Last night at GDC some big news hit. Sony has finally announced their Virtual Reality Headset and showed off their prototype. The project is titled Project Morpheus and Sony’s head of Worldwide Studios Shuhei Yoshida stated “Virtual reality is the next innovation from PlayStation,” and went on to talk about the prototyping. Yoshida presented a video of the headset in a modified version of God of War III that allowed First Person.
The headset was apparently a prototype which used Sony’s very own HMz Headset with Playstation’s Move controller attached to it in order to detect the movement of your head. While the demo was short it still showed some love and featured Kratos doing what Kratos does best, but in a first person perspective. Yoshida stated that while the current model has been around for 3 years now, that the state it is in no way a final representation of the headset and went on to say the headset is available at the GDC to attendees. Sony is currently working on sending out the tools for developers like Crytrek, Unity, Silicon, Studio, Criware, and Epic Games to begin development on the headset and make it easier overall.
After Yoshida was done Richard Marks took up to the podium. Richard Marks the senior director from Sony Computer Entertainment America R&D. During his speaking time he talked about the main features the headset needs to present. Those being sight, ease of use, content, sound tracking, control, and awareness overall. During Marks’ time he also mentioned that the current prototype has a light on it, similar to the controller, so the camera can better track it. Up after Marks was Sony’s Anton Mikhlov who helped design PlayStation’s controller and spoke about the design process of VR games. He spoke on points of motion sickness, arm placement issues, and how to overall achieve the presence in the environment of a virtual reality game. He listed off the following tips:
- Keep latency low
- Keep framerate high
- Calibrate well
- Render clear images
- 3D audio will seal the deal
He went on to give a couple examples. The first being about racing games. He talked about how the wheel of the car is not all they need and in order to increase presence they would need to add pedals and the seat itself. Next he touched upon shooters and stated that a gun attachment peripheral would add presence, but would need to match the controller with what the VR avatar sees in game. His next example was on Online Multiplayer gaming. He stated that the VR could be sued to convey emotion and body language. He warned developers as well stating that the presence amplifies the users emotion. and that the VR can create a sense of vertigo, claustrophobia, and even achluophobia (Fear of the dark) Mikhlov went on to talk about the development prototype kit.
The devkit has a processing unit that streams what is on the headset onto a screen. He also stated that people can wear the headset with glasses. It also supports 1080p and a 90+ degree field of view with 15 mm eye relief. He went on to talk about the sound. The headset currently has true spatial sound and binaural audio. It renders sound the same way visuals are rendered, and the ergonomics are highly adjustable, and support for custom headphones is available. He went on to talk about the weight of the headset and how it is placed mostly on the head to make it more comfortable. .
After Mikhlov’s presentation, the panel hosted a Q&A session. Currently, the headset is wired (5 meters or 16 feet) and is not cross-platform with the Oculus Rift. Sony did not discuss whether or not the headset would work with PCs or with mobile devices, but did state that a PlayStation 4 can use one VR helmet.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Christopher Stahler on 20140319 and was last modified on 20140319 .