Dev Blown Away By Morpheus, Reports No Delay

GDC 2015 news continue and this time, it’s Sony Computer Entertainment taking the scene with Project Morpheus. The company announced a release window for the hardware (first half of 2016) along with updated specifics of the new prototype (you can read them below, from the official post on PlayStation Blog); there was also an internal conference yesterday and one of the developers who were there left some impressions in the Neogaf topic.

Tried it yesterday at an internal conference. It was my first experience with Morpheus, so I can’t compare it to the previous version, but - based on the 2 two demos that were available - I will say this:

- I’m absolutely blown away by the experience I had.
- I’m wearing glasses and didn’t have any issues at all, which was a great surprise.
- One of the demos was running at 120hz and it was amazing, but the other demo that was running at 30hz didn’t really take anything away from the experience.
- There are no noticeable delay.
- I genuinely felt like I was in a different world. There were some very exciting and surprising moments in one of the demos that actually got my heart racing and got me sweating a bit.

Overall, great first impression.

The following improved specs are still not final, mind you.

  • OLED display: In exchange for the 5 inch LCD, the new Morpheus VR headset is equipped with a 5.7 inch 1920 X RGB X 1080 resolution OLED display. This new screen expands the field of view and enables low persistence, removing motion blur.
  • 120hz refresh rate: The previous refresh rate spec has been doubled for this new prototype, which means games for Morpheus can be rendered at 120fps. When combined with the OLED display’s high refresh rate and the power of PS4, Morpheus is able to output amazingly smooth visuals.
  • Super low latency: We know how critical low latency is to delivering a great VR experience, and we’ve reduced latency to less than 18ms, about half of what the first Morpheus prototype had. Low latency is critical to deliver a sense of presence, at the same time making the VR experience comfortable to players.
  • More accurate tracking: To make positional tracking more precise, we’ve added three LEDs to the headset – one on the front and two on the side – for a total of nine LEDs to support robust 360 degree tracking.
  • User-friendly design: We’ve made the Morpheus VR headset easier to put on and take off, with a single band design and quick release button. The headband supports the weight of the unit on the top of your head, so there is no pressure on your face. Other components have also been adjusted and configured to make the headset lighter, so that players do not find the headset cumbersome or uncomfortable to use.

 

There will be more news coming out at E3 2015 and later conventions, Sony promised, with more VR games announced.