Sony to release Playstation 4 virtual reality headset in 2016

Sony revealed the latest prototype of its virtual reality headset today, when it announced it will release the Playstation 4-compatible device to consumers in the first half of 2016.

The Project Morpheus prototype displayed at the Game Developer Conference (GDC) doesn’t look much different from the version revealed at the conference in 2014, but it now sports a 5.7-inch screen with a 1920 x RGB x 1080 pixel OLED display, 120 frames per second refresh rate and 100-degree field of view. Latency is less than half that of the earlier model — less than 18 milliseconds, which Worldwide Studios president Shu Yoshida said surpasses the 20 milliseconds at which people can no longer tell virtual reality from the real world, according to Ars Technica.

A rendering of Sony's Project Morpheus virtual reality headset, released during the 2015 GDC conference.

A rendering of Sony’s Project Morpheus virtual reality headset, released during the 2015 GDC conference.

Playstation 4 was designed to output games at 120 frames per second, which the company believes to be ideal for virtual reality, Yoshida said, according to Ars. Games can be made at 60 frames per second and still render in virtual reality at 120 frames.

The headset tracks its surroundings in 360 degrees with 9 LEDs. The goggles can flip up to quickly jump out of virtual reality into the real world. There’s no word on a price just yet.

Project Morpheus is up against an increasing number of virtual reality headsets, including the famous Oculus Rift and newcomers announced just this week like HTC and Valve’s Vive and Nvidia’s Titan. The Oculus developer kit 2’s screen is a lower 1080p and runs at 75 frames per second. The company’s more advanced Crescent Bay prototype doesn’t have publicly available specs, but Oculus previously planned on 1440p and 90 frames per second, according to Fast Company. Further specs on Vive and Titan should emerge at GDC this week.

One of the demos available for Sony's Project Morpheus at GDC 2015.

One of the demos available for Sony’s Project Morpheus at GDC 2015.

Today in Social

Conference season is in full swing, and the latest is GDC, where the games industry’s brightest developers gather. Games are an increasingly important part of the NewNet, with companies like PlayFish showing how applying web smarts to the games industry can be a big deal – and a big business. Keep your eyes on this growing market.

EA Getting Sporty With 2009 iPhone Lineup


With the GDC ’09 well under way, there are heaps of announcements being made about video games by pretty much everyone in the biz.

Now that the iPhone and iPod touch have become genuine contenders in the mobile gaming world, they’re getting some high-profile game revelations as well. EA (s erts), for instance, who’ve already brought a lot of big titles to the platform, including Spore Origins and Sim City, will be bringing a slew of new games to the table this year.
In the pipeline for 2009 are a number of ports of some of their most popular titles for consoles and the PC, a hefty percentage of which are sports games, traditionally one of EA’s strong suits. Among the games announced at EA’s GDC keynote are Madden NFL, FIFA, NBA Live, and SSX, which join the previously announced Need for Speed and Tiger Words games. Read More about EA Getting Sporty With 2009 iPhone Lineup

Can OnLive Really Overturn the Gaming Industry?

onlive_logoToday everyone who follows the gaming industry is talking about OnLive, an upcoming service incubated by Rearden, the venture company of Web TV Founder Steve Perlman. The system, which streams high-end video games to pretty much any PC, Mac, or TV with a broadband connection, was set to be officially unveiled tonight during the Game Developers Conference in San Francisco, but was pushed out earlier after the embargo on it was broken last night.

But can it really turn the gaming industry upside down, the way so many are predicting (as here, here, and here)? I attended a hands-on demo yesterday, and OnLive performed impressively, quickly delivering top games with a great frame rate, in a way that solves multiple problems plaguing large game publishers, such as piracy and low profit margins via retail sales.
However, even assuming the service works that well when it goes live to consumers this winter, at least three factors could hamper its adoption: Read More about Can OnLive Really Overturn the Gaming Industry?