Sony Reveals Project Morpheus - Virtual Reality for the PlayStation 4

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  • Sony Reveals Project Morpheus - Virtual Reality for the PlayStation 4

    Earlier today at GDC 2014, Sony took the lid off of Project Morpheus, their virtual reality system that works with the PlayStation 4.
    Our current prototype for Project Morpheus features a head mounted display with 1080p resolution and a 90 degree field of view. Accelerometer and gyroscope sensors built into the head mounted unit as well as PlayStation Camera accurately tracks head orientation and movement, so as your head rotates, the image of the virtual world rotates intuitively in real-time. Project Morpheus also features our new 3D audio technology that re-creates stereoscopic sounds in all directions and changes in real-time depending on your head orientation. In addition to PlayStation Camera, Project Morpheus works with DUALSHOCK 4 Wireless Controller and PlayStation Move to deliver an easy-to-use, plug-and-play VR experience.

    Sony says that they've been working on the project for over three years. The prototype, seen above, will "serve as the first development kit for PS4 developers that are as enthusiastic about this new medium" as Sony is.

    There are a few additional details not mentioned in Sony's blog post about Project Morpheus.
    • The current prototype unit is wired but they are "investigating other solutions"
    • Not working with any standardized APIs for this
    • They are researching eye tracking for use in the device
    • No firm release date set ("Coming out as soon as possible") nor price yet revealed for any consumer type product
    • Works in conjunction with the PlayStation 4 Camera plus the sensors and light bar on the DualShock 4

    • K-16
      #1
      K-16 commented
      Editing a comment
      From what I've learned in the released videos of Steam Dev Days, and Oculus Rift's interviews on Tested, I'm surprised to see Sony's prototype is using a variation of PlayStation move with only four LEDs (according to the mockup render). While the PlayStation Move can have a bit of delay when playing wand-based games, head tracking has a VERY SMALL tolerance for delay before users get motion sickness. So far, the solution Oculus had was a camera tracking the Rift that is PLASTERED with white dots all over the damn thing (CastAR's solution was a camera system on the glasses that tracks reflected light onto itself). This not only allows accurate rotational tracking, but also position tracking. Only problem being you were forced to sit and not stand.

      I'm going to assume Sony also has positional tracking even though they didn't explicitly say so (head orientation and movement could simply mean rotational only, at this time). If so, I wonder what Sony did to reduce lag in their solution? I just don't see enough reference points on the VR headset for the camera to track in all possible head movement combinations. And anytime the VR headset loses tracking, the movement stutters, and when that happens your brain with expectations on what should happen, will not see what should happen, which creates confusion. That confusion will make you nauseous, thus motion sickness. Still, three years of development and all I got are speculations on a mock-up picture, so perhaps my worries are premature.

      I am curious to see how that thing fits on people with glasses though.
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