poltlatin.blogg.se

Toy room vr photo viewer oculus
Toy room vr photo viewer oculus








toy room vr photo viewer oculus
  1. #TOY ROOM VR PHOTO VIEWER OCULUS FULL#
  2. #TOY ROOM VR PHOTO VIEWER OCULUS PS4#
  3. #TOY ROOM VR PHOTO VIEWER OCULUS TV#

The Castle demo shows where Morpheus' other advantages come into play. Scanning the waters, trying to anticipate its return, is an anxious experience, and there's some wonderful direction and well-played jump scares as the shark returns to take several bites from your cage. And sure enough one emerges from the murkiness, a wonderfully realised great white shark filling your sights before it moves past and back into the darkness. "Project Morpheus' tracking feels on a par with Oculus, even taking into account the advances brought about by the implementation of Crystal Cove."Īs the cage is lowered, though, the sense of creeping fear is seriously impressive, the darkening water threatening bigger, more dangerous creatures. Tropical fish move in through the cage, dancing past your field of vision and moving behind you, where you can track them as they exit into the blue beyond. First you're sitting just below the waves as shafts of sunlight shear through the water and a boat bobs just above you, giving you some small sense of security. The Deep, a short, barely interactive experience that casts you under the sea in a diving cage, shows how the ability to look behind you works wonders for Morpheus. The experiences themselves, though, show clearer gaps between the two. Both are running at 1080p, but Morpheus' decision to go with LCD displays rather than the OLED used on Oculus hurts it a little - good thing, then, that Sony's already looking at exploring OLED for its own device. Motion blur is much more pronounced on Morpheus than it is on Oculus' DK2, and image quality is also noticeably not quite on par. There is one other setback to Morpheus right now, though it's one that's likely to be remedied throughout the development process.

#TOY ROOM VR PHOTO VIEWER OCULUS FULL#

Even better, it allows you full 360-degree movement, letting you look behind you - a factor that's exploited to great effect in Sony London Studio's The Deep. That's no doubt thanks to the PlayStation Camera's input, and the latency seems impressively low when moving your head. Project Morpheus' tracking feels on a par with Oculus, even taking into account the advances brought about by the implementation of Crystal Cove. Panel Resolution: 1920×RGB×1080 (960×RGB×1080 per eye)Īnd what a feeling of immersion it is.Component: Processor unit, head-mounted unit.Sony stressed at GDC that they are subject to change: Specificationsīelow are the current specifications of the Project Morpheus prototype. The viewing angle, too, is noticeably smaller than the Oculus, even if the difference is minimal - on your visual peripheral there's a clear edge to the image, though it's thankfully slight enough not to break the feeling of immersion. There's a fair bit more light bleeding into the viewing area, a slim slit just below your field of vision that doesn't seem to be rectifiable by adjusting the optics. So the headset's well-designed, although it does lag behind the Oculus in some key areas. It may be a prototype, but Sony's industrial designers were obviously keen to puff out their chests even at this early stage.

#TOY ROOM VR PHOTO VIEWER OCULUS TV#

This slim piece of kit generates the image for the TV screen that makes for some fascinating gameplay potential - but a little more on that later.

#TOY ROOM VR PHOTO VIEWER OCULUS PS4#

It's easy to slip on, easy to adjust and, it seems, a little lighter - probably due to the fact that much of the processing is done by a separate box that sits between the headset and the PS4 with an HDMI in and out. Morpheus is a sleek, handsomely designed piece of kit, and as an object it's certainly more desirable than the Oculus. As an experience it's comparable to Oculus - to the DK2, that is, the most recent iteration of the headset that incorporates Crystal Cove and that opened up pre-orders yesterday - although there are clear points of differentiation.įirst is the unit itself. Project Morpheus, perhaps unsurprisingly given the breadth of Sony's expertise and resources, comes strong off the blocks.

toy room vr photo viewer oculus

The Oculus Rift has become a tangible, tantalising prospect since, and Sony's entry into the market with Project Morpheus, while not exactly validating VR, is a sure sign that the dream is drawing ever closer. It was a charmingly sketchy one back then, too, a hastily hung together prototype created by wunderkind Palmer Luckey, but even through the masking tape and ski goggles the future it suggested was intoxicating. Just under two years ago, John Carmack revealed a virtual reality dream.










Toy room vr photo viewer oculus