Official Thread Playstation VR (formerly Morpheus)

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You don't need the move controllers AFAIK.

That's not a bad entry price point then I guess.

Well just have to see how watered down the experience will be compared to competing devices and what kinds of games will push the device.

If most games have a central character stuck in one spot but looking around in 360 and interacting with objects, that could get old quick.

I know they have their fps ready. I want to see how that works in VR.

I want to play GTA 5 in VR on PS4.
 
That's not a bad entry price point then I guess.

Well just have to see how watered down the experience will be compared to competing devices and what kinds of games will push the device.

If most games have a central character stuck in one spot but looking around in 360 and interacting with objects, that could get old quick.

I know they have their fps ready. I want to see how that works in VR.

I want to play GTA 5 in VR on PS4.

It's $350 for most people since I don't know anybody that has the camera. The camera is required. If it will allow me to watch Blurays, and play any game, using it as a monster screen, it'll be pretty much a must buy for me, if I don't have a PC for Oculus by the time it releases. Of course I need to try it out first.
 
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That's not a bad entry price point then I guess.

Well just have to see how watered down the experience will be compared to competing devices and what kinds of games will push the device.

If most games have a central character stuck in one spot but looking around in 360 and interacting with objects, that could get old quick.

I know they have their fps ready. I want to see how that works in VR.

I want to play GTA 5 in VR on PS4.
I highly doubt that one will happen. I can't imagine the machine you'd need- that game uses a lot of resources normally. Aren't the new gen versions 30fps as well? They'd have to pare it waay down to run in VR. There are people with the Oculus that do it on youtube though.
 
That's a good price point if true. However, if the camera is required why not just make the "entry lvl" bundle price $350 and include the camera?
Especially since you need the camera to operate it properly. Of course, they need to have one without the camera for the three people that already have it.
 

That is just more speculation, however, this here goes hand in hand with what I was talking about as far as price. I still have to go with the $250 guesstimate though.

I also don't see why Sony would include a Move controller other than to standardize the two hand function in the game (Move+DualShock 4). I would think headphones would be more important as it is THIS that completes to initial immersion before a secondary hand. If anything, I'd expect the camera, a game, PSVR and some cheap headphones if a Move controller ever became apart of the package rather than a Move controller over the headphones. That sounds too far fetch to me.
 
Do you have to have Move controllers though? Aren't some VR games controller based?
No.

Sony demonstrated this. This is what the light bar and T-pad is for. The light bar works similar to Move - with a few subtle restrictions of course, and the T-pad takes the place of the function to which you may need an additional hand for. For example, opening two curtains at the same time.
 
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That's a good price point if true. However, if the camera is required why not just make the "entry lvl" bundle price $350 and include the camera?
Because some people already have the camera for Twitch, Ustream, and voice chat. It would be redundant to include another camera in an entry package, and it would be a waste of resources for them to have more than two types of packages available, which is why the most logical case is a standalone package (just the HMD) and a starter package (includes everything for people without anything).
 
That is just more speculation, however, this here goes hand in hand with what I was talking about as far as price. I still have to go with the $250 guesstimate though.

I also don't see why Sony would include a Move controller other than to standardize the two hand function in the game (Move+DualShock 4). I would think headphones would be more important as it is THIS that completes to initial immersion before a secondary hand. If anything, I'd expect the camera, a game, PSVR and some cheap headphones if a Move controller ever became apart of the package rather than a Move controller over the headphones. That sounds too far fetch to me.
You think $250?

You bumped y0 head.

$300 will make it fly off the shelves though.
 
Well he's getting better, originally he was pushing $199...

Actually it hasn't, per se. My guesstimate was always a tug between $200 and $250. I was more lenient towards to $200 mark because of what was made up of the hardware at the time, including the absence of a cooling system, which I named off in the list to bring down cost, to which was also a main concern for me. Go ahead, check my history. :) I didn't see $300 worth of hardware then and I still don't see it. But after I noticed the new converter box housing a cooling system, that's what convinced me of a price around the $250 mark, nothing else. ;)
 
I think $300 for the hmd is a fair price. It's a better hmd than the DK2 Rift and that shipped for $350.

Its interesting you brought that up. It makes me wonder now how multi plats will be handled on the two systems....or three (Vive).

See, the Rift doesn't come with any motion controllers; those have to be purchased separately, and the controller it does come with (XB1 pad) is not a motion controller at all. So it makes me wonder how hand motion will be handled if you were only using it's standard controller or if this will even affect standard hand motion in games as a whole. I guess its similar to developing for the lowest common denominator, or will PSVR's standard hand movement be exclusive because of it's DualShock 4.

Its an interesting thought.
 
Maybe they should redesign the Move controllers so they don't look like vibrators; it is a bit weird to push PS3 controllers into a PS4 product.
 
Maybe they should redesign the Move controllers so they don't look like vibrators; it is a bit weird to push PS3 controllers into a PS4 product.
Or make them look MORE like vibrators. No one has time for the middle ground.

I don't think motion control will be that big. It will be supported initially, but I reckon it will fizzle out. Without it being standard for every hmd, it killed itself.
 
Maybe they should redesign the Move controllers so they don't look like vibrators; it is a bit weird to push PS3 controllers into a PS4 product.
They did it with the PS1 DualShock to the PS2, and those were peripheral controllers at the time, too. I like to think of it as backwards compatibility. But that's another story.

I'm sure a remodel will come, but I'm seriously doubting anytime soon as the HMD is just right around the corner. One product has already been introduced, so I can't see another coming after that before this generation is laid to rest. The DualShock 4 seems to be it's evolution right now as it does merges both the navigation controller and the Move together.

As far as the design, believe me, for what it is, it works rather well, and I have pretty big hands. Not sure about the vibrator part, though. That's hilarious. Lmao! But I guess I can somewhat see your point there when you're viewing them solely from the front and probably opposite of how they are used. It feels like a controller, though -- especially with the trigger there to which your index finger contours to/rests the majority of the time. Then again, I haven't had much experience with the other thing.
 
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Or make them look MORE like vibrators. No one has time for the middle ground.

I don't think motion control will be that big. It will be supported initially, but I reckon it will fizzle out. Without it being standard for every hmd, it killed itself.

I don't know if I agree with that. I think because we are at a paradigm shift, motion controls are going to play a far more important roll than it has ever done because you will be working in a 3D space rather than a 2D display, rather that be VR or AR.
 
Its interesting you brought that up. It makes me wonder now how multi plats will be handled on the two systems....or three (Vive).

See, the Rift doesn't come with any motion controllers; those have to be purchased separately, and the controller it does come with (XB1 pad) is not a motion controller at all. So it makes me wonder how hand motion will be handled if you were only using it's standard controller or if this will even affect standard hand motion in games as a whole. I guess its similar to developing for the lowest common denominator, or will PSVR's standard hand movement be exclusive because of it's DualShock 4.

Its an interesting thought.

There will be two different types of games built for the Rift, games built specifically for a gamepad experience (non motion control) and games built with the Touch controllers in mind. It will be the same for PSVR. If the game requires motion control, they'll use the PS wands. I don't forsee much use in VR for a motion controlled pad, if the devs want you to interact with motion they'll probably reqire the wands. We'll just have to see how it plays out. Saying that, devs are already having to change how games play out for instance Job Simulator will allow 360 controller tracking on the Vive but will have to adjust the game for Rift and PSVR to 180 degree controller tracking because of the forward facing camera (although they've said the Rift will have the option of 360 degree tracking for people who set their cameras up opposite from each other a la Vive).
I think though that the PSVR and Rift will share more multiplat games as both recommend a forward facing camrra setup. Where the Touch will be unique though is games built for two forward facing cameras that allow for fine grain tracking, like the Oculus playbox where you can light a lighter and spark a firework, fine tracking like that requires two forward facing cameras to stop the controllers occluding each other when close together or behind each other. The Touch controllers are also the only motion controllers that actually track your fingers so for instance you can give someone the flip or can track actual finger movement in VR.
At the end of the day though, if a game requires motion control to play, then a Rift owner will need the Touch controller. Simple as that.
 
There will be two different types of games built for the Rift, games built specifically for a gamepad experience (non motion control) and games built with the Touch controllers in mind. It will be the same for PSVR. If the game requires motion control, they'll use the PS wands. I don't forsee much use in VR for a motion controlled pad, if the devs want you to interact with motion they'll probably reqire the wands. We'll just have to see how it plays out. Saying that, devs are already having to change how games play out for instance Job Simulator will allow 360 controller tracking on the Vive but will have to adjust the game for Rift and PSVR to 180 degree controller tracking because of the forward facing camera (although they've said the Rift will have the option of 360 degree tracking for people who set their cameras up opposite from each other a la Vive).
I think though that the PSVR and Rift will share more multiplat games as both recommend a forward facing camrra setup. Where the Touch will be unique though is games built for two forward facing cameras that allow for fine grain tracking, like the Oculus playbox where you can light a lighter and spark a firework, fine tracking like that requires two forward facing cameras to stop the controllers occluding each other when close together or behind each other. The Touch controllers are also the only motion controllers that actually track your fingers so for instance you can give someone the flip or can track actual finger movement in VR.
At the end of the day though, if a game requires motion control to play, then a Rift owner will need the Touch controller. Simple as that.

Well, see that's the thing. The DualShock 4 is the wand controller. Here, take a look for yourself:

PlayStationVRTracking.png


Notice the player 1 column -- especially C, which is the one wearing the headset. Unlike competing headsets, two additional wand controllers aren't necessary due to the DS4 substituting as the second wand. If that's the case, then perhaps the light bar is a standard motion by default, no matter what selection you choose, which makes me wonder about the other capabilities of the controller.
 
Well, see that's the thing. The DualShock 4 is the wand controller. Here, take a look for yourself:

PlayStationVRTracking.png


Notice the player 1 column -- especially C, which is the one wearing the headset. Unlike competing headsets, two additional wand controllers aren't necessary due to the DS4 substituting as the second wand. If that's the case, then perhaps the light bar is a standard motion by default, no matter what selection you choose, which makes me wonder about the other capabilities of the controller.

Yes I'm aware of that picture. As you can see from the picture, A B C D E F are all different game play scenarios, see the way games B C D E F are games that use motion controls. Notice how there is no version where the PSVR user has just a controller where the non hmd user has use of motion controls. That indicates that the DS4 doesn't stand in for the wand in any of those circumstances as I suspected would be the case.
The only gameplay scenario that uses just the hmd and controller is game A and the other players 2 3 4 can only use a gamepad which means it's not a motion controlled game.
There isn't one motion controlled game that shows just the gamepad and hmd so i think that confirms the ds4 doesn't stand in for the wand in any scenario that Sony sees as that is the official control layout released by Sony. Hope that answers your initial concern regarding multiplat compatibility.
 
Yes I'm aware of that picture. As you can see from the picture, A B C D E F are all different game play scenarios, see the way games B C D E F are games that use motion controls. Notice how there is no version where the PSVR user has just a controller where the non hmd user has use of motion controls. That indicates that the DS4 doesn't stand in for the wand in any of those circumstances as I suspected would be the case.
The only gameplay scenario that uses just the hmd and controller is game A and the other players 2 3 4 can only use a gamepad which means it's not a motion controlled game.
There isn't one motion controlled game that shows just the gamepad and hmd so i think that confirms the ds4 doesn't stand in for the wand in any scenario that Sony sees as that is the official control layout released by Sony. Hope that answers your initial concern regarding multiplat compatibility.

You're reading it wrong. Blow the picture up and look at the bottom right hand of it. Notice the fine print there. The combinations you see are the max numbers that the console's horsepower can withstand at one time.
 
Yes I'm aware of that picture. As you can see from the picture, A B C D E F are all different game play scenarios, see the way games B C D E F are games that use motion controls. Notice how there is no version where the PSVR user has just a controller where the non hmd user has use of motion controls. That indicates that the DS4 doesn't stand in for the wand in any of those circumstances as I suspected would be the case.
The only gameplay scenario that uses just the hmd and controller is game A and the other players 2 3 4 can only use a gamepad which means it's not a motion controlled game.
There isn't one motion controlled game that shows just the gamepad and hmd so i think that confirms the ds4 doesn't stand in for the wand in any scenario that Sony sees as that is the official control layout released by Sony. Hope that answers your initial concern regarding multiplat compatibility.
You're reading it wrong. Blow the picture up and look at the bottom right hand of it. Notice the fine print there. The combinations you see are the max numbers that the console's horsepower can withstand at one time.

Ok we'll wait and see. You're guess is as good as mine. One advantage the picture without doubt provides though is the ability to play local mp with friends not wearing a hmd. I don't think you can do that on the Rift or Vive.
PSVR, Rift and Vive all will offer something the others won't and we'll see what works best. I truly believe all 3 will offer awesome VR. I just want them all to succeed.
 
Ok we'll wait and see. You're guess is as good as mine. One advantage the picture without doubt provides though is the ability to play local mp with friends not wearing a hmd. I don't think you can do that on the Rift or Vive.
PSVR, Rift and Vive all will offer something the others won't and we'll see what works best. I truly believe all 3 will offer awesome VR. I just want them all to succeed.



Ok, that's how the controller will work. Somehow I can't find anything on multi-plats making use of those controls in VR, though. So i'm thinking games built on PSVR first and ported, or even simultaneously developed, to the other VR devices seem to have the better chance of taking advantage of DS4's features rather than the other way around as some developers may shoot for a common denominator.
 
My eyes will be on the PSVR and the VIVE.

I'll be picking up Rift and Vive, I'll be reselling one of them though when I see which one I prefer. The Vive currently has the more robust tracking out of the box but my main concern is the ergonomics (it's still about as heavy as a Rift DK2) as opposed to the Rift which is incredibly light and the Vive still suffers from the screen door effect where the Rift has it diminished so it's virtually unnoticeable. I'll see which one's best for me April when I get them home.
 
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