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Project Morpheus jetzt bitte noch hiermit kombinieren

[vid]http://www.youtube.com/watch?v=hykjEBYzCnE[/vid]

Und das wars...dann kann man sich endlich von der Realität verabschieden.
 
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Ganz im Gegenteil. Das hier ist im Grunde genommen die einzige Variante von Bewegungssteuerung die eben kein Fuchtelkram ist, da man nicht wild herumfuchtelt um von der eigentlichen Bewegung unabhängige Moves auf dem Bildschirm zu vollführen, sondern die eigenen Bewegungen (bzw zumindest die Position der Hände) 1:1 ins Spiel übertragen wird was dann eine tatsächliche Interaktion mit der Spielwelt erlaubt. Noch besser wären natürlich VR-Handschuhe etc, aber das hier zeigt, wie sich Bewegungssteuerung in VR mit erhältlichen Mitteln integrieren lässt OHNE dabei Kompromisse bei der restlichen Steuerung der Spielfigur machen zu müssen.
 
laut Thuway ist Project Morpheus schon länger bei Sony in Entwicklung, schon bevor da Oculust Rift kam.
 
Gabs nicht schon Bilder von Shu aus dem Jahr 2010 mit nem Prototyp?

Da wurde sicherlich schon sehr früh an so etwas gewerkelt aber Preis und die Konsolen Hardware haben ein Release bisher verhindert.
 
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Die ersten Impressionen.

The cat's out of the bag and ... uh, on our head? Okay, we can do better than that, but what we're trying to say is that we just used Sony's new Playstation 4 virtual reality headset: Project Morpheus. You already know the specs and all that good stuff, we're here to tell you what it's like using the still-in-prototype-form virtual reality headset for the PlayStation 4. Good news: it's pretty great! Surprise!
http://www.engadget.com/2014/03/19/project-morpheus-hands-on/

Sony Computer Entertainment’s Project Morpheus was yet another of their poorly kept secrets, and yet little could have prepared the audience at yesterday’s ‘Driving the Future of Innovation at Sony Computer Entertainment’ for just how accomplished the device would be. Today however, VRFocus was granted access to the playable builds of both The Deep and The Castle Demo. There’ll be hands-on previews of both of these titles coming very soon, but before that there’s something more important to discuss: the headset itself.
http://vrfocus.com/archives/1406/hands-project-morpheus/

So, here is my Morpheus demo debrief. It's quite comfortable and easy to adjust. Immersion wasn't perfect: was still able to see the ground. The screen quality is good but you can still see the pixel like with the Oculus Rift (haven't tried the HD one). The Demo in itself was you beefing blocked in a cage with a shark attacking you. You couldn't really interact. Immersion is quite cool, even more with the pad mimicking your arm. As soon as the shark attacks the cage, everything is moving but not you. So it's quite weird and breaking your immersion. I'm subject to motion sickness but didn't felt it here which is great. Maybe because the character wasn't moving. Overall is great to see Sony moving to VR. Result is for me like Occulus Rift.
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
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.
I tested "The Deep", unnderwater demo, IK was off, but position tracking really adds. Earphones not so good but 3D audio quite nice. Head and hand tracking are stable. It was really showing in the sword demo, especially hand tracking. They have body IK also
Diverse Twitter Impressionen.
 
@flexx

Morpheus Targeting $249-299 Price; Sony’s Studios Working on “Absolutely Fantastic” Things According to Insider

http://www.dualshockers.com/2014/03...rking-on-absolutely-fantastic-things-insider/


Das sag ich ja schon die ganze Zeit...mal abwarten ob es wirklich so kommt, aber wenn VR ein Erfolg sein soll müssen das auch genug Leute kaufen sodass sich dedizierte VR Entwicklungen lohnen und das klappt nicht mit ner Brille zum Preis der eigentlichen Konsole oder mehr.
 
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The obvious, unavoidable point of comparison for Project Morpheus is the Oculus Rift, which Sony now says it hopes to stay in friendly competition with. Morpheus and the Rift use 1080p screens and similar head-tracking technologies, but their strengths and weaknesses vary. Both headsets have gone a long way towards eliminating lag, but Morpheus is still a little blurrier than the newest version of the Rift. Conversely, its superior lenses have actually done better at removing the blocky "screen door" effect, even if the display obviously can't measure up to a 2D counterpart. It's great at blocking out light without feeling stifling, something the Rift still struggles with. Its 90-degree field of view, however, is a definite detriment. The first Oculus Rift developer kit left thin black bars in your peripheral vision, but Project Morpheus has unavoidable, often distracting black half-moons. It's still impressive, but it's got to get a lot better before I'd call it truly immersive.
http://www.theverge.com/2014/3/19/5526730/sony-morpheus-vr-headset-compares-well-to-oculus-rift
 
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sodass sich dedizierte VR Entwicklungen lohnen

Das wird in dieser Generation nicht mehr der Fall sein. Die Hersteller jammern schon fast, wenn sie nur ne Million Kopien eines AAA Titels verkaufen. Das kann bei einem Gerät, das - im besten Fall - einige hunderttausend Leute haben, natürlich nicht laufen. Das wird maximal auf Spiele vom Hersteller hinauslaufen, der damit bewusst ein Minusgeschäft macht, um es zu pushen. Und auf dem Pc wirds vermutlich die Modding und berufliche Freelancer Szene richten müssen.
 
Morpheus scheint weniger Fliegengittereffekt zu haben, dafür aber mehr blurry (Bewegungsunschärfe) zu sein. Dass das Rift hier (blurry) besser arbeitet liegt wohl an den extra dafür verwendeten Low Persistence OLEDs.

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We Just Tried Sony's PS4 Virtual Reality Headset. We Like It.

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Yesterday, Sony entered the virtual reality fray by announcing Project Morpheus, a new virtual reality initiative aimed at making a VR headset for the PS4. Today at the Game Developers Conference in San Francisco, Stephen Totilo and I swung by Sony's booth to check it out.P

In a private meeting with Sony's Anton Mikhailov, we both tried out a couple of game demos and got a good feel for the headset. Here's what the setup looks like backstage:

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There you can see a full array of PS4 peripherals—a DualShock 4 controller, PlayStation Camera, the Morpheus headset prototype, and the A/V box that'll split out the headset's signal to make it mirror to a TV or other screen.

Here are a couple of close-ups of the headset:

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Stephen went first, to play a demo of EVE Valkyrie, an outer-space starship shooter set in theEVE Online universe. The fit of the headset was interesting:

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As you can see, it's designed to put most of the weight on the user's head, and tightens from the plastic connector in the back. The actual eyepiece hangs from a sort of halo headband, and needs to be adjusted flush up against the user's face.

Video time. In this first video, we get a close look at the Morpheus headset:
[vid]http://www.youtube.com/watch?v=RAJHD54qbog[/vid]

In the second video, I try out a demo called The Deep, developed by Sony's London Studio, with the Morpheus on my head and a PS4 controller in my hand:

[vid]http://www.youtube.com/watch?v=lY4_XfAaWr0[/vid]

Playing The Deep does effectively give you the sense that you're actually standing in a shark tank, gradually descending into the murky depths. It's not for the faint of heart, though it might be good for some people (cough Luke Plunkett cough) to confront their fear of sharks. I do wish I could've gotten that damned flare gun to hurt the shark.

After our demo, Stephen and I spoke with Sony head of worldwide studios Shuhei Yoshida and Richard Marks, chief researcher at Sony's Magic Lab. We talked about their plans for the headset and the future of VR on PS4. A few specifics.

  • They gave no price, not even a ballpark for the final version.

  • They described a pretty cool scenario where you'd run a cable out of the headset's A/V box to your TV and see a single-screen version of the VR game on that screen. A second player could then grab a controller and play a game along with the VR player. As an example, Yoshida said that in The Deep, a second player can control the path of a turtle that swims around the diving cage. He said that VR offered a lot of possibilities for asynchronous gaming similar to the Wii U, with several players playing on the TV taking on the VR player. The setup will allow for four controllers, and while the headset currently counts for one of them, Marks said that they're still figuring out whether it'll always be that way.

  • They're not distributing advance or prototype headsets for PC indie developers, for now it'll be only for developers making games on PS4.

  • Yoshida confirmed that the commercial release will not happen in 2014.

  • Yoshida said that Sony is working on dedicated gaming experiences for Morpheus, indicating that Sony's approach will involve making games that are just for Morpheus and would also explore allowing there to be Morpheus-only modes for non-VR games. They specifically said they don't want to just port PS4 games to Morpheus, for example, a normal PS4 FPS that would also be playable in VR

We'll have more on Sony's virtual reality headset soon, including more detailed thoughts on how Project Morpheus compares with the new Oculus Rift headset. The bottom line, for now: Video game VR is here and it's no joke, and what Sony's got so far seems promising.

http://kotaku.com/we-just-tried-sonys-ps4-virtual-reality-headset-we-l-1547417858
 
Project Morpheus, Sony's PlayStation 4 virtual reality helmet, is much better than expected

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The challenge with Sony’s virtual reality headset Project Morpheus, and even Oculus was upfront about this fact, is to do virtual reality well.

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 Sony’s push into console-based virtual reality could poison the well for other companies if their high-profile hardware isn’t up to the task.

Luckily, it works well. Very well.


GOING INSIDE

The headset itself looks like it was sneezed on by a character from Tron, and it rests on the top of your head before you tighten straps to keep it in place. The optics can be moved towards or away from your head, I was able to keep my glasses on and still be comfortable, and the unit was pleasantly lightweight. It didn’t take long before I forgot I was wearing it so I could focus on the scene.

The first demo put you inside a diving cage, and you have a flair gun that you can use to scare away schools of fish. A shark swims around, and ultimately attacks you, and it’s hard to keep your balance while the cage is moving around you. They pulled off a neat trick with positional tracking; you can look down at your feet and your knees bend if you move up and down. It added to the sense of presence, a key factor in whether virtual reality works for the user.

It’s not all perfect, though. There was some light bleed from under the screen that could be distracting, although you’ll 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. It’s not terrible, but when you combine it with the light from the bottom of the screen it can become very clear that you’re not perfectly immersed in the game.

The next demo used the Move controls to slap around a medieval dummy in armor, and you could pick up swords to cut off the dummy's legs, arms and head. You could pick up the sword, hold the dummy's arm, slice through the shoulder with the sword and then throw the useless limb away. I felt like a butcher, and tried to cut off the dummy's head so I could throw it into the air to hit like a baseball. It didn't quite work, but it was a fun experiment.

That's the other problem: 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 Move controllers, or the PlayStation 4 controllers with their built-in lights and the PlayStation camera, may not be up to the task of becoming high-precision positional tracking devices. This is also the first time the hardware has been shown to the public, and there's no solid release date, so there's plenty of room for these things to be improved.

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.

http://www.polygon.com/2014/3/19/55...-playstation-4-virtual-reality-helmet-is-much
 
Das wird in dieser Generation nicht mehr der Fall sein. Die Hersteller jammern schon fast, wenn sie nur ne Million Kopien eines AAA Titels verkaufen. Das kann bei einem Gerät, das - im besten Fall - einige hunderttausend Leute haben, natürlich nicht laufen. Das wird maximal auf Spiele vom Hersteller hinauslaufen, der damit bewusst ein Minusgeschäft macht, um es zu pushen. Und auf dem Pc wirds vermutlich die Modding und berufliche Freelancer Szene richten müssen.

Naja...man muss dabei aber auch in Betracht ziehen, dass sich VR Spiele grafisch nicht auf dem Niveau herkömmlicher AAA Entwicklungen befinden werden ganz einfach weil die Power der PS4 nicht dazu reicht einerseits die für VR nötige Performance und andererseits eine Top-Grafik zu bieten.
Das wiederum bedeutet, dass der Aufwand beim erstellen solcher virtuellen Welten geringer ist (weniger detaillierte Assets, geringer aufgelöste Texturen, geringerer Shadereinsatz (das soll in VR eh nicht gut funktionieren) etc.) Daher werden natürlich auch die Entwicklungskosten geringer ausfallen. Darüber hinaus ist VR eine ganz andere Spielweise für entwickler. Die Regeln sind praktisch noch nicht existent und müssen erst geschaffen werden. ICh denke, dass hier auch mit wenig aufwand sehr spektakuläre Spiele möglich sind.

Abgesehen davon sehe ich die größte Hoffnung für VR eh in den Indieentwicklern wie zB den Leuten die Outlast gemacht haben. Sony ist doch gut dabei denen einen möglichst einfachen Zugang zur PS4 zu gewähren und das zahlt sich doch bereits aus. Die Spiele die für den PC und OR kommen werden daher vermutlich auch auf der PS4 erscheinen.
 
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