Sony's VR Hadset, Project Morpheus Final, 120Hz, OLED, 100° FOV, 1080p, 2016 availability
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[url]http://arstechnica.com/gaming/2015/03/sony-ps4-gets-vr-with-project-morpheus-in-early-2016/[/url] [img]http://cdn.arstechnica.net/wp-content/uploads/2015/03/Screen-Shot-2015-03-03-at-5.26.27-PM.png[/img]

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#1
Posted 03/04/2015 11:58 AM   
Finally some decent 3d in a Sony console
Finally some decent 3d in a Sony console

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#2
Posted 03/04/2015 02:18 PM   
There is no descent 3D on consoles. Only emulation just with headset
There is no descent 3D on consoles. Only emulation just with headset

#3
Posted 03/04/2015 06:41 PM   
I dont think people realize how much of a disappointment VR games on PS4 will be even if device is phenmomenal. Games that look half decent struggle to maintain 60FPS with games of like 45degree FOV[first person games]. 120FPS is pretty insane especially at 100 fov. Now some people could live with that BUT your locked into PS4 for another 3-5 years. It sucks to say but hopefully it fails so it doesnt hold back PC VR. [Cause multiplatform releases]
I dont think people realize how much of a disappointment VR games on PS4 will be even if device is phenmomenal.

Games that look half decent struggle to maintain 60FPS with games of like 45degree FOV[first person games]. 120FPS is pretty insane especially at 100 fov.
Now some people could live with that BUT your locked into PS4 for another 3-5 years.

It sucks to say but hopefully it fails so it doesnt hold back PC VR. [Cause multiplatform releases]

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#4
Posted 03/04/2015 09:47 PM   
I know full well ppl can make a 3D headset slimmer than that. C'mon sony, stop trippin'.
I know full well ppl can make a 3D headset slimmer than that. C'mon sony, stop trippin'.

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#5
Posted 03/04/2015 10:06 PM   
[quote="Shinra358"]I know full well ppl can make a 3D headset slimmer than that.[/quote] Really? How many 3D headsets have you designed? :)
Shinra358 said:I know full well ppl can make a 3D headset slimmer than that.
Really? How many 3D headsets have you designed? :)

#6
Posted 03/05/2015 02:23 AM   
Don't have to be. I know most features are already made into phones which aren't big at all. And looking at an Oculus tear down vid of the DK2, seeing how many working parts that don't come close to filling the mass of the shell, it's easy too see that it can be much smaller. That's almost half a head that it sticks out. I already know that most of the others have bad straps on them too. As well as the wrong light blockers. Most of the VR headsets have material that collects alot of dust or absorbed facial grease. What's gonna happen when you need to clean them? Buy a new pair of straps every week? Straps needs to be water resistant and be smooth without fibers so that this won't happen and it needs to be able to disconnect from the headset so that you can be able to replace them if they get messed up. Just remember how dusty the virtualboy light blockers got. Light blockers should be some type of slick rubber that can be easily wiped down and not foamy (collecting every germ in the book causing allergy reactions and what not). And if kids are gonna play it, they should be able to without neck strain. The vuzix one seems to have gotten the size and strap thing pretty good. Morpheus is gonna turn yellow just like the super nintendo but they did get the light blocker and straps right.
Don't have to be. I know most features are already made into phones which aren't big at all. And looking at an Oculus tear down vid of the DK2, seeing how many working parts that don't come close to filling the mass of the shell, it's easy too see that it can be much smaller. That's almost half a head that it sticks out.

I already know that most of the others have bad straps on them too. As well as the wrong light blockers. Most of the VR headsets have material that collects alot of dust or absorbed facial grease. What's gonna happen when you need to clean them? Buy a new pair of straps every week? Straps needs to be water resistant and be smooth without fibers so that this won't happen and it needs to be able to disconnect from the headset so that you can be able to replace them if they get messed up. Just remember how dusty the virtualboy light blockers got. Light blockers should be some type of slick rubber that can be easily wiped down and not foamy (collecting every germ in the book causing allergy reactions and what not).

And if kids are gonna play it, they should be able to without neck strain.

The vuzix one seems to have gotten the size and strap thing pretty good. Morpheus is gonna turn yellow just like the super nintendo but they did get the light blocker and straps right.

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#7
Posted 03/05/2015 03:44 AM   
Nah, it is BIG pirate. It might not be heavy but its got a lot of plastic. A SINGLE display [5.4 inches] which is flat. No way in heck could optics force the design to go that far out and around. ----------------- Thats even bigger then the hmz-t# series which is frankly a huge amount of plastic and two different displays. People thought that was too huge and opened it up to see how much of its plastic. Original hmz-t1 [img]http://cnet1.cbsistatic.com/hub/i/r/2012/02/09/5f96d3a0-67c3-11e3-a665-14feb5ca9861/thumbnail/770x433/d9c4effb108ffdce3ee8afcf0f2a3e24/Sony_HMZ-T1_35133340_01.jpg[/img] modded [img]http://www.i-represent.co.uk/gogglemod2.jpg[/img] Not gonna lie but I cant even imagine how many people will have neck/bridge of nose issues with that thing considering all the complaints with HMZ-T# especially since you are completely stationary. If I had to guess I'd say its twice the weight. Its strange to say but I wonder if this is some of japanese design choice.
Nah, it is BIG pirate.
It might not be heavy but its got a lot of plastic.
A SINGLE display [5.4 inches] which is flat. No way in heck could optics force the design to go that far out and around.
-----------------

Thats even bigger then the hmz-t# series which is frankly a huge amount of plastic and two different displays. People thought that was too huge and opened it up to see how much of its plastic.
Original hmz-t1
Image

modded
Image

Not gonna lie but I cant even imagine how many people will have neck/bridge of nose issues with that thing considering all the complaints with HMZ-T# especially since you are completely stationary. If I had to guess I'd say its twice the weight.
Its strange to say but I wonder if this is some of japanese design choice.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#8
Posted 03/05/2015 06:45 AM   
Interestingly though, I've seen it mentioned in several preview write ups that it's more comfortable than most headsets, and the weight tends to sit at the back of the head. Granted, none of these journalists have worn it for a 2 hour gaming session (or longer), but several have praised the comfort. I've also seen no concerns about performance. It's possible that they're using a souped-up PS4 to run it, but I'd think Sony would be smart enough not to do something like this if they don't have the grunt to actually power the thing. Who knows, maybe it connects through a base station with a secondary GPU or something?
Interestingly though, I've seen it mentioned in several preview write ups that it's more comfortable than most headsets, and the weight tends to sit at the back of the head. Granted, none of these journalists have worn it for a 2 hour gaming session (or longer), but several have praised the comfort. I've also seen no concerns about performance. It's possible that they're using a souped-up PS4 to run it, but I'd think Sony would be smart enough not to do something like this if they don't have the grunt to actually power the thing. Who knows, maybe it connects through a base station with a secondary GPU or something?

#9
Posted 03/05/2015 08:23 AM   
How are these VR headsets going to work? Will they be like running a 3D monitor? I've been into 3D Vision for several years, but I don't see how putting the screen up against your face will make much of a difference.
How are these VR headsets going to work? Will they be like running a 3D monitor? I've been into 3D Vision for several years, but I don't see how putting the screen up against your face will make much of a difference.

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#10
Posted 03/05/2015 04:43 PM   
VR headsets present each eye with it's own image. The image on the screen(s) are independently shown to one eye only. Unlike your monitor that displays the images for both eyes on the alternately on the same screen. Requiring some kind of filtering medium (such as active shutter glasses)to direct subsequent images to their respective eyes. With VR headsets, you do not have to worry about extinction between the left and right images, crosstalk is eliminated. As long as the image for each eye is correctly offset, 3D is observed.
VR headsets present each eye with it's own image. The image on the screen(s) are independently shown to one eye only.

Unlike your monitor that displays the images for both eyes on the alternately on the same screen. Requiring some kind of filtering medium (such as active shutter glasses)to direct subsequent images to their respective eyes.

With VR headsets, you do not have to worry about extinction between the left and right images, crosstalk is eliminated.

As long as the image for each eye is correctly offset, 3D is observed.

#11
Posted 03/05/2015 05:10 PM   
Sounds like Morpheus may require some type of PS4 co-processor accessory (not surprising, especially for its updated display rates). [url]http://www.wareable.com/project-morpheus/oculus-rift-versus-project-morpheus[/url], an updated comparison of Morpheus with Oculus Rift, mentions a "secondary box". An interesting discussion at [url]http://www.extremetech.com/gaming/200422-sony-demos-updated-project-morpheus-vr-headset-on-track-for-2016-release[/url] mentions the importance of high refresh rates to minimize motion sickness - Morpheus now runs at 120 Hz. Until more complete VR industry standards emerge including optics, head tracking, and user controls as an integrated system, vertical (closed) solutions like Sony's are more likely to see initial success, in my opinion. For example, see Gamespot reviewers' impressions at http://www.gamespot.com/videos/how-good-was-the-morpheus-demo-at-gdc-2015/2300-6423772/.
Sounds like Morpheus may require some type of PS4 co-processor accessory (not surprising, especially for its updated display rates). http://www.wareable.com/project-morpheus/oculus-rift-versus-project-morpheus, an updated comparison of Morpheus with Oculus Rift, mentions a "secondary box". An interesting discussion at http://www.extremetech.com/gaming/200422-sony-demos-updated-project-morpheus-vr-headset-on-track-for-2016-release mentions the importance of high refresh rates to minimize motion sickness - Morpheus now runs at 120 Hz.

Until more complete VR industry standards emerge including optics, head tracking, and user controls as an integrated system, vertical (closed) solutions like Sony's are more likely to see initial success, in my opinion. For example, see Gamespot reviewers' impressions at http://www.gamespot.com/videos/how-good-was-the-morpheus-demo-at-gdc-2015/2300-6423772/.

#12
Posted 03/07/2015 04:22 PM   
[quote="cerealkeller"]How are these VR headsets going to work? Will they be like running a 3D monitor? I've been into 3D Vision for several years, but I don't see how putting the screen up against your face will make much of a difference.[/quote] try Alien Isolation on a 3D vision system and after that try it on a DK2, even with the low resolution and screen door effect, the real scale of everything, the alien included..., the head and positional tracking... it's fantastic. I've been playing with 3d vision for the last 7 years, on some monitors (samsung, Acer, Benq) and optoma hd67 proyector and i love it. I buy a DK2 two months ago, and i have to tell that is amazing. Even the old Doom or Quake 2 look so incredible in a real scale... I love it too.
cerealkeller said:How are these VR headsets going to work? Will they be like running a 3D monitor? I've been into 3D Vision for several years, but I don't see how putting the screen up against your face will make much of a difference.


try Alien Isolation on a 3D vision system and after that try it on a DK2, even with the low resolution and screen door effect, the real scale of everything, the alien included..., the head and positional tracking... it's fantastic.

I've been playing with 3d vision for the last 7 years, on some monitors (samsung, Acer, Benq) and optoma hd67 proyector and i love it. I buy a DK2 two months ago, and i have to tell that is amazing. Even the old Doom or Quake 2 look so incredible in a real scale... I love it too.
The one thing that surprises me is that people are saying they can't see the screen door effect at all. Its a bit shocking due to the lowest resolution by a HUGE margin. I guess it somehow has a huge fill rate. Which might be the perk of making your own custom display as opposed to cellphone screens in htc vive/oculus rift.
The one thing that surprises me is that people are saying they can't see the screen door effect at all. Its a bit shocking due to the lowest resolution by a HUGE margin. I guess it somehow has a huge fill rate. Which might be the perk of making your own custom display as opposed to cellphone screens in htc vive/oculus rift.

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If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#14
Posted 03/08/2015 12:43 AM   
I doubt it's that custom. Sony, to my knowledge, hasn't made screens in years. They simply source them and then do their own electronics for the panels. I'm not that surprised TBH. You can do things with lens filters to hide things (which was the main difference with Oculus' Cresecant Bay). And even beyond that, certain games on the DK2 look much better than others. So if you know the limitations of your display, you can use color palette's that help hide things. I'm thinking something specifically like Windlands. That looks much better than a typical DK2 game. Also, something like SweetFX can really do wonders for an image with the DK2. If a developer just made those same decisions with their game (instead of forcing the user to alter them in SweetFX), you can greatly enhance how decent something looks on 1080p OLED.
I doubt it's that custom. Sony, to my knowledge, hasn't made screens in years. They simply source them and then do their own electronics for the panels.

I'm not that surprised TBH. You can do things with lens filters to hide things (which was the main difference with Oculus' Cresecant Bay).

And even beyond that, certain games on the DK2 look much better than others. So if you know the limitations of your display, you can use color palette's that help hide things. I'm thinking something specifically like Windlands. That looks much better than a typical DK2 game. Also, something like SweetFX can really do wonders for an image with the DK2. If a developer just made those same decisions with their game (instead of forcing the user to alter them in SweetFX), you can greatly enhance how decent something looks on 1080p OLED.

#15
Posted 03/08/2015 12:00 PM   
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