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PS4 Playstation PSVR (1 Betrachter)

Benutzer, welche sich diesen Thread anschauen:

Dahin will ja diese ganze VR technik hin, eben so gut zusein, keine wiedersprüchliche Wahrnehmung ans Stammhirn zu senden. So zu sein als würdest du in der realen Welt wandern. Da kotzt ja auch keiner... (zumindest was die Kopfbewegungen angeht)
Das wird aber nie geschehen können, denn wie willst du in einem Rennspiel die Kräfte simulieren, die auf deinen Körper wirken. Man wird immer eine Diskrepanz zur echten Wahrnehmung haben, außer man sitzt in einem echten Simulator, der die Bewegungen und Kräfte (und alle anderen Sinneswahrnehmungen) der virtuellen Welt komplett auf die Person überträgt.
Ich sage ja auch nicht, dass VR IMMER Motion Sickness bei jedem auslösen wird. Doch es wird eine Anzahl an Menschen geben, die damit nicht klarkommen werden. Die meisten werden sich aber nach ein paar Stunden daran gewöhnen (so wars bei mir auch, selbst beim alten OR).
Ich freu mich auf jeden Fall wahnsinnig drauf.
 
und was is beim Zug?
Das is es ja wirklich nich viel anders als beim Auto.. Da fliegt landschaftsmäßig genug am Fenster vorbei..
Keine Ahnung warum das bei dir im Zug nicht passiert, bei vielen ist das ein rießen Problem. Allerdings sind unsere Gehirne dann doch sehr kompliziert, und ich denke jeder wird darauf ein wenig anders reagieren. Eine allgemein gültige Aussage kann man da sicher nicht treffen.
 
Hab in Fahrzeugen beim Lesen oder wenn ich zB mit einem Handheld spielen möchte auch so meine Probleme. Geht zwar einige Zeit gut, aber nach einer gewissen Zeit kommt mir dann doch die Übelkeit. Kann das allerdings sehr gut unterbinden, in dem ich einfach nicht aus dem Fenster schau.

Deshalb sitze ich im Zug und im Flugzeug auch nie am Fenster. Dann hab ich das problemlos nämlich nur sehr, sehr selten.

Einfach nur damit fahren/mitfahren ist aber auch mit Blick raus überhaupt kein Problem, ohne Tätigkeiten wie eben Lesen.

Ganz heftig ists allerdings, wenn ich etwas getrunken habe. Muss ich in den meisten Fällen reiern gehen, obwohl mir zuvor nicht einmal ansatzweise danach zu mute war.
 
Dann bin ich echt prädestiniert dazu mich in die virtuelle Welt zu verabschieden sobald Morpheus da ist :D . Hab 0 Schwierigkeiten damit. Kann auch entgegen der Fahrtrichtung im Bus sitzen aus dem Fenster schauen oder dabei Lesen - kein Problem.
 
Dann bin ich echt prädestiniert dazu mich in die virtuelle Welt zu verabschieden sobald Morpheus da ist :D . Hab 0 Schwierigkeiten damit. Kann auch entgegen der Fahrtrichtung im Bus sitzen aus dem Fenster schauen oder dabei Lesen - kein Problem.


Du hast doch noch nie ein Fuß raus in die reale Welt bewegt. :gerri: ;)
 
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Ich find' den Typen so lieb; ich könnt Ihn nur knuddeln. :knuddel: :ugly:
 
Sony’s Anton Mikhailov on Project Morpheus’ launch price and potential as a platform

Final Project Morpheus hardware will be affordable at launch and offer smaller developers the chance to “hit it really big” with the right software, says Sony’s Anton Mikhailov.

Speaking in the new issue of Edge magazine, published on April 10 in print, on iPad, Google Play and Zinio, the SCEA R&D engineer also confirmed that PS3 peripheral Move is effectively “a VR wand disguised as a motion controller”, designed for use in virtual reality before Sony was able to talk publicly about its consumer-grade headset.

Speaking firstly about the industry’s response to Sony’s VR headset, Mikhailov told us: “All the thirdparties we’ve demoed to have been really excited and it’s something that, when you talk to engineers, it’s all they want to do. When business people get involved, it’s a question of ‘what’s the return’, ‘what’s the installed base’, so on and so forth.”

So while investing in this untried, rather niche platform might seem like a shaky business proposition for larger thirdparties right now, indies looking to experiment with VR tech could stand to benefit. “Like Michael Abrash has said in his Valve talks, whoever makes the first huge app for VR is going to hit it really big,” says Mikhailov. “I think the excitement of being the pioneer in the field is going to draw a lot of people in. Maybe [fewer] of the bigger publishers, at least at first, but I think the indies will be excited. And we’ve been very indie-friendly at PlayStation lately. It’s not by accident.”

Indies and other thirdparties that do eventually release games for Morpheus will arrive on top of Sony’s own efforts, of course. All of its firstparty studios have devkits, says Mikhailov, and “There are definitely internal developments going on.”

This wouldn’t be a VR article without a few caveats, of course. Though Oculus’ newer Crystal Cove devkit seems to have drastically reduced motion sickness caused by the Rift, questions remains over VR’s suitability for the everyday consumer. There was none of that same woozy feeling when we tested Morpheus at GDC, but even without that, there are practical concerns – not just vanity, but of whether the overall experience might just be too intense for some people. “I’m not a futurologist, but I do know that humans have a funny way of acclimatising to technology,” argues Mikhailov. “So that makes it very hard to predict what’s going to stick and what’s not. I think it’s too early to tell.”

It’s also much too premature for Sony to even hint at a ballpark price or launchdate, though Mikhailov says the final consumer product will be within reach of most budgets. “We wouldn’t be doing this if we didn’t know that we could make this for an affordable price,” he says. “Obviously, there’s a wide range of what people consider affordable, but this is going to be a consumer-grade device. The reason we’re announcing this now is because before we couldn’t see a path to product and now we can see some way to accomplish a product that’s valuable for the console market.”

Project Morpheus’ unveiling at GDC came a long time after Oculus and Valve had shown off their VR tech, though the latter’s effort was always just a proof-of-concept. We ask Mikhailov what he thinks of his contemporaries in VR – or competitors, if you’d prefer – and if there has been any dialogue between them. “We think that they’re all doing fantastic work and we’re all in this space to basically bring VR to reality,” he says, diplomatically. “We’ve been promised VR for so long that it’s kind of overdue. I think we’re all on the same page and working towards the same goal. I don’t have any partnerships to announce at this time, [but] we’re all on very friendly terms.”

While GDC was the first official confirmation of its PlayStation-branded VR headset, Mikhailov notes that Sony hasn’t been particularly secretive about its intentions in the past – PlayStation reps have, on occasion, talked in interviews about virtual reality with reference to Sony’s ‘personal theatre’ headsets and some of its research has been hiding in plain sight for years. Within its GDC 2014 presentation Sony showed a forgotten video it released at GDC 2012, showing Sony Santa Monica PSN title Datura being played with one of Sony’s HMZ-T1 headsets and two PS Move controllers. With one Move controller in the player’s hand and another strapped to the VR unit to enable head tracking, it was a rough but broadly similar set up to the Morpheus demos at GDC. Indeed, Mikhailov confirms that Move was always going to be a VR controller, it was just a matter of when.

“Effectively Move is a VR wand in disguise as a motion controller,” he says. “So we specced it and built it to be a VR controller, even though VR wasn’t a commodity. As engineers, we just said it was the right thing to do. If you look online, a lot of universities use it as a VR device using move.me for PS3 – an application for scientists who use the Move tracking hardware. At the time, we didn’t have a consumer-grade project that we could work on, but it was definitely designed with that vision in mind.”

Morpheus’ unveiling began an eventful few weeks for virtual reality. As if Sony’s backing weren’t enough validation for the medium, Facebook’s swoop to acquire Oculus intensified the race to popularise VR further still. You can read more about Project Morpheus and VR’s resurgence in the new issue of Edge magazine, which is on sale April 10 in print, on iPad, Google Play and Zinio – just follow the links for more information.

http://www.edge-online.com/features...eus-launch-price-and-potential-as-a-platform/
 
Ich hoffe das dieses Gerät noch irgendann 2015 auf den Markt schafft, wills am liebsten jetzt schon haben.
 
Die sollen genau dann kommen, wenn sie vom Release weg den nötigen Software Support bieten können, der Morpheus als Must Have positioniert und die Technik auch ausgereizt ist. Besonders was ihre momentan zwei größten Probleme angeht: FOV und Low Latency.

Vorher brauchen sie damit gar nicht antanzen, denn dann haben wir nur ein weiteres Kinect oder Move ähnliches Gimmick am Markt und das will doch auch niemand, der sich VR nun herbei sehnt und es nicht als weitere Totgeburt erleben möchte.
 
Sehr interessanter Bericht, von Sonys Developer Panel, vom 30. April. Auch wenn ihn 90% hier sowieso nicht lesen werden. :D


An audience with Project Morpheus

On Wednesday Develop magazine hosted a Project Morpheus presentation and panel discussion at Dolby Labs in London. The speakers featured SCEE staff and two third party developers – all people who have worked on or with Morpheus hardware. Amongst them was one of the developers behind the first-party Morpheus demo The Deep – showcased at GDC and Surgeon Simulator creator Imra Jeli.

Panel
  • Simon Benson, Director of WWS Immersive Tech Group – SCEE
  • Agostino Simonetta, Developer relations manager – SCEE
  • Dave Ranyard, Director of London Studio – SCEE
  • Patrick O’Luaniagh, CEO of nDreams – nDreams
  • Imra Jeli, co-founder of Bossa Studios – Bossa Studios

The presentations themselves were very much a retread of ground already well known to those who followed the news from GDC earlier this year. It was definitely an echoing of points already made there – that the primacy of “presence” makes VR a wholly different platform to what has come before and a general appeal for developers of all sizes to get involved and an assertion that developer relations have improved significantly since the early PS3 days.

This was a developer event, so nobody was expecting to hear any earth-shattering news – like a price point or a release date – but it was still interesting to witness the thoughts and attitudes of everyone involved. There was a definite sense of earnest enthusiasm coming from all of the speakers, of the kind we have come to expect from Oculus staff. Interestingly, too, was also an attitude of sober realism – a lot of issues are not yet solved; not just technically, but conceptually. I certainly did not get the impression that Sony are in any rush to ship Morpheus to consumers ahead of Oculus, as some have speculated. Some of the things said might seem seem disappointing to core gamers that are Playstation’s current bread-and-butter, but a lot of it rings true with my experience of what works and what does not on the Oculus Rift.

Dave Ranyard gave an illuminating talk about the decisions made in putting together The Deep – a demo which lowers underwater in a cage to watch sea-life pass you by, culminating in a shark attack. Ranyard stressed that VR experiences need to be made from the ground up and put forth some principles which should be considered.

  • Players should have a period of acclimatisation before any real action should begin (an abandonment of one of gaming’s most beloved devices – in medias res?).
  • VR experiences elicit powerful emotional responses – this is an opportunity but also something to be mindful of as a risk; for example, scares of too great an intensity could be off-putting.
  • Light interaction definitely enhances a sense of presence but you can actually get away with adding it almost as an afterthought, rather than a core part of the experience.

Dave finished his talk comparing skeptical attitudes of VR today to some of the skepticism around at the dawn of the ‘Talkie’ from proponents of silent cinema. It was an evocative analogy but even as a VRvangelist but, I am doubtful we will ever see VR completely obsolete traditional gaming in the same way sound outright.




Below is a summary of some of the Q&A from the event.


Is there a challenge in making VR more permanent that peripherals in the past?

Imra contrasts VR with something like 3D TV’s, which felt like a top-down technological development – that executives wanted to push the technology as a way to make more money. Whereas VR is more ground-up – consumers (that are aware of it) want it. Agostino notes that peripherals die because of a lack of content, but VR is different because developers are genuinely excited to work on it. Dave cited his own mother’s reaction to The Deep, being a genuine emotional response, as a reason to have confidence that VR will be well received by a large audience. Simon talked about the fact that new kinds of content are being created for VR. Patrick added that the current climate of diversity in project budget and team sizes will fuel radical content diversity giving VR a very strong chance of finding it’s niche(s).

I asked about how Sony were approaching motion controls – particularly with regards to locomotion, given that the Playstation Move does not have an analogue stick. Simon’s response was intriguing – he pointed out that the question of lcoomotino is still to be decided, but that Sony have experimented with various different methods – including some prototype move controllers with analogue sticks. The analogy was brought up of the awkward decade or so transition from mouse and keyboard to the gamepad for first-person games. Now dual stick controllers are at least as popular as keyboard and mouse – the point being that maybe an analogue stick isn’t the right approach at all for locomotion in VR and that a whole new method is yet to be found. The panel also seemed to feel that there is still so much to be done with simply looking around, with one-to-one kinaesthetic correspondance – that maybe navigation isn’t or shouldn’t even be the point of early VR experiences. When asked later in the evening about the Omni Treadmill, Simon again suggested that locomotion was not necessarily such a big problem as many think, at least for phase one. The phrase “we’ve got to learn to look before we can learn to walk” was used. This attitude makes some sense but it may come as something of a shock to those expecting to see COD working in VR from day one.


Can we make VR work for people who get sick on 3D TVs?

The response to this question was that 3D TV is a different beast, but also covered the point that framerate must now be considered as a high priority and that development pipelines would have to change to accommodate this. Content was held up as ultimately responsible for not making users feel sick – that the creators and users should always bear in mind that even the best hardware is still going to make people sick if it is simulating an activity that is likely to make people sick in real life! Dave reiterated how much a period of acclimatisation can improve things.


Is there an issue of breaking presence if the user has a body that is wildly different from their avatar?

Some tricks can be used to deal with the issue of avatar dissonence – gloves get over the issue of skin colour, for example. The idea of an avatar configuration tool was floated and the optical tracking of the Playstation camera could help software make assumptions about the player’s body. Patrick contested the notion that dissonance between a player’s body and their avatar was inherently a bad thing, that actually some very interesting experiences could be built around that very idea. He also suggested that, contrary to Oculus guidelines, an avatar is not always needed or desirable – that doing away with it for actions like climbing a ladder can help prevent a kind of ‘uncanny valley’ effect of totally shattering presence.


Is the Playstation Store really the best place for innovative, non-gaming apps, for example educational programs?

Agostino reiterated that Sony are keen to work with anyone and that it all comes down to good ideas. Imre confirmed that Sony are much more open to innovation and working with smaller developers than they were in the PS3 days.


Indie is traditionally developed with low budgets to be played on low budget hardward. With all the costs associated with VR, is there a tension in reaching out to indies to work in the medium?

The panel pointed out that indies and small studios have an advantage because they can be much more agile and likely get to market much quicker than the big AAAs (who seem to be waiting and seeing a little more with VR). Early adopters will be hungry for VR experiences and willing to pay for content – meaning that install bases will not need to be huge to give good returns to indie developers.


Is the Social Screen enough to make VR a social experience?

The social screen is basically a mechanism by which the PS4 is able to output a single image onto the TV as it outputs stereoscopic images to the headset. This costs no extra power from the PS4 because the splitting of the video signal is handled by the Morpheus’ breakout box. The panel generally agreed that VR could be a spectator sport and that there was a lot of potential for asymmetrical social play. This could also be acheived with companion apps – Dave mentioned a haunted house demo where the other player(s) could influence when and where certain scares would occur.


How will the the stereoscopic 3D perform on the PS4, with regards to player’s expectations of next generation graphics?

The static nature of a console platform provides just as many advantages as it does disadvantages – yes, graphics will not compete with high-end PCs, but every developer will know what they have to work with, and Sony will be able to share useful tricks on how to get the absolute most out of the hardware. It should be noted that high-end PC gaming is still a narrow segment of that market: the biggest games on PC, like WoW or LoL run on all kinds of PCs.


How much space can the player move around in and still be picked up by the Playstation camera?

About 4m x 3-4m, no closer than 1m from the camera itself. When asked about the possibility of warning users about obstacles, like a coffee table, a clever hack was suggested, half in jest: get a rug of just the right dimensions so you can feel when you get to the edges of the that space!


Finally, it was raised that it only takes a few bad experiences to really sour the public on VR again, that “the success of VR relies on not just getting it right, but actually that almost everybody gets it right.” The panel agreed that Sony, as a platform holder can, and probably will enforce certain key performance requirements, for example around latency and framerate. Agostino was quick to add that they did not see themselves as Gatekeepers though; more as teachers, helping to guide developers and share learnings – not just with their developer relationships but also with the rest of the industry (e.g. Oculus) to ensure VR doesn’t fail. It was pointed out that this kind of quality assurance and consumer protection is probably something Oculus will wind up implementing in some form as well.

http://www.virtualrealityreviewer.com/audience-project-morpheus-2/
 
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Das mit der Bewegung kann ich nicht nachvollziehen. Natürlich sollte der Spieler von Anfang an Kontrolle über die Bewegung seines Avatars haben. Funktioniert doch auch in zig OR Spielen und der Analogstick ist sicherlich ne simple, funktionsfähige Lösung. Quasi-Kamera-Fly-Througs wären ja totlangweilig. Das heißt nicht, dass ich erwarte von Tag 1 BF und Co in VR spielen zu können, aber auf Exploration ausgelegte Spiele will ich natürlich frei und selbstständig erkunden können.
Hier sehe ich dann auch das große Potential der Indie-Entwickler die bereits jetzt solche Spiele zuhauf auf den Markt bringen und so lange die Quali stimmt und der Preis nicht zu hoch ist könnte ich mir durchaus vorstellen davon mehrere pro Monat zu kaufen. Würde das dann auch weniger als traditionelles stundenlanges Spiel, sondern mehr als verlängerte Kinofilmerfahrung betrachten. Einfach etwas was einen mal für einen Nachmittag 3-4 Std. aus der Realität reißt.
 
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