Folge dem Video um zu sehen, wie unsere Website als Web-App auf dem Startbildschirm installiert werden kann.
Anmerkung: Diese Funktion ist in einigen Browsern möglicherweise nicht verfügbar.
Der nächste Hype der komplett an mir vorbei geht.
http://www.engadget.com/2014/03/19/project-morpheus-hands-on/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://vrfocus.com/archives/1406/hands-project-morpheus/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.
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.
Diverse Twitter Impressionen.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
http://www.konsolentreff.net/themen...fizielle-thread.19360/seite-1209#post-2688930
@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/
http://www.theverge.com/2014/3/19/5526730/sony-morpheus-vr-headset-compares-well-to-oculus-riftThe 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.
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.
Wir verwenden essentielle Cookies, damit diese Website funktioniert, und optionale Cookies, um den Komfort bei der Nutzung zu verbessern.
Siehe weitere Informationen und konfiguriere deine Einstellungen