Sony "Project Morpheus" 4 hour GDC event tonight (6PM EST, link inside)

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More impressions:

We only played the one demo - London Studio's Heist - and it allowed us to sample what is going to be a crucial element of the Morpheus SDK. The demo itself is visually rich, apparently running at 60fps, but the PS4 uses a form of frame-rate upscaling that Sony calls reprojection in order to give the illusion of a higher frame-rate. The idea is that midway between rendering each native image, the PS4 interpolates an intermediate frame based on revised motion data fed to the console from the HMD. Right now we'd say that the jury's out on the technology - it didn't exactly feel as though it was running at a significantly higher frame-rate and indeed, at some points it felt that the 60fps target wasn't adhered to. However, even if we're not quite dealing with super-slick perfection, the quality of the immersion is absolutely remarkable. This is VR that not only works but leaves a lasting impression. An hour on from the hands-on session and I'm still excited about it.
The demo is short and sweet but does enough to demonstrate that PlayStation 4 has the power to create a visually detailed experience while maintaining a coherent stereoscopic image at a sufficiently high frame-rate. It feels as if it has the quality to work as a full game, though beyond the confines of the demo you do have to wonder whether it would work as anything other than an on-rails experience.

It also serves to remind us that while Sony has - quite rightly - aimed for high frame-rates and fast response, we are still dealing with a 1080p image, which remains just as soft as it did on the prototype. The right trades have been made though. The lack of clarity doesn't detract from the quality of the overall experience, and obvious image quality artefacts - like edge-aliasing for example - are relatively slight. We spotted some minor jaggies on the shoulders of our captor, but that was it.

Secondly, the Heist demo emphasises the importance of PlayStation Move as an intuitive way to interact with the game world. While we didn't have access to the other three demos Sony has brought to GDC (we'll be looking at those later in the week), our prior experience of Morpheus demos using a standard Dual Shock 4 pad just isn't in the same league. What's really impressive about the London Heist demo is that interaction with the game world is intuitive - and obvious. There are no visual cues about where to find the gun, or how to load it - doing so is simply second nature. In the process, it feels fresh and exciting.
What we have here is a carefully crafted experience with full console-level production values, working in combination with highly impressive hardware. Sony has brought three more demos to GDC that we'll be sampling later in the week - including a full 120fps experience

http://www.eurogamer.net/articles/digitalfoundry-2015-hands-on-with-the-near-final-project-Morpheus





One year later, Sony’s new Morpheus prototype is still VR done right
Reloading a gun in home video games is crap.
Shooting is crap too, in a way. Moving your mouse or tilting your joystick and hitting a button doesn't really simulate the feeling of aiming and firing a gun that well, but at least there's some directionality and physicality to it (especially if you're squeezing a shoulder trigger on a handheld controller). Reloading, on the other hand, is total crap as an analog for the real-world action it simulates. All you do is tap a button, then watch a canned animation of your avatar making a complex series of motions to refill an ammo clip precisely with an unseen trove of bullets that are just sitting in an unseen backpack or something.
I didn't really realize how unsatisfying and artificial this process really was until I played with the latest prototype of Sony's Morpheus virtual reality headset at GDC today. There, in a demo called London Heist, I ducked and dodged behind a solid wooden desk as assailants fired on me from all directions, popping out to aim carefully placed shots by moving and tilting the PlayStation Move controller in my hands.
When the gun ran out of bullets, I realized I had no idea how to reload—the attendant at the demo had only told me that I could fire by pulling the trigger on the controller. There were additional ammo clips sitting on the virtual desk in front of me, but I couldn't just magically pick them up by running over them and/or tapping a button, as I would in most games.
What I could do, instead, was reach out my left hand, pick up a clip with the squeeze of a trigger, then slam that clip into the bottom of my empty gun with a satisfying click. I was doing this in the game, but I was also doing it in the real world, moving my hands and bumping my palms together naturally and intuitively in a motion that I imagine mimics a real quick reload situation quite closely.
This, more than anything else, is what has me excited about gaming with the Morpheus. The PlayStation Move is so well suited to virtual reality that it's a bit hard to believe it was a consumer product for the PlayStation 3 years before Oculus put the concept of home VR back into the public consciousness (though Sony may have been thinking about Morpheus even back then). The combination of camera tracking and gyroscopic angular tracking map the position of your hands to real space quickly and accurately, making it easy to just interact with the virtual world in the same kinds of ways you would with the real world

http://arstechnica.com/gaming/2015/...ys-morpheus-prototype-is-still-vr-done-right/

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daze23

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but the PS4 uses a form of frame-rate upscaling that Sony calls reprojection in order to give the illusion of a higher frame-rate.

:dahell:
 

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Sony doubled the refresh rate of the previous prototype by creating another frame between two given frames in the 60fps (frames-per-second) output. Developers can still render their games in 60fps, but the headset is able to output them in 120fps.
Sony calls this technique “reprojection.” Sony is planning to release a software development kit (SDK) to output images in 120fps

http://www.pcworld.com/article/2892...us-ps4-headset-with-bigger-faster-screen.html


so its basically like the "soap opera effect" in our TV's then?

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