New Project Morpheus Specs Announced; Releasing in 2016
In its recent GDC briefing Sony Computer Entertainment dove head deep into the new specs for Project Morpheus, as well as announced a coming 2016 consumer release.
The President of Sony Computer Entertainment has spoken, and it seems Project Morpheus, the key to console virtual reality on the PlayStation, won’t be reaching consumer hands until the first half of 2016.
In his GDC briefing President Shu Yoshida made it clear that Project Morpheus won’t be releasing this year. It’s a bit disappointing if you’ve been following the console-developed VR headset, however, along with this news we’ve also been given an update on the device’s new specs.
The current Project Morpheus prototype is very close to the consumer version and will sport a OLED screen at 1920 x RGB x 1080. President Yoshida also stated that each of the pixels will have RGB subpixels. Additionally, the crisp OLED screen is set to run at a 120Hz refresh rate, making it the highest refresh rate on the VR market right now. All of this will be tucked into a nice 5.7 inch screen, and the device will provide a 100 degree field-of-view, and low latency experience for users.
Building onto the previous prototypes, this new rendition now features 9 LEDs which allow for more robust tracking in a 360 degree area. President Yoshida also stated that the device is light, has a quick one button On/Off power design, and even offers the ability to quickly flip the front piece out so you can find your controller without taking the headset off. Despite what some people may have thought – Project Morpheus is glasses friendly.
The PlayStation-oriented Head-Mounted-Display will also allow for advanced interactions using PS Move and 3D Audio to make the VR experience even more believable. President Yoshida has also stated that the PlayStation 4 is definitely capable of reaching the 120Hz refresh rate which Project Morpheus currently supports, and this will most likely be accomplished with a process of “reprojection” which creates an “in-between frame” for games at 60FPS.
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Josh Hawkins posted a new article, Project Morpheus: Hardware Rundown
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I appreciate how they explicitly state the panel uses full RGB subpixels.
I hated pentile displays on phones for so long, and now with 1080p and QHD it finally doesn't matter to me (other people stopped giving fucks much sooner). But take that 1080p or QHD, cut it in half, and stretch it to 100 degrees across your FOV, and it will start to matter again. -
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They need to bring out some games that make the cost worth it. They could charge £500 for the whole setup (camera, VR helmet, move controllers) and i'll buy it if there is a handful of games showing that it's a worthwhile investment.
Or, they'll do what MS did with Kinect. Have a lot of games that shoehorn the tech in seemingly just for the sake of it, and i'll never buy one :(-
I can't really see it working for consoles to be honest. Console hardware doesn't seem powerful enough to display VR at the graphics fidelity people expect from console games, so you're not going to see Gran Turismo using VR for example because they're going to want that to be a graphics flagship game for non VR users as well.
So then you're relying on companies making VR only games and that depends on the install base.
I just think it's going to be much more sensible to get a VR headset for the PC. -
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ars has a flattering piece, if you've not seen it: http://arstechnica.com/gaming/2015/03/one-year-later-sonys-morpheus-prototype-is-still-vr-done-right/