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.