Hands-On: PlayStation VR – Trying out the overwhelming gaming experience

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Trooper_D5X
Trooper_D5X was a long-time editor at PlayFront, specializing in gaming news, reviews, and hardware analysis. He authored over 30.000 articles providing in-depth coverage of current topics related to PlayStation...
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While much can be written about Sony's PlayStation VR headset (Project Morpheus), the personal experience is on a completely different level. After a first cautious look at gamescom 2014, we took the opportunity, roughly a year later, to personally examine the "future of gaming" again and gain further impressions of the current state of the VR headset.

As Sony stated just a few weeks ago, the hardware itself is finished, and they are now waiting for suitable and sufficient software. Even though they say the hardware is still prototype during the hands-on demonstrations, no major changes are expected. Therefore, we had access to a near-final version of PlayStation VR (Project Morpheus), as well as various demos, including EVE Valkyrie, London Heist, The Deep, and Playroom VR.

Project Morpheus (1)

The technical specifications of PlayStation VR (Project Morpheus) remain unchanged, featuring a 1920x1080 Full HD screen resolution, 120Hz (native 60Hz), a 100-degree field of view, red/green/blue subpixels, nine tracking LEDs, and a latency of 18 milliseconds. While the latter seems quite high compared to gaming monitors or TVs, human perception only becomes relevant at values ​​above 20 milliseconds, meaning it's still within acceptable limits. Furthermore, the software development focus is always on maintaining 120 fps to avoid motion sickness. If necessary, the resolution is partially reduced to achieve this.

In addition to PlayStation VR (Project Morpheus), the DualShock 4 controller is supported, as well as up to two PlayStation Move controllers, depending on the game. A second player can also influence the game with another DualShock 4 controller.

From a technical point of view, Sony's PlayStation VR (Project Morpheus) will probably not surprise us with any major innovations, so, as with the hands-on, the focus is now more on conveying the experience – putting on the headset and immersing yourself in other worlds – literally!

As in the previous year, the demo began with "EVE Valkyrie" from CCP, a space shooter that would later be available as a launch title. The goal of the demo was to board a space capsule, orbit your own space station, and eliminate various enemies. The most striking difference compared to the previous demo was definitely the display quality, not to be confused with the graphics. While back then it seemed as if you could count every single line or were holding an old Game Gear, PlayStation VR (Project Morpheus) now impressed with a razor-sharp image that is barely distinguishable from a regular TV, with the added benefit of a 360-degree view. The 120 frames per second were also clearly noticeable; the image appeared smoother, and you had more control over the gameplay. Overall, a very solid gaming experience that could still be refined here and there, considering the game itself.

Project Morpheus (2)

Party fun is promised by "Playroom VR," which already provided entertaining experiences on PlayStation 4 as "The Playroom." In a series of minigames, you can fight boss enemies with AR bots, throw all sorts of things across the screen, shoot clouds, and more—just what you'd expect from a minigame. Meanwhile, a second player can also join in, allowing you to engage in exciting battles against each other. All of this is presented in the familiar cute and colorful style of "The Playroom." What was noticeable in this somewhat hectic demo was that PlayStation VR (Project Morpheus) quickly kept up with all movements; even when changing the viewing direction by 180 degrees, the image is calculated so quickly that there are no interruptions. According to Sony, this is achieved through the perfect interplay between the PlayStation Camera and the sensors in the headset.

The final launch lineup for PlayStation VR (Project Morpheus) is currently undecided and likely depends on how quickly developers can complete their titles. The planned launch date for the hardware in spring 2016 remains unchanged, although initially only smaller titles are expected. The demos shown certainly don't give the impression that players will be able to spend five hours or more with them. Furthermore, developing VR titles is significantly more complex than developing traditional games, where new factors constantly emerge and need to be considered. As one of the developers told us, it's not uncommon to develop several prototypes that ultimately prove completely useless, forcing the team to start all over again.

It's true that you really have to experience PlayStation VR (Project Morpheus) in person. Writing and reading about it can hardly begin to explain or imagine what this "future of gaming" actually feels like. It's a mixed bag, ranging from overwhelming and slightly confusing to something that takes getting used to, and ultimately, a completely new way of experiencing games. Whether this new VR era will ultimately prevail or remain just a gimmick remains to be seen. For now, it's an exciting development that already seems quite solid and is therefore definitely worth trying. Unfortunately, when we inquired about the headset's price, we received the usual and rather sobering answer that it hasn't been finalized yet.

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