PlayStation VR Specs and release date revealed

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So, Sony have finally lifted the lid on their PlayStation VR, here’s what you need to know.

Previously called Project Morpeus, the VR headset will contain a 5.7 inch OLED screen running with a 1080p resolution and 120Hz. I don’t get all the techno jargon but apparently it means it’s all good.

To make the experience even better, there is a 100-degree field of view, and accelerometer and a gyroscope for all your motion sensing needs. Plus 9 LEDs and 360-degree head tracking, 3D audio and you’ve pretty much got yourself one hell of an immersive experience.

Although no exact release date has been revealed, Sony says it will launch in the first half of 2016. Stay tuned for more info when we get it.

Get your mince pies* on 10 mins of Project Morpheus’ The London Heist game play

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Some lucky journalists and YouTubers were recently invited to a Project Morpheus preview event and the video above contains footage of The London Heist recorded by YouTube channel Arekkz Gaming.
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E3 2015: Time Machine VR Announced for Morpheus

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Seems like today is the day for Virtual Reality. A new game has just been revealed which casts gamers into a time machine. Read More

E3 2015: Paranormal Activity coming to Morpheus

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That’s right, prepare to be scarred for life as Paramount’s Paranormal Activity comes to Project Morpheus! Read More

Project Morpheus coming 2016 gets new design

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Remember that VR headset for PS4 that Sony had been touting around, I think it was called Project Morpheus. Anyways, it appears it’s still alive and kicking and will be released sometime in 2016. Not only that, but the Morpheus has undergone somewhat of an overhaul. Check out the details below.

All the juicy details were handed out at this years GDC, the perfect time to update fans of progress for the Virtual Reality headset. While speaking at GDC Shuhei Yoshida – President, SCE Worldwide Studios had this to say

we’ve been hard at work making the system even better. I’m pleased to return to GDC with an update on our progress, bringing us one step closer to its consumer release. We believe VR will shape the future of games, and I can’t wait for you to try Project Morpheus when it launches in the first half of 2016.

Our goal with VR is to deliver a sense of presence, making the player feel as though they’ve stepped inside the world of a game. The new Project Morpheus prototype brings us closer to that goal, as it improves the visual experience and tracking accuracy, both of which are critical to achieving sense of presence.

So what’s new then other than a redesign? Well, quite a lot actually

OLED display: In exchange for the 5 inch LCD, the new Morpheus VR headset is equipped with a 5.7 inch 1920 X RGB X 1080 resolution OLED display. This new screen expands the field of view and enables low persistence, removing motion blur.

120hz refresh rate: The previous refresh rate spec has been doubled for this new prototype, which means games for Morpheus can be rendered at 120fps. When combined with the OLED display’s high refresh rate and the power of PS4, Morpheus is able to output amazingly smooth visuals.

Super low latency: We know how critical low latency is to delivering a great VR experience, and we’ve reduced latency to less than 18ms, about half of what the first Morpheus prototype had. Low latency is critical to deliver a sense of presence, at the same time making the VR experience comfortable to players.

More accurate tracking: To make positional tracking more precise, we’ve added three LEDs to the headset – one on the front and two on the side – for a total of nine LEDs to support robust 360 degree tracking.

User-friendly design: We’ve made the Morpheus VR headset easier to put on and take off, with a single band design and quick release button. The headband supports the weight of the unit on the top of your head, so there is no pressure on your face. Other components have also been adjusted and configured to make the headset lighter, so that players do not find the headset cumbersome or uncomfortable to use.

Project Morpheus_2

Project Morpheus Heads-On Preview ~ From VR sceptic to excited convert in 3 demos.

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Before attending Gamescom 2014, I was a VR sceptic. My previous experiences with virtual reality only extended as far Lawnmower Man-esque arcade games from the 90’s, which were ludicrously expensive to play (£5 a go at the local arcade) and less than impressive. The controls felt clunky, the graphics sub-standard compared to the other games in the arcade and they were not very immersive experiences. Each time I read “VR is the future of gaming” I jokingly scoffed at the prospect – that was until I got my hands (and head) on 3 Project Morpheus demonstrations at Gamescom 2014 and now I am a converted VR optimist. Here are my thoughts on what I got to play.

The Set

The first thing I noticed when picking up the Project Morpheus headset was the weight. The headset is surprisingly light – lighter than it looks. It still has some weight in it but considering that the set contains screens, head phones, cables and straps to keep it in place, it felt sturdy but light.

Putting it on to my head, I was impressed with how well the Project Morpheus head set is balanced. I expected the screens to weigh down the front and for it to be putting pressure on the bridge of my nose but the back strap holds the head set firmly in place. The set didn’t move too much as I wobbled my head and the screen always remained in view.

The one tiny irritation was the wiring. For something which is meant to be totally immersive, the wires felt a little out of place. As you play, you can often feel them touch your shoulder and it breaks the feeling of being totally “in” the game.

Overall, the head set felt… expensive.

Eve: Valkyrie



Eve: Valkyrie was the first Project Morpheus demo that I managed to get my heads-on and it was by far the best game I got to trial. Sitting down and sliding on the headset I was greeted by a gloriously detailed cockpit sitting in a tunnel. The attention to detail really shines through on the Project Morpheus’ 1080p screen and the movement tracking means you get to look around all of the buttons and levers.

Hitting the acceleration, you blast along the tunnel at an astonishing speed, lights whizzing by – none of which caused any screen ripping, frame slow down or juddering, even though the screen is only centimetres away from your face.

Once you blast out of the tunnel, you can control the ship around a vast and beautiful battlefield using the Dualshock 4. At first, the divorce between the controller and the head set – controlling your view with your head instead of the thumb sticks – was a little disorientating and I found my head dropping involuntarily, making me look at my feet rather than the enemy ships. After a few minutes I have managed to get the hang of keeping my head up  to realise how good Eve: Valkyrie really is. Swinging my fighter around to train my cross-hairs on an enemy, the red reticule highlighted then as they rounded to face me and I unleashed hell on them with everything I had. Missiles. Lasers. Every button I could mash. The following explosion was as satisfying as it was impressive. Flying through the missile smoke trails, I picked up another boggie and proceeded to blow the ass off of them too. A few minuets later and I was convinced I was now Star Fox meets Buck Rodgers  and nothing could touch me – until I smashed into a floating structure and blew myself up that is. Dope.

Eve: Valkyrie will be a system seller for Project Morpheus. There didn’t appear to be much depth to the game but the thought of getting this game for multiplayer and having massive Strike Suit Zero-esque battles with friends is certainly enough to whet the appetite for VR.

Morpheus Castle Demo

Those PS Move controllers might just have a late come back in them based on my experience with Morpheus Castle. This short demo has you play as a knight in training as they beat down a dummy using 2 PSMove controllers which respond to your hand movements. Pulling the PS Move triggers grasp what ever in reach. First the game presents a dummy and a weapon rack with a sword in it. Holding your hand out in the general direction and grasping picked up the sword and then you could slice and dice the dummy however you see fit. Next you are given a crossbow. Pulling the trigger lets loose a bolt. Lastly, a dragon eats you. I wasn’t sure if there was anything I could have done to prevent getting eaten by the big lizard but it happened nonetheless.

Project Morpheus Castle is an excellent example of how the PS Move controllers can be used to present your own hand movements in VR. The interactions were very simplistic and no real accuracy was needed to pick up the sword but as a concept demo, it worked perfectly.

The major disappointment of this demo was the graphics. I asked whether this game would actually be releasing for Project Morpheus and was told that no decision had been made but if it is to see the light of day, some serious work will need to go into making the game look presentable. The graphics are simplistic, blocky and thoroughly undermining after playing Eve: Valkyrie.

The Deep


Just before stepping up to play The Deep I was informed that the version I was about to play was a new build and the improvements were obvious immediately compared to the direct feed I had seen of the E3 demo. The detail and lighting were impressive right from the off as I descended in my cage into the deep-sea, ready to face off against my toothy Selachimorpha hunters.

The Deep is an excellent example of how Project Morpheus and VR in general can enhance experiences past what is possible on a TV and couch. The demo is scary – next level terrifying – extremely immersive and uses all of the survival horror tricks, especially when it comes to the sound, to brown your under garments. Much like Dead Space, you can hear danger closing – water swoosh around you – but when you look, you only catch a glimpse of a shark. Other times, Sharks appear out of no where and are biting the side of your cage – real jump out of your skin moments.

The Verdict
Having not played around with an Oculus Rift, I cannot compare Project Morpheus to its competitor but what I can say is that, with a few tweaks in ergonomic design and some similar but improved support in terms of games, I will most definitely be queuing up to hand over cash on day 1.

Project Morpheus proved to me that VR has come a long way since my arcade days and that the supporting technology has now caught up enough to make this a viable and exciting experience. It is immersive, responsive and beyond my expectations in terms of graphics. I honestly thought, before trying out Project Morpheus, that I would be happy enough to pass over Sony’s VR offering but now, I know I had better start saving because VR really is the future of gaming.

Don’t panic! PS4 will be the main focus at Tokyo Game Show say Sony

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It’s Gamescom week and already we’ve had Sony and Microsoft set out their stalls. Microsoft set the gaming world alight with news of the Rise of the Tomb Raider exclusivity deal, Sony on the other hand didn’t really have that big wow announcement, although they did show an impressive array of variety in their games.

But do not fear for those of you who think the Sony press event wasn’t all that. According to Sony Worldwide Studios Boss Shuhei Yoshida, The Tokyo Game Show is where it’s all going to happen. Speaking with Japanese gaming bible Famitsu, Yoshida admitted that some games and announcements had been cut for Gamescom to make way for new trailers of current games in the works like the Order and Bloodborne.

Yoshida also confirmed that there will a ton of content for the PlayStation virtual reality headset Project Morpheus. All this of course is probably to boost sales of the PS4 in Japan which is currently lacking behind those of Europe and North America. Hopefully then we’ll be seeing some Uncharted 4. The bad news however is that there was no mention of PS Vita or PS3..

Gamepur have managed to pick the best bits from the interview which you can see below in a nicely bullet pointed list

  • Some new titles they planned to announce at Gamescom had to be cut out of the presentation; one of the reasons why was because they decided to put in new trailers for The Order and Bloodborne

  • Sony will be working with other publishers in Japan to help increase the userbase of the PS4 in Japan

  • PS4 will be getting lots of new content at TGS

  • Project Morpheus will have content that will be very appealing to the Japanese audience

  • Studio that’s developing WiLD are the new studio by the people who made Rayman

  • Not a single mention of PSV/PS3/PSP