The night is over and Sony didn't let us down - Project Morpheus, a virtual reality headset for PlayStation 4, was unveiled.
It's a prototype three years in the making, with no price and no release date, and that could still change. However, Sony mentioned pricing it as cheaply as possible, and releasing it as soon as possible, whatever that really means.
The Project Morpheus demos playable at GDC, which our Martin Robinson will rush to try, are The Deep (evade dangerous sea creatures), The Castle, EVE Valkyrie and a special portion of Thief.
Robinson will endeavour to bring you his impressions of Project Morpheus as soon as possible. He's already seen the latest Oculus Rift headset at GDC, so he's got a good base for comparison.
Early posts are displayed first now, so you'll have to scroll down to get to the announcement.
Our live coverage of this event has finished.
– Robert Purchese
– Robert Purchese
Good evening-almost-morning everyone on a UK timezone, and good day everyone else. Half-an-hour until kick-off. Martin Robinson is on his way, whistling a happy tune. How are you all doing?
– Robert Purchese
lew15ewad: I also own a virtual boy...
Then you have no need for the future. Begone!
– Robert Purchese
Now, according to Oculus Rift founder Palmer Luckey, who I spoke to last year, it's relatively easy to replicate the tech, but it's the development environment - the SDK - that's where the war will be won.
– Robert Purchese
Martin Robinson has messaged me to tell me he's in the queue, and that is very exciting indeed.
– Robert Purchese
Oculus has spent a lot of money cultivating it's SDK, hiring the likes of John Carmack no less, among others. It's also partnered with Valve and Steam, which provides a daunting level of support.
– Robert Purchese
feistycheese: Hey Martin, apparently you're allowed to take pics in the presentation, post some images will ya.
I will! Though I dropped my phone and all the photos now look psychedelic. It'll be just like being here! On acid!
– Martin Robinson
And we've seen how easily students get their hands on the Rift and start making experimental projects for it. Will Sony be able to foster the same kind of creative community? Will it even matter? The console space is a different thing... or is it?
– Robert Purchese
Good evening from sunny California. You can literally smell the excitement here! The chap in front of me smells particularly excited.
– Martin Robinson
In the queue, which as you'd expect is lengthy.
– Martin Robinson
johndrinkwater: Soo, when is this presentation? RoadToVR has it for 15 past, GDC+EuroGamer 45 past :\
It's 5.45 PST.
– Martin Robinson
KopparbergDave: @drxym By all accounts that's all more or less been achieved. A Sony VR headset reportedly has much better screen resolution than the first Oculus Devkit, which won't be perfect, but will be good enough for a first stab at it. Also, a Sony headset can use the PS camera for very accurate tracking in 3D space, which is a key factor to reducing motion sickness from VR. Also the components needed really shouldn't cost that much for Sony.
I've just been playing the new Oculus with Crystal Cove. Sony's alternative will have to be very, very good to compete.
– Martin Robinson
Hold on, I think I've seen a secret picture of Sony's slimline device...
– Robert Purchese
– Robert Purchese
SPOTTED! Andy House heading in to bag the best seats.
– Martin Robinson
We're all being given VR suits to wear. A chimp wearing one of the headsets was also just ushered in. Scared now.
– Martin Robinson
Wouldn't it be silly if Sony put thumbsticks on the outside of the headset as to impersonate your eyes? They'd appear all googly! Maybe it could come with stickers.
– Robert Purchese
Idea for PS4 VR game: Tickles the Spider
– Robert Purchese
– Robert Purchese
Geoff Keighley is standing behind me. Awkward.
– Martin Robinson
nuithoth: @Progguitarist A new next gen looking Home would be an almost insta buy for me. Social possibilities for VR is where this is gonna explode. Just chillin in your virtual futuristic pad with friends and playing games inside the simulation would be incredible.
That's an interesting use for VR. Good call
– Robert Purchese
People are being told no filming. And to remove their Google Glasses. San Francisco!
– Martin Robinson
Best possible start: "This is Andrew's house..."
– Robert Purchese
We're heading in!
– Martin Robinson
We're still heading in!
– Martin Robinson
The queue's moving as fast as a PS3 firmware update.
– Martin Robinson
I HAVE A CHAIR. Relatively comfortable, though the slope of the backrest is a bit too far back for my liking.
– Martin Robinson
Who's that behind the curtain?!
– Robert Purchese
– Robert Purchese
– Martin Robinson
There is indeed something under a black drape on the stage.
– Martin Robinson
5ypher: Martin Robinson sounds like a guy who would complain his food his cold after eating half and demand a full refund ;)
I TAKE SEATING VERY SERIOUSLY.
– Martin Robinson
Photos will be slow to come to you, so apologies for that.
– Martin Robinson
Shadders: DESCRIBE THE DRAPE
Ruffled like the inside of a Ripple chocolate bar, red like the blood from a fresh wound.
– Martin Robinson
That drape really is hiding something quite large.
– Martin Robinson
Maybe it's Shuhei's head under there?
– Martin Robinson
He'll appear like Oscar the Grouch out of the stand before having the VR set lowered on to his head.
– Martin Robinson
Progguitarist: Under the drape is Don Mattrick's severed head.
Haha, beat me to it!
– Martin Robinson
Just seen Guerilla's Herman Hulst, who is possibly the hottest man in the games industry.
– Martin Robinson
This is genuinely exciting.
– Martin Robinson
So, we know it's going to be a VR thing - will it be intended for commercial use, or just a cool prototype Sony wants to show off?
– Martin Robinson
Remember we're at GDC - this isn't an invent intended for consumers, but for developers. Hence the lack of livestream.
– Martin Robinson
The room's filled out already, so we can't be far from kicking off.
– Martin Robinson
And here we go. Shu's on stage, grinning like a loon.
– Martin Robinson
'Thank you for coming to this cryptic session - you have no idea what we're going to talk about' jokes Shu.
– Martin Robinson
'Here I can get an idea of trends in the industry, alongside developers from all over the world.'
– Martin Robinson
'It's particularly exciting to talk about innovation at PlayStation, and what's coming next.'
– Martin Robinson
'Something we believe will push the industry forward'
– Martin Robinson
'Since the early days of video games, we've used technology to push experiences forward - ones we weren't expecting'
– Martin Robinson
'We're looking at pushing the boundary of play'
– Martin Robinson
Sony's innovations include the CD-ROM, the Cell, PSN, Blu-Ray and, this summer, PS Now.
– Martin Robinson
VIRTUAL REALITY!
– Martin Robinson
Insolentius: A new walkman?
Haha!
– Robert Purchese
'It's the next innovation from PlayStation that may shape the future of games'
– Martin Robinson
'Let's first talk about how we arrived here'
– Martin Robinson
Ooooh, you bloody tease Shu. Just lift up the drape and show us what you've got son.
– Martin Robinson
Yoshida's talking about immersion - and how nothing develops immersion better than VR.
– Martin Robinson
We'll have Richard and Anton talking to us about that in a second.
– Martin Robinson
'Many of us at PlayStation have dreamed about VR and what it could mean for the games that we create'
– Martin Robinson
Now a slide showing Move - the VT experiment has been going on since Move was introduced.
– Martin Robinson
Shu is showing pics of Sony's VR prototype.
– Martin Robinson
Sony Santa Monica developed a prototype where you played as Kratos in VR mode. We're seeing it now.
– Martin Robinson
Exploring the world of God of War. And seeing a dismemberment from the first-person.
– Martin Robinson
Cripes that was grim.
– Martin Robinson
'When I looked down, I saw my body was that of Kratos. That was empowering!'
– Martin Robinson
The headset they're showing in the videos looks just like the HMZ you'll have seen before.
– Martin Robinson
– Robert Purchese
It's name - project Morpheus.
– Martin Robinson
That's officially it. Known as Project Morpheus.
– Robert Purchese
It's a slick looking device - light, and more aesthetically impressive than Oculus.
– Martin Robinson
Shu is now showing us. It is quite large, in fact.
– Martin Robinson
It's the culmination of three years of experimentation.
– Martin Robinson
It's still a prototype, though.
– Martin Robinson
We'll be able to play the device from tomorrow.
– Martin Robinson
I'll be playing myself tomorrow night - so expect impressions then!
– Martin Robinson
starsama: What if I told you... it'll cost too much. *Morpheus Face*
Bravo!
– Robert Purchese
'We believe Morpheus will further enhance PlayStation'. It'll work alongside the camera, and Move.
– Martin Robinson
'We like to invite passionate developers to work with us. We've seen Oculus share prototypes and share technology, and I have an enormous amount of respect for them.'
– Martin Robinson
Dr. Richard Marks is now on stage.
– Martin Robinson
'It's been great to be a part of this project since the very beginning.'
– Martin Robinson
Presence is disruptive, and it's going to become the preferred medium for all sorts of things, says Marks.
– Martin Robinson
He's been working with NASA - and they're here! Partly because it's cool to work with NASA. And to help them do immersive science.
– Martin Robinson
Oculus has Carmack, Sony has NASA. I'm not sure who wins that battle.
– Martin Robinson
There's a Mars demo where it feels like you're on Mars.
– Martin Robinson
Using data captured from the Mars Rover.
– Martin Robinson
VR's pervasive - he can imagine people using it in a hotel lobby, checking out rooms to see if they want to stay there or not.
– Martin Robinson
They've identified six areas on how to nail VR, and make it mass-market.
– Martin Robinson
Sight, sound, tracking, control, ease of use and content.
– Martin Robinson
Sight, first of all. To achieve presence, you need hi-res, high framerate display.
– Martin Robinson
And you need specialised optics - they're leaning on Sony's experience in that area to make it happen.
– Martin Robinson
Sound, next.
– Martin Robinson
Sony's got a heritage here too.
– Martin Robinson
In VR, sound is really important. It's important things sound like they would in the real world.
– Martin Robinson
You use the directionality of sound to work out where you are.
– Martin Robinson
So Sony's developed new tech to help with this.
– Martin Robinson
Now tracking - the most important thing in VR.
– Martin Robinson
They're using the same tech as PlayStation Move - with a lot higher rate sensors, and the PlayStation Camera.
– Martin Robinson
'Which almost seems like it was designed for VR....' jokes Marks.
– Martin Robinson
'We think the tracking will be one of the metrics that judges how good your VR is'. Oculus knows that, with its Crystal Cove tech.
– Martin Robinson
Control's next - and it's the biggest challenge.
– Martin Robinson
I spoke to Palmer Luckey about this topic this afternoon - more on that tomorrow!
– Martin Robinson
PlayStation Move is an excellent VR controller, says Marks.
– Martin Robinson
'We want it to be easy for people' - it has to be plug in and play, and comfortable.
– Martin Robinson
The goal is for it to be sitting on the coffee table, and you just slip it on and off.
– Martin Robinson
Last thing is content.
– Martin Robinson
GAAAAAAAAMES.
– Martin Robinson
Worldwide Studios will be developing a sea of content.
– Martin Robinson
But Sony wants the wider development world to be involved - which is why they're announcing at GDC.
– Martin Robinson
'We want to make PlayStation the best place for VR - and not just for playing, but for developing.'
– Martin Robinson
List of people already working on this - Crytek, Havok, Unity, Epic, CriWare.
– Martin Robinson
Obviously these are tech outfits - no word on developers just yet.
– Martin Robinson
'This is a great time - it's like the wild west'.
– Martin Robinson
'How often do you get to define a new medium?'
– Martin Robinson
Marks is wrapping up, and Anton's up next.
– Martin Robinson
Anton Mikhailov, who works in R&D, is up next.
– Martin Robinson
'This is a medium, not a peripheral.'
– Martin Robinson
'Games are only one type of content'.
– Martin Robinson
'A lot of the rules from traditional games don't apply'
– Martin Robinson
'Presence trumps game design in VR.;
– Martin Robinson
'Head motion is law'
– Martin Robinson
Oh, by the way - the slide that's illustrating that is using a Colossus from Shadow of the Colossus. Read into that what you will.
– Martin Robinson
Arm position is one - depth conflict, clipping and how it's accommodated in the virtual world.
– Martin Robinson
Full body tracking isn't an option, I've learnt today - the latency in even the better cameras like Kinect means it just doesn't work.
– Martin Robinson
Presence is the unique selling point of VR, says Anton.
– Martin Robinson
To achieve presence on a technical level, you need to keep latency low - and you need to keep framerate high.
– Martin Robinson
These are problems Oculus are dealing with well. Can't wait to try this thing out and see how it compares.
– Martin Robinson
Rendering images cleanly is really important in VR. And 3D audio is too.
– Martin Robinson
INSOMANiAC: You've stopped using quotation marks, is this your opinion, or that of an expert Martin?
Sorry, am summarising Anton mostly - will make it more explicit when I interject!
– Martin Robinson
There are still a lot of game design challenges in VR we don't have the answers to yet.
– Martin Robinson
Input is also important, says Anton - driving games work well, because there's no abstraction when using a wheel as opposed to a gamepad. Move's good for replicating things like guns and swords, so it should work for VR.
– Martin Robinson
'Emotion will be amplified - you have complete sensory blackout. That's why we go to cinemas, where it's dark and the sound's great'
– Martin Robinson
'You get a whole new palette of emotions you can work with - vertigo, claustrophobia, fear of the dark, fear of void and extreme horror'
– Martin Robinson
'They really can freak people out' jokes Anton. 'But that can be fun to watch.'
– Martin Robinson
Sorry for the lack of photos - it's hard to type and upload photos at the same time. For what it's worth, Anton is handsome and so are his powerpoint slides. They're mostly just text though.
– Martin Robinson
VR has to be for everyone, says Anton - hardware has to be comfortable, content has to be varied and the experience can be shared.
– Martin Robinson
The current devkit is 1080p.
– Martin Robinson
90 degree field of view.
– Martin Robinson
Bear in mind this is the devkit, though, so this isn't final.
– Martin Robinson
1000Hz tracking - and full 360 degrees rotation tracking.
– Martin Robinson
DualShock 4 and PS Move both work with the same camera.
– Martin Robinson
It's quite obvious that the PS4 was designed with VR in mind. That's the reason for that lightbar on the DS4, I guess.
– Martin Robinson
The kit has a true spatial sound system, synthesised by simulating the human ear.
– Martin Robinson
It can simulate 60 virtual speakers around you.
– Martin Robinson
Dussc: how does it track the headset ? there are no lightbulbs or bars on them ?
There are lights on it, like the DS4 bar and Move.
– Martin Robinson
The headset is comfortable for prolonged use, and supports custom headphones.
– Martin Robinson
There's a social screen feature - it splits the signal onto the main TV.
– Martin Robinson
So when you're playing a game, people can see what you're playing through an undistorted mirror of the image.
– Martin Robinson
This allows for asymmetric gameplay - the person watching the TV can dick around with you while you're wearing the headset by manipulating the world.
– Martin Robinson
The demos we'll see - first is called The Deep, from Sony London Studio.
– Martin Robinson
There's a castle demo using Move that allows you to grab objects, and wield a sword and bow and arrow.
– Martin Robinson
And Eve Valkyrie is here too.
– Martin Robinson
And Thief is here too.
– Martin Robinson
It's a bespoke bit of the game designed for VR.
– Martin Robinson
No Drive Club.
– Martin Robinson
We're closing up now - and that was quite an impressive presentation.
– Martin Robinson
The floor's open to questions now.
– Martin Robinson
I'm going to try and ask some of my interview standards. How many graphics does it have?
– Martin Robinson
The prototype is wired - and its a 5 metres long cable.
– Martin Robinson
'What frame-rate will you get, and what latency' asks someone in the audience.
– Martin Robinson
Nice answer!
– Martin Robinson
Regarding weight, as this is a prototype they're not committing to anything.
– Martin Robinson
Current focus is on PlayStation - no talking about how this will, or could, work on PC.
– Martin Robinson
You won't hear anything about the cost here, either.
– Martin Robinson
'The highest frame-rate, and the lowest latency. And we're coming out as soon as possible.'
– Martin Robinson
drumm23: "the highest latency"
F. Back of the class.
That's my fail. Sorry!
– Martin Robinson
INSOMANiAC: Ask them if theres sandwiches!
Just did. Egg and cress ones, apparently.
– Martin Robinson
INSOMANiAC: Ask them if this will work with PlayTV!
They won't talk about that specifically, but did say it takes a lot of horsepower to do VR - so that's PS4 only, really.
– Martin Robinson
INSOMANiAC: Ask them if this will work with PlayTV!
They won't talk about that specifically, but did say it takes a lot of horsepower to do VR - so that's PS4 only, really.
– Martin Robinson
oliverday: How long till this goes commercial?
They're not talking specifics - but, as Anton just said, 'As soon as possible'.
– Martin Robinson
Shin555: It is planned to be wireless, yes?
It isn't yet, but the hope is the final product will be.
– Martin Robinson
INSOMANiAC: Will I be able to trade it with a friend?
Zing!
– Robert Purchese
'Where did the Morpheus name come from?'
'We decided on that name last week' admits Yoshida.
– Martin Robinson
But it's also named after the god of dreams, innit.
– Martin Robinson
London Studio is the one Sony studio they're talking about who are working on Morpheus. Other studios are experimenting.
– Martin Robinson
INSOMANiAC: Will I look as cool as Laurence Fishburne in it?
You'll look as cool as Laurence Fishburne, but as cool as he was in Predators rather than The Matrix.
– Martin Robinson
And that's a wrap - and indeed the drape comes back over the prototype.
– Martin Robinson
We'll be playing the unit tomorrow night, US time, so will get impressions and comparisons with Oculus to you as soon as we can.
– Martin Robinson
Dussc: also; really expected Media Molecule to work on this
Who says they're not!
– Martin Robinson
SpaceMonkey77: And also ask why Sony didn't do this before Oculus?
Sounds like Sony wanting cake and bread to eat.
They want egg and cress sandwiches to eat.
– Martin Robinson
Well, for me that was one of the more impressive presentations I've ever seen - hope some of that came across. Official pics of the unit are on the site now.
– Martin Robinson
Kamotcha: Thank you for the updates Martin.
Thanks for bearing with me!
– Martin Robinson
– Robert Purchese
INSOMANiAC: It was almost like I was there myself, what with the one picture n stuff, this is like really shit VR !
That's TWO pictures to you!
– Robert Purchese
5ypher: Thanks for the reporting guys. Hope that chair wasn't too uncomfortable ;)
The misery I put myself through for you chaps. I'm off to find a nice Chesterfield sofa to recline on now.
– Martin Robinson
Thanks again for coming along, will share more with you on it all as soon as I can!