" They're researching it.

Does Morpheus have "mobile connectivity" for mobile phone or Vita? Takes "a lot of horsepower" to render the picture, so not likely.

Are VR games "graphically less intensive?" Is there "a reduction in graphical quality?" Sony says "it's different" because you're immersed.

Sony is not working on any special VR-centric peripherals. PS Move, DualShock 4 for now, other things later perhaps.

Can PlayStation VR be used for training systems, simulations, schools, et cetera? "It is accessible to those kinds of industries as well... we hope that our hardware will be useful for those efforts..."

It is planned to be wireless, yes?

It isn't yet, but the hope is the final product will be.

What is the significance of the "Project Morpheus" name? "We decided on this name last week," he says to laughs. "Morpheus is the god of dreams... it's supposed to evoke being a dreamlike experience in the headset." Not a Matrix reference!

What first party, Sony-owned studios are working on VR projects? Sony London is working on one (the aforementioned demo). "The other studios are experimenting."

"I'm expecting more studios to work on something" as time goes on, Shu says.

On locomotion, your hands can be in the game with PS Move, but how about your feet? It might not work. They're experimenting. "It depends on what you're trying to accomplish." You can't just walk in place.






Impressionen bezüglich Morpheus und Vergleiche mit Oculus sollten die Tage dann eintrudeln. Eurogamer hats bereits jetzt versprochen. ;)
 
Ähm, versteh ich das 90+° FoV richtig? Das wär ja aktuell mehr als schwach..
Hat OR nich fast 180°?
Denk mal wenn sie nen ähnliches FoV wie OR hätten, würd das da stehen und nich 90+°.., oder?

Zudem bin ich auch von der Form (klar es is ein Prototyp) nich so angetan..sieht einfach wie nen weiterentwickeltes Sony HMZ-T3 aus..da gefällt mir der OR Ansatz mit der Art Taucher-/Skibrille irgendwie besser..
 
Schade, dass Project Morpheus nur an der PS4 funktioniert und man keine konkreten Pläne für eine PC Kompatibilität genannt hat. :traurig:
ich bin auf Eindrücke und Vergleiche mit Oculus Rift gespannt.
 
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