nanoxxl escribió:La cámara de ps4 a llegado a 900.000 unidades , en menos de 1 año y con el poco uso que tiene , si sale a buen precio creo que puede llegar rápido a 1m
"Sony Project Morpheus Dev Kits to be Delivered as Early as June"
realbrucest escribió:¿Los devkits disponibles en junio para third parties?"Sony Project Morpheus Dev Kits to be Delivered as Early as June"
http://www.roadtovr.com/sony-project-mo ... arly-june/



Counterfeit escribió:No me lo puedo creer, third parties haciendo algo exclusivo para ps4
?caren103 escribió:Counterfeit escribió:No me lo puedo creer, third parties haciendo algo exclusivo para ps4
Una vez más, ¿qué te has fumado?
http://en.wikipedia.org/wiki/List_of_Pl ... on_4_games
Los de color verde son los exclusivos salidos o en preparación para la plataforma, y oh sorpresa, Sony no es la única con el colorín de marras, aunque sí como es lógico la que más. Otros que no son de color verde, en nueva generación sólo están en PS4 (no están de color verde porque están también para PS3 y/o Vita).
Y luego está que si uno tiene un porrón de estudios First Party de calidad, pues lo normal es invertir en ellos; si uno no tiene ese porrón de estudios First Party de calidad, pues le toca comprar fuera lo que no tiene en casa.
Xenndor escribió:Facebook compra la compañía de realidad virtual Oculus VR
Fuente: http://www.20minutos.es/noticia/2095602 ... xts=467263
Se que no tiene que ver directamente con esto, pero es la competencia.
y a la mierda la vr de sony.....si ya no hay competencia esto quedara como los mandos move....... cental escribió:oculus ripy a la mierda la vr de sony.....si ya no hay competencia esto quedara como los mandos move.......
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.Sony Head-Mounted Device Allows Users to Step Inside an Anime
posted on 2014-03-26 16:00 EDT by Eric Stimson
Also: 2-D motion capture & lip-synch
Anime Japan 2013 had plenty of booths at Tokyo Big Sight advertising the latest anime and hawking related swag, but some companies also took the opportunity to showcase new technology that might be of interest to fans of animation.
Sony's new HMD (head-mounted device) takes those who wear it into the world of anime. It tracks your head movements so it feels as if you're actually inside a cartoon. Turn to your left, and the video you're watching will swing that way too. The example at Sony's booth was for the idol anime The IDOLM@STER and came loaded with two videos. One showed a concert, with the wearer in the perspective of an audience member. The other (seen below) is set in the offices of the talent agency from the anime and lets you watch the cast behind the scenes.
And then there was the booth for Graphinica, a special effects studio active in several anime (The Pilot's Love Song, Girls und Panzer). It blurs the border between reality and animation even further with its Live2D motion capture technology. Using the Kinect (a motion sensing device released for the Xbox 360) and a microphone, it translates movements and voice onto a 2-D character on a screen. While this sort of technology is common, Live2D uses 2-D rather than 3-D models.
Sony's line of HMDs puts it into competition with the Oculus Rift, a technology developed by Oculus VR, a company recently picked up by Facebook for $2 billion. The Oculus Rift can also be used to interact with fictional characters.
[Via Kai-You]
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Jonathan S @indy_aka_rex escribió:9 h
@yosp have you guys considered implementing voice recognition technology with this? It'd make for an interesting VR conversation demo.Shuhei Yoshida @yosp escribió:
@indy_aka_rex the prototype has a microphone, so it's ready for something like that
IMPLOSION escribió:de 300 a 350 diria
y éstos contaban con mantenerse en un precio en torno a los 300 dólares para la versión comercial. El prototipo DK2 que se puede reservar y que incluye la cámara ahora mismo no se va de precio mucho más allá siendo los prototipos más caros que los productos de consumo que se producen en masa en gran volumen y sin añadidos para debuggear.
http://www.gamesindustry.biz/articles/2014-03-28-sony-excited-to-give-lots-of-morpheus-units-to-indie-ps4-devs
"It's very hard for big companies to approve something that no one knows if there's a market for it," Shuhei Yoshida told Polygon.
"But the indie guys are like, 'I like it, I'll do it.' And there are many indie games being created in the marketplace because of that."
"The indie teams typically want to create something not directly competitive with big companies because they know they don't have the resource to do it, so they try to come up with a new angle or approach, a new experience so that their game can stand out," continued Yoshida.
"And that approach is perfect for making VR, because that's what we need. We don't want people to think, 'How can I port this game to VR?' We want people to think, 'What unique thing can we do with this tech?' So I'm very, very excited to give lots of units to indie PS4 developers."



caren103 escribió:A la mierda Project Morpheus y el Facebooculus... Sega lo parte de nuevo:
http://sega.jp/sns/201404/aprilfool/
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nbnt escribió:Mind: Path to Thalamus coming to Project Morpheus
Developer Carlos Coronado has confirmed that he is planning to bring his project Mind: Path to Thalamus to the Project Morpheus virtual reality (VR) headset on PlayStation 4 as well as the Oculus Rift VR headset on PC. The project, which is described as a first-person puzzler, launched a Steam Greenlight campaign earlier this week, with the developer confirming plans for VR support in an update today.
“YES, I am planning to bring this game to Oculus Rift and also project Morpheus,” Coronado wrote. “Not only that. I think this game will be perfect for the occulus because the gameplay is not fast or requieres high flash skills or accuracy in your movement. I am eager to get an occulus rift and test this. The engine is Unreal Engine 3, witch has fully integrated support for Oculus so yep, it is definitely a milestone.”
Coronado has taken after Project CARS developer Slight Mad Studios in making this announcement himself. The title is yet to be officially confirmed for PlayStation 4.
http://vrfocus.com/archives/1871/mind-p ... -morpheus/
Check out the trailer: http://www.youtube.com/watch?v=tBHO77OeB0M
Valve talks about what makes VR work
By Connor Sheridan on Tuesday 11th Feb 2014 at 8:11 PM UTC
Finding games indistinguishable from reality isn't a new idea, but usually it's just a hyperbolic way to say "good graphics."
Valve's Michael Abrash, on the other hand, has put years of work into making people believe they're somewhere else. Not with more polygons or higher resolution textures, but by accounting for all the subconscious processes that dictate our sense of presence, working within Valve and externally with the team behind Oculus Rift.
Abrash's virtual reality talk titled "What VR Could, Should, and Almost Certainly Will Be Within Two Years" was given at Steam Dev Days in January, but Valve just published a video of the presentation in its entirety on Tuesday.
"Whenever I stand on that ledge in VR, my knees lock up just like they did at the top of the Empire State Building," Abrash said about one of Valve's demos. "Even though I know for certain that I'm in a demo room, wearing a head mounted display, looking at imagery of the inside of a badly textured box, my body knows that I'm at the edge of a cliff. What's more, that effect doesn't fade with time or repetition."
The demo in question puts users on a ledge, suspended in a giant cube wallpapered with website screen captures. It's hardly Crysis 3 on max. But reactions to this simple environment have been incomparable to anything possible with current display technology, thanks to the way it is presented.
Abrash attributed this to promotion a sense of presence. That's not to be confused with immersion, which makes you feel surrounded by an experience, Abrash said. Presence makes you believe you're actually there.
"Presence is: when, even though you know you're in a demo room and there's nothing really there, you can't help reaching out to try to touch a cube; when you automatically duck your head to avoid a pipe that's dangling down from a ceiling; when you feel uneasy because there's a huge block hanging over your head; when you're unwilling to step off a ledge. It's taking off the head-mounted display and being disoriented to find yourself back in reality."
You can watch the whole presentation for yourself below. But if Abrash is right, you might be able to pick up a comparable system yourself as soon as 2015.
exitido escribió:Cierto, porque poner gráficos hiper realistas y hacerlos en proporciones correctas no es compatible, para que las proporciones sean correctas los gráficos deben de ser una mierda
exitido escribió:Cierto, porque poner gráficos hiper realistas y hacerlos en proporciones correctas no es compatible, para que las proporciones sean correctas los gráficos deben de ser una mierda
Piriguallo escribió:No se necesitará tele, seguro.
A mi lo que me preocupa son los puertos USB. imagino que las gafas gastaran uno, y la cámara, si es necesaria, otro.
Si quiero usar otro periferico, me lo comeré con patatas? o se puede usar un ladron de USB's?
A diferencia de Occulus, eso sí, hay que destacar que Morpheus deja un pequeño hueco abierto abajo, de forma que si bajas la mirada puedes ver tus manos reales. Además a los lados no hay pantallas, ni espejos, ni la pantalla es abombada así que si mueves los ojos para mirar a los lados encuentras que los laterales son negros.
SamxFisher escribió:A diferencia de Occulus, eso sí, hay que destacar que Morpheus deja un pequeño hueco abierto abajo, de forma que si bajas la mirada puedes ver tus manos reales. Además a los lados no hay pantallas, ni espejos, ni la pantalla es abombada así que si mueves los ojos para mirar a los lados encuentras que los laterales son negros.