Submind YouTube summaries
Thumbnail for Remember Project Morpheus? | Retro React

Remember Project Morpheus? | Retro React

Watch on YouTube

Video summary

In a retrospective look at the 2014 GDC presentation for Project Morpheus, Sony positioned virtual reality not merely as a peripheral but as a transformative new medium designed to deliver a profound sense of "presence." Led by Shuhei Yoshida, the talk highlighted the company's history with immersive technology, drawing from early PS3 experiments and homemade headsets to introduce a prototype that combined high-resolution displays, specialized optics, spatialized audio, and precise tracking via the PlayStation Camera. The core philosophy argued that achieving presence is the essential "killer app" for VR, requiring low latency, high frame rates, and accurate game art scaling, while acknowledging that standard design rules often fail in this environment due to the need to respect head motion and prevent motion sickness. The hardware vision extended beyond gaming to include non-gaming applications, such as a joint project with NASA/JPL to simulate standing on Mars, and emphasized comfort through an open-air structure that prevents fogging and heat buildup. To facilitate shared experiences, the system featured a "social screen" allowing observers to view the user's perspective on a TV for asymmetric gameplay. The development kit itself boasted 1080p resolution, a 90-degree field of view, and binaural audio synthesis, with the name "Project Morpheus" chosen specifically to evoke dreamlike experiences rather than referencing *The Matrix*. Several demos were showcased to illustrate these capabilities, ranging from deep-sea exploration and castle combat using Move controllers to segments in *Thief* and teasers for major titles like *God of War*, *Shadow of the Colossus*, and *The Last of Us*. Beyond traditional interactive mechanics, the presentation explored VR's potential for virtual tourism where immersion is paramount, noting that games remain the best content for establishing presence through interaction. The speakers discussed how the technology amplifies specific emotions, particularly fear and vertigo, by creating a sensory blockout environment free from real-world distractions like noise or interruptions. While addressing future possibilities such as wireless connectivity, eye tracking research, and locomotion options including teleportation, the talk also reflected on the teasing nature of the 2014 announcements, contrasting the initial library expectations with modern releases to provide context for the evolution of the medium.
Read the full video transcript
Hey there lads and ladies. It is Petrifying Pumpkins here and today I wanted to take a trip back in time to the reveal of PSVR1. This is dated 2014. Back then it was called Project Morpheus. This is like a 1-hour long presentation by Shuhei Yoshida, the legend himself. To be honest, I cannot remember if I've ever watched this. It's been so long. I remember when I got into PS VR 2 or VR one, it was actually close to its release. I didn't really care too much about it beforehand. So, I don't even know if I watched this or not. So, I just wanted to see what it would be like to go back, see how they were talking about it back then. You know, I can't even remember. They do they show off games here? Is rigs shown off here? I don't remember. So, I just wanted to go into it, see what they say about us, you know, compare maybe what their expectations were back then to what we have today. See what came true, what didn't. I just thought it'd be a bit of fun. Maybe painful as well, but that remains to be seen. As of right now, let's let's get on with the presentation. I hope you enjoy tech demos. So, they will show something that may not represent the features and functionality of final products. Project Morpheus presentation GDC 2014. Thank you. [applause] >> I love you shoe. Look at that. >> Thank you. >> Beautiful. >> Good afternoon everyone. >> Good afternoon >> and thank you for coming to this cryptic Sony sponsor session. >> I'm going to assume that means uh it was supposed to be a secret but everybody knew. Is that what the joke is there? >> I'm guessing that's what it was. >> You have no idea what we going to talk about. Yeah, that has to be the joke. I can't remember it though. >> I like GDC. And for me, GDC is like Megan says, where I can get a quick snapshot of >> who's Megan? >> What's new and trending in the industry and also I can pick up a few new tricks about how to make great games alongside with developers from all over the world. After a hectic week of uh meeting people and attending sessions, I will leave here inspired by some of the session speakers and the people and friends that I catch up with. It's particularly exciting. Sorry I for the slides. [laughter] particularly exciting to talk about innovation at PlayStation. >> Remember back when we did innovation >> what's coming next >> at PlayStation? Remember that >> something which we believe will push the game industry forward >> forward. >> Since the early days of video games, the industry has grown by leveraging technological advancements to create new experiences for game players. experiences that people maybe were not expecting or didn't know were possible. >> The way the blankets we look at innovation under the blankets >> is to focus on pushing the boundary of play. >> Remember back when we pushed boundaries >> it's this focus that drives how we innovate and create new experiences we deliver to >> I love shuen. I think everybody does. >> These are some of the technological advancements that PlayStation has leveraged and brought to the market. Most recently with PS4, share button and remote play. And this summer, we are launching PS Now, a streaming game service that leverages Gaikai's crowd ga crowd-based technology. In some cases, these innovations have turned into standards in gaming that we take for granted today. >> Next, virtual reality. >> Reality of VR. [cheering] >> Woo! >> [applause] >> You knew this was coming, right? No. >> Is the next innovation from PlayStation that may well shape the future of games. >> Let me start first with how we arrived here. Our road to VR. >> The road to >> making games immersive has always been one of the goals of game creators. game developers have you. >> In fairness to Sony, you can't say they don't try and make things immersive. Even if they've abandoned virtual reality, you still see it in the controllers with the Dual Sense and stuff, all the haptic feedback, the adaptive triggers, 3D audio, all that stuff. They really do believe in that. Whether that's remains to be true going forward remains to be seen with the likes of Shuhei being removed, but uh we'll wait and see. used and experimented with technological technologies like 3D graphics, firstperson view camera, HD resolution, realistic physics, motion capture, motion input, and augmented reality. All of these have contributed to creating immersion in games. The feeling that you as a player are so engrossed within the world that the developer has created, >> you forget that you are actually playing a game. >> But nothing elevates the level of immersion. >> And they do nail this sense of presence. I remember saying those three words over and over again after I I think like especially Firewall Zero Hour when you have a group of friends around you, you feel like they're in the room with you or Werewolves Within. I remember I was playing Werewolves Within for like the first time in front of my girlfriend and she was sitting beside me where the character in the game was sitting and I was leaning over talking to her and you know she was it was like she couldn't get over the way I was reacting. She didn't really understand it. I don't know if she's still if she does now or not. Today, even today, she might not. Uh, but it did feel like these people, especially in multiplayer, that sense of presence really really was wasn't just a buzzword. Like a lot of the [ __ ] that does pop up on these screens is just buzzwords and nonsense. But this these three words absolutely correct when it comes to virtual reality. >> Better than VR. And it goes one step further from immersion to deliver presence. Rick and Anton will discuss this sense of presence. >> Rick and >> which can only be realized by VR. >> All right, bring them out. >> VR has been a dream of many game creators ever since the computer game was invented. Many of us at PlayStation have dreamed about VR and what it could mean to the games we create. >> Have they stopped dreaming about it? Please keep dreaming about VR at PlayStation. Please, >> as soon as our developers got their hands on the most accurate consumer level 3D device, these guys PS, [groaning] they started experimenting with VR. These are photos of >> an absolute disgrace. Them controllers, I can tell you now, an absolute disgrace. Back at the time, we were huffing on the copium. We had to put on a brave face. We were looking at the comp like the competition over on PC VR headsets with their proper specialized VR headsets. And we had these dildos, which for some games actually were like for Beat Saber, I think the dildos were probably the best controllers you could have cuz they did feel like you're holding like the hilts of swords or whatever. But an absolute disgrace that they never put a a goddamn analog stick on these things. And they even had the nav controller available. I think maybe one or two games did support that. But I don't know what they were Well, I do know what they were thinking. They were thinking of cutting costs by just reusing technology that they already had. And this also leads into light tracking as well, which I'm sure we'll talk about later on in this video, but an absolute disgrace, but it's, you know, maybe a necessary first step to get us to where we are today. >> Me trying handmade VR headsets put together by Santa Monica Studios people sitting somewhere here. >> Woo! The left hand side photo was taken back in fall 2010. They duct tape PS move control. >> Look at the beautiful form factor. They're selling these, I believe, now for like €2,000. This is a a VHO, whatever it's called. I think this might be a Google Pixel over here. You can buy these for a few grand. Maybe this is the Beyond. No, this one over here is the Beyond. It's a smaller smaller form factor, but even then, you can see Well, maybe not so much this one, but this one seems to have the halo. Does it have the halo? This kind of looks like the Halo design. This more looks like just a strap, but whatever. Oh, they do have like the earphones going on here, too. So, you can see the advancements that were made. They also got the white face plate on the low res viewer called Headbreak. The right one was in March 2011. They use Sony's HMZ personal 3D viewer, which had a higher resolution. and they hacked God War 3 into the firsterson view arena battle demo where I became Kattos. And uh here's a short video of that demo. >> We're getting that God of War footage. Look at this. These are the types of games we desperately needed and still do to this day. >> [groaning and screaming] [groaning and screaming] >> useful. >> Thank you. [laughter] [applause] >> So that was three years ago on PS3. And actually the coolest thing about the demo was >> that was running on a PS3. Is that what he said? >> When I looked down I saw my body was that of Kattos. That was empowering experience as you could imagine. >> Why are they laughing? Next video we showed in public actually, so some of you might remember Dazra. That sounds familiar. Was that a PS game? Dazzer. I like how he only has one hand. That pig was caked up. [music] We released this video as a promotion for the PSN titled Dura in March 2012. This time using Sony's HMZ and two PS move controllers, one one for the head tracking and the other for the hand tracking. Of course, using the HMZ with narrow view angle was not exactly the total immersion that we wanted, but it was enough to show us the potential of VR for games. >> Soon after our homemade experiment started, >> we kicked off our off R&D work to >> Look at these. Look at these bad boys up on top. I don't think I've ever noticed those before. >> To create a VR headset optimized for gaming, we formed a crossf functional global team composed of SCEI hardware group R&D and worldwide studios members. This was a similar development process we used to develop PS VA and PS4. So, it's proven to work well for us. By the way, this was a prototype made in 2012 by the SCEA R&D group. And you can tell they wanted to make the tracking extra accurate. With all of that history, I'm thrilled to introduce Project Morpheus. >> Oh [ __ ] Is he about to unveil >> virtual reality system for PlayStation 4? >> Project Morpheus. Here we go. Woo. That's what I would be saying also in the audience. Look at that exquisite form factor. Beautiful. Still the most comfortable headset I've ever used. And I've used two not letting you see all the wires. Oh, them lights. Did them lights not doing for you? It's actually interesting though. It looks like the lights are coming from from beneath the surface of the plastic rather than having the dedicated like light panels that it ended up having. [applause] Thank you. Woo. [applause] Whip it out. Shu. Project Morpheus. >> And uh actually uh I have the >> the god of dreams by the way. I think that's what Morpheus is in like Greek mythology if you wanted to know. That's why they named it that. It was like a dream a dream come true. >> Unit here. >> Some of you might have >> She was about to show us his unit. >> Let me [laughter] let me show you. >> I'm sorry. It's a little giggle from Shu laughing and giggling >> where it is. [laughter] Ah. >> So, let me let me show you. >> Yeah. Let's see us whip out that bad boy. >> Look at that. Less up and everything. Woo. [applause] >> Very sexy. >> Pause for 30 seconds. [laughter] This is the culmination of our work over the last three plus years to realize a vision of VR for games and to push the boundaries of prey. And this prototype is by no means final and we will continue to work on this to improve. But we believe >> I can't tell if this has the same thing that they showed like the the lights coming from beneath like a translucent surface or if it has the dedicated LEDs. I don't know. It's hard to say it. >> It's a matter representation of how PlayStation will deliver VR. >> We are very excited to have you try this in our booth starting tomorrow. Yes. [applause] And for you to give us feedback, this prototype also serves as analog development PS4 developers >> who are as excited and enthusiastic about this space as us. We believe Morphus will further enhance the world of PS4 with seamless integration with PlayStation camera, Dioshock 4, and PS move. I don't know what I call it seamless. I'd say there's maybe a few seams, including a breakout box. I would call the breakout box a rather large scene. And then I would call the tracking system entirely with the camera and the lights. Maybe another seam. So, a couple of seams. I would say >> Morphus will provide an easy to use plug and play VR experience to consumers and we expand the ecosystem of PS4 with another medium for our publishers and developers to create content. We will continue to improve this prototype by getting direct feedback from you developers. That's why we chose DDC to announce Project Morpheus. We'd like to invite passionate and creative developers to innovate with us. >> And we're only 13 minutes in. And as we were working on this project, we have seen passionate and talented people at companies like Oculus VR and Valve introduce their prototypes and share learnings on this exciting technology. >> Interesting. A very collabor collaborative collaborative a very collaborative environment with Facebook and Valve. I have an enormous amount of respect for them and we were inspired and encouraged by the enthusiastic >> I suppose they weren't Facebook back then were they? They were they were just Oculus. Is that what he said? Oculus I think he did back in the good old days. >> Reactions by developers and journalists who tried their prototypes. This shows how all of us as an industry can rally around the new medium like VR to push gaming forward. Now I'd like to time over to Rick Marx who discuss more about the potential of Buy and PlayStation's unique position in the market. >> I don't think I heard of Rick >> before by Anton Miko who share technical details of this product. Anton, I wonder if they still would >> of us can leverage it to create compelling VR experiences. >> Thank you. [applause] >> We love you, Shu. He has such charisma. Absolute rised. I'm rised up by Shuhei Yoshida. And we're about to get ried by Dr. Dick Marks. He's going to leave his dick marks all over us >> in a second. >> Actually, you know, one of my favorite things about working at PlayStation is getting to work. >> Don't recognize this dude. What was his title? I'm sorry. I have to go back. I should probably So, he's research and development at Sony Computer Entertainment. I don't know if he's still there or not. I haven't I don't recognize this name. So, I wonder was he involved in PSVer 2. >> You know, one of my favorite things about working at PlayStation is getting to work with someone as passionate about gaming as Shu. So um >> I love you. >> It's also been really great to be part of this project from the very beginning. SCA R&D has been rare and uh it's really truly a global project working with guys from Europe and Japan. >> It's really a great part of my job and so my clicker here. >> This guy needs a bit of water. I think I go through that as well. >> So I'm going to talk every time I make a video. >> What makes it special? >> Enter. The thing that makes VR special really is this this feeling of being in another physical place. That place could be realistic place. It could be a fantastic place. Both work, but it's really that feeling of being somewhere else. And uh there's just no there's no way to explain it to you that will make sense, but it's that feeling of presence that we're Shu already mentioned. It's really very compelling and you have to experience it to understand what I mean. So, I'm not going to talk about it too much more, but >> I'm not going to talk about >> how well we can make the technology that lets us achieve that presence is really >> to be fair though that's been true from the very beginning. It's as true then as it is today. You really for the people who doubt it, including myself back in this, you know, 2014, I didn't really care too much. Wasn't until I came near to launch that I was starting to get very curious about us probably after, you know, Resident Evil 7 was announced. And before I tried it on, I was expecting the kind of, you know, the mobile phone stuck to your face thing. And then when I actually tried it on, I was like, "Oh, no. I'm in this location. I'm in this place." Uh, but it was hard to understand. Like, it was hard to believe that. You'd be like, "That's just everything he's saying there is like hyperbole, you know, that can't be real. That sounds too fantastical, too." And for some people, it is. Some people don't get it, you know. But other people I think the way people's minds work or how they're able to accept things they see or you know certain people's brains might reject things and that's what leads to motion sickness and [ __ ] as well. Maybe some people re accept it too much. That's you know a problem as well. But he's absolutely right. That's still a problem and that's like one of the biggest problems with PSVR 2. Back when PSVR1 was out there was loads of like demo stations and they travel around and show this thing off. When PSVR 2 came out was like just after co nobody wanted to be sharing headsets. They didn't really demo these things and you know it stifled its opportunity for growth I think and that was just one of the many many many factors that did so >> dictate how well VR gets adopted by you know a large audience. >> So for me you know I I'm actually not a person who all his life has been trying to achieve VR. For me actually when I first experienced presence is when I switched from being a supporter of VR to a huge advocate of VR. So actually I've had a big shift in my belief just by getting to feel it firsthand. [laughter] >> Well, just like any new technology, >> I very much like this guy. I like Dick Marks. Uh he's [laughter] I don't know how do I describe this almost like the opposite of RZ but in an endearing way. >> There's an S-curve for it. VR has been on this flat first part of the S >> for a long time. The trick with the S-curve is to know where you are. Now we're just reaching this inflection point, the really exciting place on the Scurve where advances in the you know the quantitative technology can really make a huge qualitative leap in the experience you get out of it. So I I actually as a technologist I feel super lucky to be part of this time this period when when this is happening. >> I hope this doesn't come across as racist but I'm going to go ahead and turn off the closed captioning. Sorry. >> Because presence presence is disruptive. I mean, it's it's it's really that compelling. It's going to become pervasive. It's uh it's going to become the preferred medium for all sorts of applications. Not not just games. I mean, it'll be awesome for games, but it'll go beyond games. Letting people feel like they're present somewhere else. It it's um it's going to impact all sorts of other kinds of entertainment and even non-entertainment applications. Just for example, actually I I've been working on something with a a joint project with NASA and JPL and um they're actually here today and we have really I I mean the reason we're doing it is because it's super cool just to work with NASA but but also the reason is we have two two kind of main goals. The first one is um they're already trying to use VR to do immersive science and so we'd love to make hardware that's good enough for them to be able to do that. They're like a you know a sounding board for us. If they if they can use it for that then we're good. Um secondly, >> do you think NASA are using PSVR2 headsets today? >> Anyone watching this from NASA, let me know. We would like to create new experiences for our PlayStation owners so that when NASA gets to a new place, everyone who owns a PlayStation can feel like they're there exploring right along with them. And so one of the things that I worked on personally this whole week we've been we had the guys from JPL up working on it is a Mars demo where you feel like you're actually standing on Mars, the surface of Mars. We have the real data captured by the Curiosity rover and we have the real model of the rover that's kind of driving along next to you. VR is going to be pervasive. And what I mean by that is it's going to be all sorts of things you'd never think. >> It's also going to be perverted. Remember that game that was on PS4 or one? My summer vacation or summer holiday or whatever that Namco pervy game was with the anime girls. But anyway, I digress. >> It would be useful. Maybe even something as simple and mundane as like you want to pick out a hotel room for your next trip. Just imagine just picking up your VR headset, put it on, and you're standing in the lobby of that hotel and you make a decision. am I going to stay here or not? That's the kind of use you might get. And there's already projects like uh the Google Tango project which is you know to capture data like that that you would need to create that kind of environment automatically. It'll be a few years before we can automate that process but that's where we're going. So there's this awesome awesome vision you know that we have of how important VR is going to be. How do we get there? Well, we've identified these six main areas. I mean presence is is hard. presence is hard to achieve. That's why it hasn't happened in so long. But um >> on tracking nail these six >> you didn't did he say I think we nailed >> happen in so long but um I think if we can nail these six areas if we can >> VR will be able to >> I was about to get mad at Dick Marks over here for saying they nailed tracking but he said if we can so you know I forgive I forgive him for that >> be a mass market industry. So the the first two sight and sound are really we need to deliver really rich experience to our our richest uh two senses. Uh [snorts] we need the whole world virtual world to respond in a natural way when you move your head around. Uh we need to be able to interact with that world reach out into it. And then we need to do all this in a in a very easy to use approachable manner. And then of course finally we need to have the right content for it that leverages the new medium properly. So, let me go into these a little bit more detail to explain how we're doing some of these things. First of all, site. Well, to to achieve presence, we need a we need a high res, high frame rate mustache, >> low persistence display. >> Look at that fanny tickler right there. >> But, uh, actually, we need more than that, really. We need some specialized optics, too. I mean, we have this really small screen right in here, but we really want it to feel like this giant, uh, world that's surrounding you. So, that takes some specialized optics. Luckily, we have uh a lot of expertise in this area from our parent Sony. They they done display technology and optics technology in a lot of products for many years. >> One of the best advantages of Sony diving into this was, you know, they're a hardware company first and foremost, whereas like Microsoft, Xbox are more of a software company, which is why in my opinion, I believe the PlayStation hardware has always been that bit more intelligently made. And we're really drawing upon that technology, [clears throat] that expertise. And then, of course, even when you have this great headset, you still need to drive it. And that's where the graphics power of PlayStation 4 is going to come in and be able to render these beautiful virtual worlds. Equally important actually is sound. I mean, again, Sony has a long, long heritage of audio technology. We have, you know, the Walkman, we have compact disc. And at PlayStation, we've always really put a huge emphasis on sound in games. Journey being a great example of that. In VR, sound is even more important actually because in VR you want to achieve this feeling of presence. It's really important that things sound like they would in the real world or in a consistent way with the graphics. So having spatialized sound is really important. And it goes even beyond that. Actually, the way the human brain works, you really use the directionality of sound to filter out what's important to you and what's not. So this directionality lets you be able to focus on the things you need to focus on. And if you didn't have that, it would be a giant cluttered mess in your brain of what's going on. So, we've developed some new uh binaural tech inside of SCA R&D actually to help with this. So, next tracking. Tracking is really what makes VR >> this will be good. >> VR. If you didn't have tracking, what you'd have is basically you'd have a kind of like a personal theater on your head, which would be this really widescreen field of view, which would be pretty cool, but it's just not VR at that point. What makes it VR is that it when you move your head all the virtual world reacts in a proper way. And of course it's both the sound and the display that have to do this. And um we're using the same kind of technology that we use with PlayStation Move for Morpheus. We have a lot higher um rate sensors, inertial sensors, and we have of course the new PlayStation camera which is uh stereo and almost seems like it was designed for VR actually. But >> Dick Merrick's busting out a bit of humor there. Look at that cheeky grin. >> But actually, so we do the >> Oh, >> we do the the head rotation stuff. And rotation's kind of the minimum. You I mean, of course, you need to be able to track the rotation, but actually the position tracking is really key. the the kind of cues that come from position tracking, the parallax, the occlusion, the specularities, the reflections, all those really contribute to presence in this kind of way that just makes it so much more real. So, we use that uh we really think that the tracking is kind of going to be one of those metrics that measures how good your VR is. So, yeah. Uh well, notice he didn't say anything about, you know, not having the room too bright. uh watch out for reflective surfaces in your room and uh whatever you do don't turn around. >> That brings us to control and actually interaction is what makes games games games. That's the difference between it and other media. So this is this is kind of my personal area of expertise. I've worked on this a lot and uh actually PlayStation has really put a lot of focus into control. actually control. >> Is Dick Marks the man responsible for not putting the analog stick on the move controllers? He just said that's his area of expertise. He's just said Sony put a lot of focus on that. >> NVR is a hard problem. There's going to be a lot of problems to solve down the road. Actually, I really like my job security right now because I think we're going to be working on this one for a while. But actually, PlayStation's in a great place as far as control goes. We have a an awesome controller which is DualShock 4 and it it actually has sensors inside of it and it has a light on the front so it can be tracked by that same PlayStation camera as we use for Morpheus. And then we have actually PlayStation Move. PlayStation Move was actually kind of a little bit ahead of its time. You know, it is actually a really good VR controller. Full six degrees of freedom. So, we have a we're really kind of happy with our positioning and control here. To really make this all matter to a lot of people, it's going to have to be easy to use. And what I mean is you're going to have to be able to drive to the store, buy one of these, come home, plug it in, turn it on, and it just works. It's that's how you get mass adoption. You can't have to install specialized drivers and have specialized, you know, we really want it to be easy for people. And another way to make it easy is to make it comfortable so that you can put it on, it's easy to adjust it. >> So the last three things he's brought up, tracking, control, and ease of use. I think these are the the three parts that probably most desperately needed improving. And fair enough, when you had like the ease of use, once it was set up, then it was, you know, ease of use from that point forward. But there was people who were like unplugging it, putting it away, disassembling it after use, and they'd have to bring it out every time. Some freaks like that out there. Uh was not ease of use for those people. Compared to PSVR2, just plug it in the front. Amazing. >> It even automatically adjusts in some cases. And you could just have it what what our goal is is to have it so it could just be sitting on the coffee table and when you want to go to VR, you pick it up, you put it on and you're in VR and you take it off and you're out of VR. We want it to be that easy to use. And these are the kind of things that consumer electronics companies have to worry about all the time. So, you know, we're used to working on this kind of area. So, I we'll we'll get that one nailed. Last thing, it brings us to content. So, at Worldwide Studios, we we have a really good team and you know, they'll be delivering a seed of content to get this whole ball rolling, but the reason like >> I'm sorry, what did he say? A seed of content. A seed they'll be delivering a seed of content to get >> a seed of content. I'm not sure what that means. Was he trying to say a sea of content? I would understand a sea of content even though that never happened. But a seed of content did happen. You could argue they put a seed of content. Get this whole ball rolling. But the reason like Shu mentioned that we're announcing this here at GDC is we really need the entire development community if we want to achieve what we think is possible. >> Oh, he don't he intentionally used the word seat. Okay. So, they were admitting, you know, we're not we're not going all out. We're going to put a like a little bit of games in there, but then we're relying on everybody else to come in and pitch in and keep this thing going >> with VR. So, as a platform holder, it's our job to create this great content pipeline for you guys to be able to make these great experiences. >> All right, let me just replay that. He's saying a lot of important things right now. Remember this. Keep this sentence that he's about to say in mind and apply it to the PS viewer 2. All right, you ready? >> To create this great content pipeline. Let me go back again. >> As a >> Here we go. You ready? >> Platform holder. It's our job to create this great content pipeline for you guys to be able to make these great experiences. >> Yes. It is your job to keep a great pipeline of content coming. It's not flat to view's job to carry a platform on its back. It is your job. And Dick Marks knew us, but we don't have Dick Marks on our PS viewer anymore, sadly. So, we're we're working to get authoring tools, get engines, and get the whole distribution channel like we have already for PlayStation all in place for you guys to be able to deliver great VR content. We want to make PlayStation the best place for VR. And not only just for people playing VR, but actually developing for VR. So, we're working with partners already. We have these partners. I didn't know it was animated. Um, yeah. So um actually on the on the NASA demo we used for example we used Unity and Wise for the two middleares for it. So we um we already have some of this that supports Morpheus. So we're uh trying to make it again as easy >> who's triple D's dead will know who I'm talking about >> possible for developers to create content. But on the other hand VR is very new. So, some of you who want to dive all the way down into the metal and do these specialized graphics and rendering techniques, I think there will be a lot of space here for you guys, too. This is this is a great great time. I mean, this is this is like the wild wild west. I mean, this is when there's no rules right now. There's no killer genre that you have to support. There's no there's no uh this is kind of like a once in a career kind of situation. You know, how often do you get to define a new medium? That's what everyone who starts now can do. So, it's really exciting. Um, actually, I'm gonna now get to introduce Anton. He's going to talk to you a little bit more about >> Thought Dick Marks was getting emotional there for a second. >> Some of the ideas for how you might create content, but thank you guys very much. [applause] >> Thanks. >> So, my name is Anton Maleiff. I work at US R&D and um today I'm going to talk to you, you know, a bit about our long-term vision for project Morpheus and also about our current difficult. >> So, you know, to start out, our philosophy for VR is really that it's a medium. It's not a peripheral and that's important to realize because the rules are going to be different. Um presence is going to be the killer app for VR and games will be just one type of content. In this scenario, the VR scenario, emotion is amplified beyond anything you've seen in traditional games. And that makes the experience very social, uh, unlike what people might think traditionally. And this experience will be for everyone. So, what I mean by a new medium is that really a lot of the rules that you're used to in game design just simply don't apply. In many cases, presence trumps game design. So, it's much more important to have your game uh deliver a sense of presence than it is, you know, to sort of conform to a given genre of today. Um, you know, it's really the player is going to be in the game, not observing it. So, you should design it as an experience that a person can enjoy from within your game. Uh, conversely, typical game art can look kind of weird. Uh, normal maps don't always work. Uh, sense of scale can be quite off. Uh, we've seen many things like, uh, doorways in games are too wide and too short. looks fine on screen. In VR, you just feel like a hobbit or something. So, it's kind of strange. Um, and you know, there's a lot of other game design things to talk about. Actually, this talk's really not long enough to cover uh, you know, all we've learned ourselves and from other companies, but I'll go through a few of them just to give you a taste. >> Um, the first one is that head motion for the player is law. You basically can't mess with this. If you mess with this, you make people sick. And this is a little bit of a culture shock for >> Look at that. Shadow of the Colossus getting teased. How many people have wanted Shadow of the Colossus in virtual reality? We did get that last Guardian demo thing, which also felt like a bit of a [ __ ] This is the one we really wanted. Imagine climbing these bad boys in virtual reality. How many people's nipples got erected looking at just this little crudely put together slide? I wonder >> some developers because they're used to, you know, using field of view as an artistic thing or, you know, camera positioning. really in VR you want to keep the person's head where their head really is and that's what gives you that sense of presence and that also is what prevents people from getting motion sickness. So if you have a first-person game um you know that takes control of the person's camera often you might consider doing actually a third person game which we found to be also quite immersive and it's a new way of people to experience your content. You know same for cut scenes. Cutcenes don't work very well because you're locking the person's view. So it's much better to put them outside of the cut scene to let them observe the cut scene naturally. There's also a lot of u you know game design challenges so to speak that we don't really know the answers to and we have some ideas but it be really great to talk to you guys throughout the week uh to find some answers to these. So one of the interesting ones is arm positioning in VR. So, you know, if I'm using something like the move controller to track my hand, in the real world, I'm not, you know, impeded by anything. But in the virtual world, there might be a wall. And so, you might think that the best way to solve it is to sort of use some kind of IK system and, you know, prevent the virtual hand to go through the wall. And that makes your game look nice like in a screenshot, but actually in VR it feels quite weird because you have a a disconnect between where your hand really is and, you know, where the hand is in the virtual world. >> So, it looks we uh fine, but it feels kind of strange. So, okay, there's another idea you can have is you can maybe draw the hand over everything else all the time. And that seems like a really clever hack at first to say, "Well, now my art looks fine and the person can see their hand." Uh, but actually the your eyes aren't so easily fooled. And so they feel the difference between where you're converging and where uh sort of you're accommodating and there's a depth conflict and so that one kind of strains your eyes and confuses you further. And sort of ironically the simplest solution which is just ignoring the problem and letting the hand uh clip through VR actually works quite well. You might do an effect to sort of accentuate that this is a virtual space. But you know actually just dealing with the problem that way lets the person feel oddly more present than you know clipping or accommodating. So that's just an example of one of the issues that you might encounter. And there's some non-intuitive solutions for this. >> What is the solution? What like what is the solution we've come up? Well, not we. They like today's developers have come up. I feel like it's like the screen fades to black maybe if you get too close to boundaries and [ __ ] like that. [clears throat] Some games do keep the you know the IK that he was talking about that first example like the the realistic ones do that but you like The Walking Dead Saints and Sinners I think has that doesn't it? It's a very like physical based game. I don't know. Anyway, let's keep going. Presence. We really do believe presence is going to be the killer app. So, it's very important that you keep to it. Uh, essentially presence is very fragile. It's very easy to break by messing up technical factors or game design factors. So, we'd like everybody to be, you know, very well aware of that. And it's really the unique selling point of VR. This is what will drive people to VR games. So, if you really don't feature presence, it's, you know, it's not clear why people aren't wouldn't be playing your game on a screen. So, to really achieve presence on a technical level, you'll need to hit a few key technical factors. There's other ones. Again, there's a lot more to go into than this presentation allows, but the big ones is keeping your latency low. Uh, this is again kind of a shocker for a lot of people. There's a lot of high latency games out there. Um, keeping your frame rate high, also very, very important. Uh, both latency and frame rate can get you into motion sickness land very rapidly if you mess those up. So, please keep those good. And, uh, you know, calibration is also very important. I mentioned game art looks strange. So in addition to kind of optical calibration and tracking calibration and everything that you know we can handle for you on the hardware side, kind of calibrating your environment to be a real world scale uh or something similar to it or something at least self-consistent uh again helps a lot. We found that some games that are rendered very realistically don't give you a sense of presence because like I said you'll have a coffee table and a lamp but their proportions are wrong or the doorway is too narrow or whatever. So that's important. I find that Anton, he's talking a lot of sense. Everything he's saying is very true. Even today, it rings true. He doesn't have the charisma of Shuhei and he doesn't have the sex appeal of dick marks sadly. Uh so I find myself tempted to skip through some of this >> images cleanly avoiding. >> It's just information we know kind of by now. >> Processing hacks and things like that. >> But I'll watch it. Don't worry. I might skip through it in the end. We'll see. >> And the 3D audio will really seal the deal. Like Rick was saying, 3D audio really helps you put put yourself into that world. And you know, a lot of people leave the the audio for last, but it's really quite important to design audio with VR kind of like at the same time. It really will help the sense of presence. It will amplify it. There's also other interesting ideas you can have for, you know, different game genres. So for driving for example, uh contact points between your real hands and the virtual hands like on the steering wheel for example will greatly increase the sense of presence because not only do you see your your hands, you see your hands matched up to a physical object and you feel that object. >> So that being true not just for your hands, it's true pedals. It's even true for your back and sort of like if you have the chair that the person is sitting in matched to the virtual game chair, it actually helps increase presence as well. Now, of course, you can't always do that. Uh, you know, if you're in a race car, you're not going to, you know, bundle a race car seat with your game. Um, unless you really want to, but that's quite extreme, but, you know, actually matching your in-game seat to a typical player seat can actually be a good strategy to increase presence in your game. And of course for other types of games, you know, if you have a shooting game, a gun peripheral of some sort will greatly enhance it. Again, it doesn't have to match your game perfectly. You know, we have the PlayStation Move. >> Can you think of any gun peripherals we got with this bad boy over here? >> U gun attachment and we've used that to simulate crossbows, you know, flares, shoot other different rifles. That works because you can't see it, right? So, you don't know. It's just a feeling, you know. Of course, for sword game based games or you know rackets or various sports tools, PlayStation Move does a great job because you actually feel like you have something in your hand and the DualShock 4 on PlayStation is now also tracked. So if you have a game like a flight game, it quite resembles a flight yolk or something like that. So, I mean the takeaway is really match your controller to whatever um implement your your virtual avatar will be using and that will increase the sense of presence and u like mentioned before games are really just going to be one type of content to take advantage of this. Uh you can imagine how exciting it is to go to a foreign place for tourism and virtual tourism I think is going to be just as exciting for VR and it doesn't necessarily need to feature gameplay. I mean if you go to visit a beautiful cathedral you don't expect there to be gameplay associated with it. So in the same way if you visit a beautiful place in VR you don't necessarily need gameplay. So I think areas of interactive media should be particularly excited about this. Um at the end of the day though games we still think are best in the sense of interaction providing you a grounding for the presence and it gets you more involved into into the game itself. So uh you know and also a GDC so we can't really say that that's not the best content but you know also tend to be the most fantastic ones right so you can do real tourism in the real world but you can only do virtual tourism inside you know virtual environments so a lot of the fantastic environments you create can only be experienced by VR >> gonna show us some demos >> come on Anton emotion in the space is really going to be amplified so it this is really above anything you would be able to experience in a traditional game because you know you have complete sensory blockout. >> I don't know is that true. Emotion is amplified. I think the only one that applies to maybe is fear from horror games. But you know I don't know about other types of emotion. I suppose maybe comedy humor. A lot of funny [ __ ] happens in a game like Phasmophobia for example with teammates. It's probably a lot funnier than it would be Flash. But you know I don't know if it's uh like let's say The Last of Us. Would the daughter dying at the beginning of that be more sad in virtual reality? I don't know about those. >> This is the same reason people go to a movie theater rather than watching certain movies at home. You know, they want to be in a dark space with a large screen, >> a few emotions are enhanced, >> controlled audio. If you have some guy coughing in the front row or cell phone goes off, immediately your immersion breaks down. You say that guy's annoying or whatever. And so the same thing is happening inside VR. This is going to be the first time where your game is literally the only thing the person is seeing, probably also hearing if they have full audio blocking headphones. And so you get a whole new pallet of emotions you can experiment with. You know, you actually do get a sense of vertigo. So in a regular game, if you're standing on a ledge, you feel like maybe okay, I'm going to >> I wasn't aware these were distinct emotions. Uh I would have called these maybe conditions or something. Well, a lot of these are just fears. Claustrophobia is a type of fear. Fear of the dark, obviously. Fear of void, fear. Horror, fear. Creature phobia is fear. All this is fear. Even vertigo, is that a type of fear? Afraid of heights. or is that like a dizziness thing? I can't remember which it is. But all of this is fear. >> You know, die and have to restart or whatever. But in VR, you actually get a sense of fear when you're standing on a ledge. It it can mess some people. >> And by the way, another [ __ ] tease. Look at this. Absolutely teasing the [ __ ] out of us here. Oo, look. The Last of Us in virtual reality. How cool is that going to be when we get out? So, we got God of War teased. We got Shadow of the Colossus teased. We have The Last of Us teased by Sony themselves. None of them >> claustrophobia fear of the unknown these things are 12 years later 14 years later a lot of new emotions to work with. So please be none of them virtual reality freak people out >> but that's also incredibly fun to watch and so that's why we think the experience is going to be very social. Uh I think that once people see people u you know in VR it's going to be rapidly I want to play it too kind of scenario. And traditional online multiplayer is actually quite cool because if you have somebody over network um in another space, well remember we have headtracking for VR already. We have hands tracking for VR already. And so you'll see their hands and you'll see their head motion. And those things are accurate enough to deliver subtle body language cues. I mean they have to be for VR. And so seeing another avatar is really truly amazing. And we have for example a simple application where you can play a musical instrument using move but then you could also see somebody else playing and you can actually use the body language from the tracking systems to you know sync up like you would be in a real band. So it's really quite a physical experience. You see people's head move slightly. You see them look at this or that. You know which you know which drum they're going to hit next. So uh the multiplayer aspect of it is really cool. But there's also kind of a couch multiplayer aspect of it as well. Uh, one of the features of our devkit is that we have a processing unit that will mirror the image inside >> social screen reveal screen so people sitting along side with the person can can see what they're experiencing and I'll talk more about that feature later but I think that's going to really accelerate the adoption of this with you know out of the core market and it's really going to be for everyone. I mean finally the hardware is going to be comfortable. I mean if you've seen old VR hardware there's this thing called like the alligator I think it's got like load balancing on the back. Um, this is comfortable. It's friendly looking. You know, it doesn't look like it's gonna break your head or something. Um, and it works with people with glasses. It works with different head shapes. You know, we learned a lot from the Sony guys in making this happen. And the content is very varied, right? So, if you want a very mild experience, just like some virtual tourism, look around, maybe interact lightly, you can do that. Um, you won't get motion sick, you And if you want a really extreme experience where you're barrel rolling a plane, you know, you might get motion sick from barrel rolling like you would in real life, but you're not going to get motion sick because of VR, right? You're going to have a choice of hardware. And so there's going to be people that like roller coasters and people that don't. So it's really going to be available for everyone, you know, and just like you have preference in a in regular games, you might have preference in VR games. And the experience can be shared, and that's what will allow to spread. So that's I think that's going to be the the key. Once people see somebody else interacting with VR, they're gonna want to put it on and try it next. >> And so I'll I'll go into our current dev kit current uh for now. So again, this is all >> uh but the current dev kit has a 1080p display and a 90 degree field of view. Um that's actually a 90 degrees for people wearing glasses for those technical-minded. Um it's 15 uh millimeters eye relief and there's a quite uh wide IPD range that we can work with. um you know and it's it's not necessarily the final thing that we're going for but uh it's a good sweet spot for now for developers. So we're quite excited it's at a stage where we can share it with you today. For the tracking we're built upon PlayStation Move technology and you know we have thousand hertz tracking in a full 3 meter working volume. It's actually a 3 m frostm uh since it's a camera but effectively 3 meters and it's full 360 degrees. So on the rear you see that there's also tracking markers. So you can actually face away from the camera and still m >> not with your move controllers though. Can't be blocking those. >> Position or rotation tracking. [clears throat] >> There's also forward prediction. So for games that have some pipeline latency, we can actually predict some of that away. It's sort of a crutch. So you should really try to get your game latency low as possible. You still might need some prediction anyway because there's always going to be some render latency. Um but it's a really good feature to get you get get the ball rolling. And uh and you know to mention again that the tracking is done by the same camera as the DualShock and the PlayStation Move. And you know that's nice for customers have to buy new tracking system. It's also very nice for developers because if you've ever used >> other VR systems and had to calibrate two tracking systems together you know it's a real pain. So it's really nice to avoid that and have the same tracking system for both of them or for all three of them really. For the 3D audio, Rick mentioned that we've um done binaural audio synthesis and this is a sort of true spatial sound system simul uh synthesized by simulating the human ear. Uh this is different than like a virtual surround sound kind of thing. It's really rendering the sound in a similar way that you would render visuals into your ear. So it's a little hard to visualize because of sound, but uh that's effectively what's going on. And it was created by real world experience uh experiments using speaker microphones and arrays. This is actually our test rig setup. It's kind of crazy. Um, this is a fully blocked huge fully uh soundproofed huge room. And in the middle there >> uh a swivel chair so that person can rotate and around it is an arc of speakers covering from head to toe. >> And we use this setup to basically spin people through it and record audios for various uh signal tones and stuff like that. >> And this allows us to in post simulate over 60 virtual speakers around you. And that's, you know, that's both distance and angle, right? So, it really gives you a pinpoint precision of where the sound is truly coming from. And that that really helps not only kind of enhance a sense of presence, but it gives you new gameplay ideas where you can just play a sound and people will turn just like they would in real life. And uh for the ergonomics, you know, we have quite a unique design. Uh we learned a lot from, you know, parent company Sony. >> This is where they killed us. I think the the ergonomics PS41, I don't think it's been beaten. >> Headmount design because they've been doing this for quite a while. >> The Halo is superior and the cushion learnings from PlayStation PS1 is way better than the cushion on the PS2 gaming headset and we've really optimized this for comfortable use over a long term. So, we've kept the adjustable like gets flaky after a few years. >> We've also added a lot of comfort to it. So, like I said, it's adjustable. >> Um, it actually supports 15 to 25 millimeter eye relief. And just for this prototype, uh it's not necessarily final specs, but it's an open air design, so even though there's light blocking, there's lots of air coming through, and that avoids lens fogging, that avoids heating issues, um keeps you cool, basically. And uh most of the weight is actually on your head, so there's no weight placed on the nose or the cheeks. And that allows you to basically keep the headset on for a while without, you know, having any pressure on your on your face because that can be quite a discomfort. Uh there's also an audio jack directly on the head unit so that if you have headphones, you can plug directly into it. Uh you don't have to stretch a cable all the way to the PlayStation. But uh of course, you can use wireless uh headsets as well. And the I mentioned the social screen feature earlier. We actually have a breakout box in between the headmount unit and the PlayStation 4. So that doesn't introduce any extra latency. It basically takes the signal and splits it off onto the main TV and it creates an undistorted view of what the person is seeing inside the headset. So it's quite easy for people to understand what's going on. We found that it can be confusing if you show them the kind of standard binocular view that you would see. So it allows the people in the room to follow along with the person that's in VR. And what that does is it allows for very unique asymmetric gameplay. So for example, I can be in VR while my friends could be sitting on the couch and say I'm like the hero of the game. They can be playing the monsters because they can see what I see. So they can play against me even though they don't have a headset on. They're on the couch. are playing against me and whoever takes me down, for example, gets to, you know, use the headset next and they become the next hero, right? And so in that way, you can actually create a game where passing the headset along is a, you know, it's part of the game experience and it's a very social thing and that's, you know, that's a big thing because traditional view of uh VR from the media and stuff, it's a very solitary experience. >> How many actual games were released that let you do that kind of thing? cuz I can remember like there was like an Astrobot playroom type thing where you were the monster destroying a Sizzy and the other people using the controllers would be like the little Astrobot guys fighting it. I can't remember any other really examples of something like that happening and I think we could turn it into something, you know, much more friendly for everyone. >> So, you know, that's the overview of our devkit, but uh like I said, the best way to try the dev kit is to try our demos. Uh we're going to have different demos every day, but these this is an overview of the demos that we'll have for you this week. >> And uh the first one is the deep from London Studio from White Studios. >> And in this demo, you'll descend in a diving cage into the ocean depths and encounter some of the deadliest predators. We also have the castle demo from US R&D. >> And this demo focuses on uh PlayStation move interaction. So you'll have a move controller in each hand and you can grab different objects. You'll be able to pick up a sword and bash a dummy with it, like mess with it, shoot it with a crossbow, chop arms off, and all sorts of interesting things. And there's a lot of Easter eggs in that one. So there, you know, you can kind of keep playing with it. We are also very excited to be working with CCP to bring uh their e Valkyrie game. >> Bit of excitement there. >> So you can be in line first um to bring Valkyrie to our devkit. And so, you know, for those of you who haven't heard about Eve, it's a really amazing spaceship dog fighting game based in the EVE universe. And, you know, it's one of the first games to be built ground up for for VR. And it shows all the interactions and everything, the game design, the graphics, everything is done for VR. So, it's a it's a really exciting one for us. And we also have Thief from Square Enix, >> which you they've created a special build specific. >> I guess the signs were there, the clues were there. They wanted Thief and virtual reality all along. I had no idea about this or if I did, I had forgotten completely. And even when Thief VR was announced and this never came to my mind at all. So that's interesting that they had a Thief demo. I wondered if they let people play the God of War demo >> for VR. So it's not the standard game uh but it's sections of the game that's a kind of more immersive experience from the Thief universe. So you can try that out as well. >> What else you got? Those are the demos. Uh they're going to be on the show floor, but >> it's a first come, first- serve basis. There'll be tickets and you know, whoever shows up first, you get a ticket and you get a time >> and you can come at that time. So, you don't have to stand in like an eight hour line. You'll just get a ticket and show up at the right time. But the tickets are first come first serve. So, starting tomorrow morning effectively and there's different demos every day. So, you know, you can come multiple days and check out all of them. Uh so, you know, to close up, this has been a you know, more than a three-year journey for us. We're really excited to finally be showing it to you guys after all this time, >> 10 minutes, >> but we're even more excited to see what you guys come up with. >> Will Shu make a reappearance? Anton, thank you. [applause] >> I must say they gave Anton maybe the the more technical stuff, so it was a bit more hard to uh guess great enjoyment out of it like I did with Dick Marx and Shu, but uh he spoke well. So well done, Anton. He delivered the points that he needed to. >> [applause] >> Q&A sign. Okay. >> Are there any plans for a VR specific operating system that goes along with the headset? >> You mean for the PlayStation 4? >> Yeah, but something that's like separate from the PlayStation operating system. >> Would it ever be standalone, I guess, is what I'm asking. >> I'm sorry. >> Would it ever be standalone, I guess, is what I'm asking. >> Standalone without a PlayStation? I mean, you need pretty powerful graphics hardware to drive it. So, PS4 has that. And so I'm I'm not sure >> right right now we're focusing on how to use the PlayStation 4 primarily. >> That was a fairly easy to understand questions. What the lady was asking was like was there going to be like a whole separate UI menu type thing when you plug this into the PS4. I think and maybe there should have been. >> Hi. Uh I'm just wondering uh if there's going to be a wire leading from the headset to your PlayStation 4 and you're hoping to eliminate that before the final model. >> So the current uh prototype is wired. It's quite a long wire. Uh I believe it's 5 meters. >> So we have a because of our wide tracking range, we need a long wire. Um we're, you know, we're going to investigate other solutions. Obviously, everyone wants it to be wireless, so we'll look into it, but there's a lot of technical challenges. >> And do you have the final specs for what you're aiming for with the retail unit? Uh, we're not discussing final specs at this event. >> Got it. Thank you. >> At what time will the unit come out? And, uh, for what frame >> what time will it come out? 11:42 a.m. >> rate and latency are you aiming for? >> So, that's another final specs question. highest frame rate we can get and the lowest latency we can get [applause] >> and coming out as soon as possible. [laughter] >> Might as well might as well add for as low as possible too, >> right? For as low as possible as well. Yeah. Are you working with Oculus or other headset makers to uh synchronize your APIs or development environments for crossplatform development? >> I think for now it's only in Spirit. I mean, we're we're all in very much the same boat. We're all trying to push VR forward. So, I don't think there's any standardized APIs quite yet. Thank >> I I just was curious. Um, this is of course wonderful technology and you're designing it for Sony PlayStation. Um, is this hardware something that would be applicable to other platforms like PC for example? >> An absolute disgraceful question. Get your own headsets. >> Well, our current focus is going to be on PlayStation, but you know, again, that's not final spec. >> Let me rephrase the question. Um, your HMZ series uh was very popular amongst PC gamers because it had HDMI connectivity and of course it's not the same. Uh, obviously you're doing much much more. Um, do you see this as something that could be connected to PC? Do you see a future where it could go beyond the console world? >> Well, I don't understand how he rephrased that. He just added a bit more about a different headset and then he asked the same question again. I mean, as a as a technical person, it's, you know, HDMI, USB, blah, blah, blah. It's compatible, but we're not discussing product decisions today. So, >> take the mention the headset around from person to person at a couch. How many units are you shooting for a single PlayStation 4 using >> one? >> Right now, it's a single HMU per PlayStation. Do you plan to use eye tracking from inside the device? Oh, >> we have >> this guy is ahead of the [ __ ] curve. Eye tracking. Back in 2012, he's talking about us >> research in our in my group that Eric Larson does related to eyetracking. So, it's one of the areas we look at for general gaming. So, you know, >> technology we're aware of. >> Yeah, >> it's technology we're aware of. >> Do you chaps have mobile connectivity on your road map? >> I'm sorry. Could you repeat that? >> Sorry. Mobile connectivity >> your phone. >> Let's say a Sony phone or the beta. >> Oh, >> that's again more of a product question. Technically speaking though, it does take a considerable amount of horsepower to render a good VR experience. So, >> thank you. Uh given the horsepower question, I'm curious what kind of virtual reality experiences the u whether the virtual reality experiences rendered by the PlayStation 4 will be uh graphically less intensive than the games that are rendering in 2D because you have to uh split the amount of power among the two eyeballs. >> Actually, you know, graphically less intensive is not the right word. They'll be very intensive graphically. >> Yes, it is. >> You mean maybe less graphically rich? I'm I'm curious if if there's any kind of reduction in overall graphical quality for the uh to be able to have it in three dimensions and have it uh visually, you know, give you that sense of presence. >> Whether that's a trade-off, that dick speaks, >> it's a different thing because the the graphics are so rich because you're immersed. It's a different kind of feeling. So, you need a different kind of graphics optimization to make the experience good. tomorrow. You guys can see I think that some of the graphics look very very good. So >> Dick Marx is an absolute slippery eel there. He's ducking and he's dodging and he's weaving and bobbing. Uh obviously the answer to that question is yes. The graphics get reduced compared to what you do on flat, but he's doing his best not to like paint it in a negative light like that. >> Yeah, I think you should try the demos. >> I can't >> bozo. Um, it seems like Project Morpheus seems to work in conjunction with the PS move to enhance the user experience and actually have them feel like they're in the virtual world. >> So, do you feel like the next step in the process of actually having like >> more immersive virtual reality would be to work on like haptic responses? >> This guy also ahead of the curve here. We got the eyetracking guy and we have haptic feedback guy. I think >> time travelers >> another great sensory input that would further enhance presence like Anton mentioned a little bit in his talk. >> Um probably we're not currently working on any specialized VR haptic peripheral or anything like that but >> look at the the ideas being absorbed into Shu's head here. You can see the eye tracking has gone in. You can see the haptic feedback gone into his head. He's already thinking about the PS viewer too. I think uh we already have some rumble in our in our products and down the road I definitely think haptics will be a big part of the peripherals that we will see for VR. >> I mean it's kind of a generic answer but >> thank you. >> Sure. >> Uh so talking a little bit again about um the the challenges of rendering multiple screens and that there's going to be um some adapted view that's available for like the console TV for the people who are sitting in the room. Um, to what degree is their ability to render something different there, uh, both to potentially lie to the player in the experience or outside of it, um, or to just give an entirely different viewpoint on the same action or whatever, um, is essentially a third screen rendering being taken into account for the technology. >> Well, we have the capability to render to companion devices using, you know, PlayStation companion app and stuff like that. So, that's actually a really good way for people to interact, not necessarily even using the TV. The current dev kit mirrors what's seen inside there onto the TV, but yeah, for other gameplay possibilities. It's an exciting area of research. >> Next. >> Hello. I was wondering what do you guys see for applications for VR for school systems for like virtualization of like ancient Rome and stuff? I'm working on a virtual museum project with the Oculus Rift right now. I was wondering where do you see this project being used in school systems at all and like training simulations at all because I know you guys are primarily an entertainment company but would do you think it would go into like simulation market possibly >> so far that's got to be the nerdiest voice we've heard of the evening >> for cheaper costs for schools because they have limited funds nowadays. >> Yeah. I mean, one of the great things about something being consumer electronics is it is, you know, accessible to those kind of industries as well because it's affordable to them. Uh, there's there's work right now down at USC on using VR for uh, you know, post-traumatic stress relief and things like that. So, there's already those efforts are undergoing and we hope that our our hardware will be useful for those efforts too. >> I say some games give you PTSD positive. So, you know, working with other institutions, I think >> give you a bit of PTSD. >> Thank you. >> Shuh getting [ __ ] is he getting bored whipping out his phone or is he taking notes for PS viewer 2? >> It's great. Very exciting announcement. Um on the list of content uh creation and tool partners, >> there were several companies there that have uh been associated with 3D stereo 3D >> gaming and content creation, you know, Autodesk and Cryc and DDD. Can you comment on the specific role you see 3D or stereo 3D playing together with your uh new Morpheus device? Maybe hopes, concerns, just general comments, please. by stere. >> Video or audio? >> Oh, I'm sorry. Video. Yes, >> video. Okay. Yeah. [laughter] >> I mean, it's it's different than 3D cinema because, you know, 3D cinema, you basically you take the image with a virtual camera and then when you present it on the screen, you just kind of shift things to make it look parallaxy. Um, this is fundamentally different because we're actually rendering the correct view for each eye. So there's a lot of learnings from Stereo 3D. Uh you know they they do try to calibrate things as well as they can and stuff like that. So you know those partners have a lot of expertise in things like optics and all of that. But you know the experience is different than stereo 3D TV. It's not it's not really the same thing. Yeah. You're rendering two views but you know the way you consume that is just completely different. >> Yeah. But but some of the tools will overlap. So some of those tools that help you render 3D uh especially the authoring tools will be useful for VR authoring. >> Thank you. >> Next. >> Hello again. I'm wondering the significance of project Morpheus as a name and which first party Sony studios are making games for the >> Good question. Which first party studios are making games? >> That's a shoe question. Well, well, um, we we decided on this name last week, so [laughter] >> yeah, this could have been something totally different. >> It was chosen because Morpheus is the god of dreams and so it's it's sort of uh supposed to evoke the feeling that uh, you know, it could be a dreamlike experience inside the headset. >> So, not a Matrix reference then. >> Sure. [laughter] >> And uh, which first party studios are making games for the headset? >> Sorry. Which first party Sony studios are making games for the HMU? >> So the Anton showed the uh screenshot of the D. It's a uh done by London Studio. London Studio has a lot of experience you know working on the you know augmented reality and 3D input and so that's one example and the other studios are kind of experimenting. uh the number of units you know are still limited right now but we are able to produce more of this unit for all developers. So um I'm I'm I'm expecting more studios to uh work on you know something cool. >> That's the problem. I'm expecting them instead of I'm enforcing them to work on something cool. That's what they that's the the attitude they should have taken, especially this generation. Jim Ryan was in enforcing that they make their live service games instead of enforcing that they make some virtual reality games. I mean, >> thank you. >> Uh, have you let your kids try it or any kids? If so, did they like it? Were they excited? And do you have any recommended age ranges you could release? Right now, we >> we don't have a recommended age uh range yet. That's again like more of a product question and the decision there. Uh having said that, we've had young people try it and they've been very excited about it obviously. >> I mean it's kind of like that's what they expect, right? It's sort of a >> yeah seen the movies. >> Hi there. Um >> so I'm being told we were supposed to take one more question. >> Sorry, >> one more from Dick Ms. >> Me. Okay. >> All right. Um I want to ask about locomotion. So you can put your hands in the game with the PlayStation Move. Are there any plans to get your feet in there to let you walk around these virtual environments? >> Yeah, that's I mean we've had some research stuff on that and there's a lot of research in other companies and on the internet and whatever. Uh you know, everyone has their own opinion about how well that works. >> What's your opinion? >> It's an active area of research. >> It's an active area of research. I mean I've tried a few different things. Some of them work better than others. Um, it it depends on kind of what you're trying to accomplish. If you're trying to accomplish more of a feeling of immersion, I think actually physically locomoting is better than kind of walking in place. That's why we have a quite wide tracking range. Um, but you know, obviously you can't walk forever and so, you know, locomoting in place can be a replacement for that. >> And I I I think that teleportation is very cool. So, >> Dick Marrick's ruined the whole presentation by saying that >> solution. Thanks. >> I thought I was going to be covered in dick marks. >> Thank you very much. [applause] >> Oh, I'm so close. Hide us. Hide us. >> [ __ ] It's like the the orb in Lord of the Rings. Cover us. Don't let [ __ ] Sauron see us or whatever. Uh, so there you go. That was your Project Morpheus GDC 2014 presentation. It was nice to take a little trip back in time. It was nice to get ourselves absolutely covered in dick marks. And you know, if you look at the PS41 headset that you may have lying around, I think you'll probably see Dicks on it in many metaphorical senses. Shuhi, of course, being Shuhei, an absolute legend. Everybody loves him. Anton hitting us with the beautiful hard facts and uh you know maybe painting a pretty picture of you know some lacking lacking features that the their first stab at virtual reality had like you know the tracking and the control and you know ease of use. Uh but all of that stuff they kind of addressed with PS viewer 2 and then they kind of fell back in other ways. And uh you know another takeaway I got from this as well is uh what absolute [ __ ] teases they were with you know their shadow of the class te's shadow of the class shadow of the colossus te's and their god of war te's and their you know the last of us te's and I know they were just there for you know demonstration purposes but still they're designed to get your you know your mind thinking imagining like oh this shit's going to be so cool not that I'm complaining about the library of PS4 one I think it had a pretty pretty I say exceptional. I don't know if I'd go as far as exceptional, but a very good library. The PS4 one had Resident Evil 7, [sighs] Borderlands 2, Skyrim, LA Nowhere. Like, we used to have open world games. We used to get open world games on a PS viewer headset. Those were the days of your uh It's hard to believe this is 2014. you know, so much time has passed and um you look back at that library on PS4 one and you think to yourself when you're looking at new games being announced on PS4 2 sometimes you're like wow how are these games from 10 years ago looking so much better but that's the way it went sadly. Um anyway that was your look back a journey back in time. I don't know. Maybe I'll do another another one of these for Did they do any more presentations before it launched? They probably did, right? Because that was two years. This is probably two years before it came out. So, it might be interesting to go back and react to all these, you know, whenever they announced like Resident Evil 7, Skyrim, stuff like that. Cuz I don't know if I I don't know if I even watched the shows where these things were announced. some of these like GDC, I probably wouldn't have paid too much attention to the GDC's of the past, you know, it was more E3s, that kind of thing. Anyway, that's it for this video. Thank you very much for watching. I hope you enjoyed this. I'll see you in the next one. And until then, stay moist. Goodbye. Take care. Sweet dreams. Project Morpheus StickMax.