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DrPepperMan
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by DrPepperMan » Thu Mar 05, 2015 8:15 pm

As someone who uses Oculus Rift for my PhD (have both DK1 & 2, not to mention the original Sony HDM) I agree with the devs above. The rift is so easy to integrate into my system. Helps that I am using UE4 though too, but from the ground up its not hard at all to integrate the Rift anyway.

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Saint of Killers
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Saint of Killers » Thu Mar 05, 2015 8:55 pm

If it launches with a killer app (NMS anybody? That doesn't seem to be pushing the PS4 so maybe it could be made to work with Morpheus) then support down the line be damned, I am buying it. If it has PS4 like launch line-up then I will wait and see.

Where does it say the VR games *have* to be graphically intensive games? If the VR experience is something we don't otherwise get with traditional games then why wouldn't people be willing to take cut on the fx? Though his other concern of the willingness of pubs and dev willing to spend resources on a niche product does ring true.

NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Thu Mar 05, 2015 9:28 pm

There are only two performance requirements for VR, high resolution and high frame rate, these are easily achievable simply by reducing other things such as polygon counts and texture detail.

You can have a game with this level of graphics...

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As long as the resolution and frame rate are high you can have a great immersive VR experience. Thankfully, PS4 can do it with this level of graphics...

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NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Sat Mar 07, 2015 9:48 am




NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Sun Apr 26, 2015 3:17 pm


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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Poser » Tue May 19, 2015 4:23 pm

Sony opens a new Morpheus-only studio.

http://uk.ign.com/articles/2015/05/19/s ... IGN+All%29

Sony Computer Entertainment has opened a brand-new studio in North West England, dedicated to developing content for the PlayStation manufacturer's upcoming VR headset, Project Morpheus.

News of the studio's creation first surfaced when Sony posted several job advertisements on its UK PlayStation jobs site.

The dev team, dubbed North West Studio, will be focused solely on Project Morpheus, and falls under the leadership of Sony Computer Entertainment's Worldwide Studios, which is headed up by president Shuhei Yoshida.

"We are still in the early planning phase with this studio, and are currently focused on hiring the right team," a Sony rep told Eurogamer. "We look forward to sharing more news and formal announcements in the near future."

Do you think Project Morpheus will play a pivotal role in the future of PlayStation? Word has it we'll be able to purchase the hardware for ourselves in just a year's time. Find out why we're excited about Sony's VR headset by reading our hands-on preview from GDC.

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Death's Head
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Death's Head » Tue May 19, 2015 5:33 pm

Launching with a killer app or not, it is likely to fail. Just like every add-on that has been released in the past it splits the user base meaning publishers only get to sell to a small proportion of the user base and they aren't interested in wasting money on such an experiment.

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NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Tue May 19, 2015 6:18 pm

Kinect 360 and Move sold 24 million and 15 million respectively, do they count as failures?

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Death's Head
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PostRe: RE: Re: Sony Project Morpheus VR - Launching H1 2016
by Death's Head » Tue May 19, 2015 8:56 pm

NickSCFC wrote:Kinect 360 and Move sold 24 million and 15 million respectively, do they count as failures?

....and what software on that hardware sold anything like those numbers?

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NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Tue May 19, 2015 9:08 pm

The problem with Kinect and Move was that all the games were exclusive as equivalent controllers weren't available on other platforms.

VR will benefit from not only from cross-platform support, but also (as already seen) highly enthusiastic indie developers.

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Death's Head
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Death's Head » Tue May 19, 2015 10:05 pm

If Kinect and Move were seen as successful they'd still be with us now. Clearly Sony didn't think Move was worthwhile bringing to PS4 and MS killed off Kinect I guess for cost and performance benefits, coupled with no software to make it worthwhile. Same is going to happen with this.

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NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Tue May 19, 2015 10:28 pm

Death's Head wrote:If Kinect and Move were seen as successful they'd still be with us now. Clearly Sony didn't think Move was worthwhile bringing to PS4 and MS killed off Kinect I guess for cost and performance benefits, coupled with no software to make it worthwhile. Same is going to happen with this.


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And, unlike last-gen, Move will have a PC equivalent to entice developers to develop for it for cross-platform games...

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jawafour
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by jawafour » Tue May 19, 2015 10:33 pm

I do like the look of Morpheus but I wonder if it's gonna be really expensive. You'll need the camera (£20), two Move handsets (£30 each?) and the headset (maybe £200?). Plus a couple of games (say, £40 each?). Total around £360.

It's gonna have to be amazing to justify that sort of dough. I hope that it is.

NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Tue May 19, 2015 10:38 pm

I wouldn't say Move is a must for VR, you could easily play Project Cars with just a controller or wheel.

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Death's Head
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Death's Head » Wed May 20, 2015 9:12 am

NickSCFC wrote:And, unlike last-gen, Move will have a PC equivalent to entice developers to develop for it for cross-platform games...



It is still work and therefore cost. I'm prepared to eat my hat if this pans out differently to what I'm expecting though.

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Poser
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Poser » Wed May 20, 2015 9:32 am

jawafour wrote:I do like the look of Morpheus but I wonder if it's gonna be really expensive. You'll need the camera (£20), two Move handsets (£30 each?) and the headset (maybe £200?). Plus a couple of games (say, £40 each?). Total around £360.

It's gonna have to be amazing to justify that sort of dough. I hope that it is.


Agreed. The benefits of age mean I have more disposable cash now than ever before, but I still have more sense than money. As excited as I am about Morpheus, I'll definitely be waiting to see what games it has.

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Wedgie
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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Wedgie » Wed May 20, 2015 10:30 am

Perhaps that's more sensible.

After all we don't know how much support the VR set will receive, but surely it'll be a lot better supported than add on stuff such as PS3 camera, Move and PS4 camera?

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Denster wrote:My phone messaged me yesterday after i'd encouraged him to download and play the RESi demo.


Super Intelligent Phones Are Here!!!! We are dooooomed!
NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Wed May 20, 2015 10:30 am

Confirmed Titles

ARK: Survival Evolved
The Assembly
Eve Valkyrie
Adr1ft
Keep Talking and Nobody Explodes
Mind: Path to Thalamus
Project Cars
Q.U.B.E
Surgeon Simulator
War Thunder
Among the Sleep
Loading Human
Vanguard V
Omega Agent


Demo Titles/Possible Full Games

OVO
Street Luge
London Heist
Summer Lesson

NickSCFC

PostRe: Sony Project Morpheus VR - Launching H1 2016
by NickSCFC » Wed May 20, 2015 4:56 pm


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PostRe: Sony Project Morpheus VR - Launching H1 2016
by Poser » Thu May 21, 2015 9:34 am

Hmm. Not sure I'm feeling that, TBH. Those floaty hands look a bit frustrating and... floaty.


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