Sony spilled the beans on the specifics and details for their Project Morpheus virtual reality headset that they've been developing for quite some time now. First up, Sony announced that they are trying to get the device to consumers in the first half of 2016. They will have more details on this at E3 later this year.



Now, let's dive into the technical specifics.
  • 120Hz OLED display running at 1920x1080
  • Sub-18ms latency
  • PS4 was designed to have 120fps output
  • Developers are encouraged to reach for 120fps in their games
  • If developers cannot achieve that framerate, they should push for 60fps. Morpheus will use a "reprojection" via a splitter box to help achieve a look and feel of 120fps. This means that, at least to my understanding, the PS4 is not wasting resources on the reprojection method.
  • 5.7" screen offering about 100 degrees field of view
  • 9 external tracking LEDs allow for "robust" 360 degree head tracking
  • A single button allows it to be turned on or off (yay?)
  • It's designed so that you can keep wearing your glasses if you require them
  • The front can be flipped up to allow you to look around your actual environment
  • Four new demos were shown off at GDC 2015

At least one user on NeoGAF, C4EMGEN, shared their personal experiences with Morpheus and the demos that were being shown off.
Tried it yesterday at an infernal conference. It was my first experience with Morpheus, so I can't compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I'm absolutely blown away by the experience I had.
- I'm wearing glasses and didn't have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn't really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

One of the demos has you sitting on a chair with a Move controller in both hands.
At some point, the scene changes and you will have to stand up and take a step forward to interact with objects on a desk (open up drawers, pick up a key and open a cabinet, pick up a gun with your right hand and load it with a fresh clip using your left hand, pick up a flashlight). You basically press the triggers to pick up and hold on to them, release the trigger to let go. This worked great and felt really intuitive.

Anyway, I ended up triggering an alarm and as I was standing behind a desk, I got up to peak over it so I could see what was going on at the end of the room (security guards entering). All of a sudden, I was being shot at. Naturally, I crouched down behind the desk and everything behaved exactly as you would expect it to. The 3D was great, too, with wood splinters flying around everywhere.

Why yes, I do believe it's time to start getting really excited about virtual reality.