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Sony Morpheus 虚拟现实头盔 带你走进更真实的世界

Sony Morpheus 虚拟现实头盔 带你走进更真实的世界 安联思ADG
2015-03-04
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导读:图片来自:CNET / Image Credit: CNETSony Morpheus容纳了更丰富的技术使得

图片来自:CNET / Image Credit: CNET


Sony Morpheus容纳了更丰富的技术使得虚拟现实体验更加真实化。同时,Sony提到Morpheus对于搭配可滑动显示设备来说将更加实用,也就意味着当玩家佩戴Morpheus时可拥有和处于现实世界一样的真切感受。

SAN FRANCISCO -- Sony trotted out a new prototype of its virtual-reality headset, code-named Project Morpheus, bringingit a step closer to final release, which the company says won't happen until 2016.

The new device, unveiled at the GameDevelopers Conference here, looks similar to the initial prototype, but Sonysays it includes technical improvements that will give consumers a betterexperience.

"This looks like last year's model, but under the hood we've put a lot of improvements," said Shuhei Yoshida, the president of the company's Worldwide Studios for Sony Computer Entertainment. Yoshida added that this version of Morpheus "is close to the final consumer product."

Some of the enhancements include a new 5.7-inch display that is twice as fast as its predecessor, yet responds to movement in half the time. The end result is what Yoshida says is a device that produces virtual-reality experiences that are not easy to differentiate from the real world.

Virtual reality is now a tech and game conference highlight at the year's biggest gatherings -- and it's practically swallowed the news cycle of GDC, typically thought of as a meeting place for developers to talk design and technique. Sony unveiled Morpheus at last year's GDC, making it the first virtual-reality device from one of the industry's largest game makers.

Sony's new concept now contains a revamped design, including an ability to push Morpheus off to the right side of your face to peer into the real world, rather than taking the entire headset off.


The device, Sony said, will be made available to customers in the first half of next year, though the company didn't say how much it will cost.

VR no longer a niche

Before Sony's unveiled Morpheus, VR looked like a niche, dominated by promising startups but still a side show to the $77billion game industry, which focuses on titles largely played on televisions and computer monitors. With Sony's device, virtual reality became a star of the show.

Shortly after, Facebook bought industry posterchild Oculus VR for $2.3 billion. That acquisition signaled to tech companies everywhere that VR wasn't going to lose its sheen after sucking up millions of dollars in investment, as it did in the early '90s before fading back into science fiction.


"Because Facebook is behind it, I think people will keep plugging away unit they get it right," said Michael Pachter, an analyst at Wedbush Securities.

A whirlwind of activity has followed since the Facebook-Oculus deal. Mobile giant Samsung has introduced $250 VR goggles that cradle its Galaxy-brand of smartphones, and Google has parlayed a strange cardboard DIY headset project into VR partnerships with LG and toy maker Mattel. Even Microsoft has some skin in the game, albe it with a so-called augmented-reality headset, the Holo Lens, which was unveiled in January and can overlay 3D images onto everyday scenes.



图片来自:CNET / Image Credit: CNET



图片来自:CNET / Image Credit: CNET



图片来自:CNET / Image Credit: CNET



图片来自:CNET / Image Credit: CNET


Even Mobile World Congress, where the world's largest smartphone makers show off devices in Barcelona every year, is a growing showcase for new VR. Valve, the software maker known for the Half-Life game series and the Steam online store, teamed up with HTC to create the Vive VR headset, which was unveiled at MWC on Sunday. Valve is expected to reveal more details about its Steam VR platform for VR games tomorrow in San Francisco.

While new hardware is rolling out an ever-faster clip, the applications for VR, too, are beginning to expand. Beyond games, virtual worlds are finding their place in film, sports, education and even health care. "It's naive to think this will be games only," Pachter added.

Camera maker Jaunt records 360-degree scenes using a tetrahedral, omni-directional microphone. The result is a sometimes terrifyingly realistic experience, as was the case with "Black Mass," a short film from "Paranormal Activity 5" director Greg Plotkin that Jaunt used to showcase its new audio partnership with Dolby earlier this week . Oculus, too, is getting involved in film with Story Studio, its dedicated in-house production studio that brought its first VR short to the Sundance Film Festival in January.

Morpheus, one year later

When it comes to VR's biggest roadblocks to making it to the mainstream, two big issues are front and center -- comfort and software.

Sony has come a long way in addressing how Morpheus is worn and what it feels like. Besides the new prototype's slide-able display, the device also re-orients the headset's strap to hug the sides of your head, rather than awkwardly running a piece of velcro down the middle of your scalp. The result, from my hands-on experience Tuesday, was easily the most comfortable VR experience to date, with Oculus' Crescent Bay prototype a close second.

In terms of the VR image quality and feelings of motion, Morpheus feels the closest to being able to sustain a longer-term gaming experience thanks to its upgraded innards, though it's far from perfect. I played "The Heist," a short demo produced by Sony's London studio, that positioned me at the mercy of a thuggish character preparing to torture information out of me. When my captor moved in close to my face and shouted, I was simultaneously amused by how real it seemed and startled by the tinge of fear I felt.



图片来自:CNET / Image Credit: CNET

What followed was a flashback sequence with a pulse-pounding gun fight, the first I've experienced in VR and a veritable hair-raiser capable of converting the biggest of VR skeptics. (I died spectacularly, with gun shots coming from an unknown location until splotches of red filled the screen.) Beyond the look and feel of "The Heist," the demo is also where Sony's real competitive advantage shined through: the Play Station Move controllers.

Unlike Oculus, Sony has its own motion-control remotes, which resemble glowing microphones, that introduce sharp and reliable hand motions to the VR gameplay. I was able to rifle through drawers, pick up a fire arm with one hand, load it with ammo with the other and begin fending off armed guards through tactical crouching and peeking out from cover.

The hand motion-control element of Morpheusis bound to be a strong selling point for Morpheus, despite its restriction to the PlayStation platform. While Oculus has long invited other companies and developers to use its hardware and develop their own applications, Sony is restricting Morpheus to its console, giving it more control over its VR platform, but putting more responsibility in the company's hands to ensure there's games to play when Morpheus arrives.


And Sony has yet to announce any officialtitles.

"Nobody buys a piece of gaming hardware because they think it looks cool," said Lewis Ward, an analyst at research firm IDC. "Until there's a great experience to go along with it, the hardware simply opens the door." For Ward, the cost, release date orcomfort aspects of consumer VR are secondary to what gets us pulling out our wallets in the first place. "That's the chicken or the egg problem."

Not until the Electronic Entertainment Expo, the game industry's biggest conference held in Los Angeles in June, will we likely see any big-name developers come forward with VR exclusives.

以上内容来自网站CNET,作者为Nick Statt 201533/ by Nick Statt, posted on March 2, 2015 from CNET





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安联思(Alliance Development Group) 致力于为领先的技术公司在中国实现策略性拓展, 这里我们分享最新鲜的科技,报道最实时的国外市场信息,提供最专业的商务咨询服务。
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安联思ADG 安联思(Alliance Development Group) 致力于为领先的技术公司在中国实现策略性拓展, 这里我们分享最新鲜的科技,报道最实时的国外市场信息,提供最专业的商务咨询服务。
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