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

Bofferbrauer said:
Tachikoma said:

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.

Morpheus operates in exactly the same way.

I have both DK1 and DK2 sat behind me.



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bigtakilla said:
Tachikoma said:

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?


They look very similar to me.  



Kerotan said:
bigtakilla said:

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?


They look very similar to me.  

I know they do to you Kerotan.



bigtakilla said:
Tachikoma said:

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?


Cherry picking much?, as I stated, clearly, Summer Lessons looks that way on purpose.

Also, lets do something else too.

 

 

bigtakilla said:

noticable aliasing, basic geometry, flat lighting.

See what I mean about these things suddenly not mattering when it comes to WiiU games?

Pfft.



This is getting ridiculous, guys. It's not a pissing contest.



Official Tokyo Mirage Sessions #FE Thread

                                      

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Tachikoma said:
bigtakilla said:


Cherry picking much?, as I stated, clearly, Summer Lessons looks that way on purpose.

Also, lets do something else too.

 

 

bigtakilla said:

noticable aliasing, basic geometry, flat lighting.

See what I mean about these things suddenly not mattering when it comes to WiiU games?

Pfft.



But are you saying the visuals are of similar quality?



I have to agree.

While I think VIVE and Occulis will be a success, Morpheus is fail hard.



bigtakilla said:
Tachikoma said:


But are you saying the visuals are of similar quality?

For what they aim to do, yes, they both suffer in the exact same areas, the only difference is art direction.



Tachikoma said:
bigtakilla said:

But are you saying the visuals are of similar quality?

For what they aim to do, yes, they both suffer in the exact same areas, the only difference is art direction.

But for what we actually see, no. They are not of the same quality.



the-pi-guy said:

Anywhere near the same level? 

Visually Summer Lesson is intended to look that way.  Compare The Last of Us to Mirror's Edge.  Visually very different games, with distinct styles.  Which is a lot of what's happening here.  Plus is it really fair to compare a project that's only a few months old to one that's been in development for a while already?  

We also have to take animations into account, as well. The faces in the Xenoblade picture look "flat" (hard to describe in words, but a great example is the facial animations in Kingdom Hearts) and I won't be surprised if the face animations are flat, as well. In contrast, the facial animation in Summer Lesson is more natural (e.g. lip movements correspond with syllables).