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'When I looked down, I saw my body was that of Kratos. That was empowering!'
Project Morpheus
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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.
Okay, das ist cool. Dachte eher für jedes Auge ein einzelner Screen und insgesamt 720p.Man sieht dass es wie bei oculus rift ein einziger bildschirm ist, wahrscheinlich bedeutet das halbe horizontale auflösung pro auge, vertikal wie gehabt, also wirds auf 1080p60 einpendeln. Damit kann man jedes ps4 spiel damit spielen sofern es sich anbietet, logo.

Man sieht dass es wie bei oculus rift ein einziger bildschirm ist, wahrscheinlich bedeutet das halbe horizontale auflösung pro auge, vertikal wie gehabt, also wirds auf 1080p60 einpendeln. Damit kann man jedes ps4 spiel damit spielen sofern es sich anbietet, logo.

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.
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.
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.
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.
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