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Forums - Sony Discussion - Professional game dev explains why Sony's Morpheus won't get much backing from developers.

bigtakilla said:
Intrinsic said:

First the bold. You would be doing yourself a solid if you just took the time to read up on Sony's VR tech and its implementation. Hint, there is a reason there is a separate "VR box" that the console connects to before reaching the headset. And if you understood this, you would understand why what ever this dev is saying is full of shit. Assuming he's even a dev. All he had to do to solidify his claims is just attach a picture of a Morpheus dev kit. Honestly, he sounds as seemingly I'll informed as you do just that unlike him you aren't going to the lengths of pretending to be a dev or something. 

And lastly, do these look like PSX era games to you? Your setting yourself up for some serious crow eating. Understand the tech, watch the demo bids, then you would at least be in a better position to me an objective realistic argument. 

Besides, if the Wii has thought the world anything, its that not everything has to look like crysis to be a commercial success. It just needs to work, be fun and properly priced. 

I don't think this 

is all that good, visually speaking. Looks like a PS2 to me.

Second look

Would still say these aren't very demanding games, and would question the appeal. The Wii U (for the entire system) was $200, while this for the headset alone we are looking at possibly the same price.


Don't use potato quality shots please.

 

Also, note the following:

This is from the devkit demo, its a direct feed from what the morpheus is displaying that has been stretched to flatten the image and remove the fisheye, note how the quality of textures and fidelity is much higher in the center and dissipates the closer to the edge of the screen, this is a result of flattening a fisheye image, the actual device retains the clarity across the FOV in use.



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Tachikoma said:
bigtakilla said:

I don't think this 

is all that good, visually speaking. Looks like a PS2 to me.

Second look

Would still say these aren't very demanding games, and would question the appeal. The Wii U (for the entire system) was $200, while this for the headset alone we are looking at possibly the same price.


Don:t use potato quality shots please.

I wasn't gonna bother. Threads like these obviously bring out a certain ilk of naysayers. They are pretty much just waiting for something like this to pop and then you start seeing some strange things. He even just conveneintky ignored eve Valkyrie being okayed on Morpheus. And almost went out if his way to use the most craooy pictures possible. 

Ah well, time will tell. I can just see a lot of people eating crow. 



Tachikoma said:
bigtakilla said:

I don't think this 

is all that good, visually speaking. Looks like a PS2 to me.

Second look

Would still say these aren't very demanding games, and would question the appeal. The Wii U (for the entire system) was $200, while this for the headset alone we are looking at possibly the same price.


Don:t use potato quality shots please.

Was this one supposed to be that much better? still looks PS2.5. noticable aliasing, basic geometry, flat lighting. It all still looks like an early Wii game. What gen would you say this looks?



bigtakilla said:
Tachikoma said:


Don:t use potato quality shots please.

Was this one supposed to be that much better? still looks PS2.5. noticable aliasing, basic geometry, flat lighting. It all still looks like an early Wii game. What gen would you say this looks?

Funny how features like these are ignored when it comes to wiiu games, isnt it?
It's worth noting that when this demo was shown, the Tekken team had been working on it for less than 2 months with an alpha version of the SDK.

Also, its diffuse lighting with tonemapping, dynamic and prebake mixed, it is designed to be soft because the point of the game is to reflect the anime concept art and give the impression of "memories".

But sure, hate on the art direction too why dont you, its not like youd defend other games that go for art direction over detail, right?



Its seems people are actually scared of morpheous.



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bigtakilla said:

Was this one supposed to be that much better? still looks PS2.5. noticable aliasing, basic geometry, flat lighting. It all still looks like an early Wii game. What gen would you say this looks?

Having played Twilight Princess and Red Steel, the IQ of the Summer Lesson demo is way better than that of those two early Wii games. And as Tachi said, the Tekken team put the demo together in a very short time on an alpha SDK.



Aura7541 said:
bigtakilla said:

Was this one supposed to be that much better? still looks PS2.5. noticable aliasing, basic geometry, flat lighting. It all still looks like an early Wii game. What gen would you say this looks?

Having played Twilight Princess and Red Steel, the IQ of the Summer Lesson demo is way better than that of those two early Wii games. And as Tachi said, the Tekken team put the demo together in a very short time on an alpha SDK.

The only game thats had a fair amount of time put into it graphically thus far is The Hiest, (the one that got left out...)



Tachikoma said:
Bofferbrauer said:

Don't worry, I got it. I'm just saying there is noticable difference in between this way of rendering the image and using 2 full 1920x1080 images slightly displaced is space to simulate the distance in between both eyes and that the developer might prefer the latter to the former.

There is abolutely no benefit from rendering a full 1080p scene twice, the hardware is incabable of displaying it for both eyes at the same time (i.e. to fullfil the purpose of a 3d image to begin with), even if you did it on a high end pc, alternating between two 1080p images, you would just get a blur of mess since both eyes would be seeing the same image at the same time, if you are going to cut the display in half to display both views at once, why in the world would you want to render full 1080p images?, you are just throwing performance out the window for nothing, the SDK makes patching in a split render mode a piece of cake, an intern could port any existing game to work on morpheus within a week on their own, its that easy.

Hence why this person is full of shit, anyone with access to a morpheus SDK will naturally have access to the latest supporting SDKs, so they would know this without having to rant about some obtuse approach at rendering the scene.

Just checked, and you're right, Morpheus only outputs at 960x1020 per eye, so displaced full HD on each eye (which, while more difficult, doesn't have to look blurry at all if done right) would't even be possible.

So he might just have extrapolated his knowledge on the possibilities from Oculus Rift (which he states he has) to Morpheus, which is not exactly the same.



Tachikoma just proves how easily false info can be spread like its fact. If she didn't bother setting things straight then half the readers of this site would actually believe this BS.



Tachikoma said:
bigtakilla said:

Was this one supposed to be that much better? still looks PS2.5. noticable aliasing, basic geometry, flat lighting. It all still looks like an early Wii game. What gen would you say this looks?

Funny how features like these are ignored whe it comes to wiiu games, isnt it?
It's worth noting that when this demo was shown, the Tekken team had been working on it for less than 2 months with an alpha version of the SDK.

Are you saying you believe this

and these

Are anywhere near the same level. 

Or are you trying to compare this to a Mario game?