Neuromancer
Member
Will it work in the tub?
Most if not all gaming accessories die off after a small handful of underwhelming titles due to the split user base, prohibitive added cost attributable to proprietary manufacturing, and a lack of killer-apps.
Whenever a new peripheral is added, there's the issue of haves and have-nots. The total addressable market for peripheral-required games will not be the full user base, limiting the appeal of publishing such content. Start out by making VR perspectives an optional extra that dramatically improves existing games. This is similar to DVD/Blu-ray combo packs that don't require extra hardware, but offer a low-resistance path to upgrading. That way, content can adapt gradually as market penetration increases. Interoperability with PC and other platforms would have the great benefit of expanding the base of customers who may adopt VR for content on those platforms and becoming potential PS4 VR consumers based on content. Incompatibility cuts off this natural market dynamic at the knees; people don't want to buy multiple devices to accomplish the same thing.
For a peripheral to have broad support and become an accepted standard that doesn't suffer the same fate, it needs to have an open standard that anyone can manufacture and compete on. Consortia like DVD and Blu-ray as well as technologies like SD cards and the entire PC market are excellent examples of this. Making a gaming peripheral exclusive to a single console means, again, that the audience for said device will be a fraction of a fraction of the market. Such examples have typically been DOA or quickly abandoned. Letting other manufacturers release the product will help with economies of scale and price competition, making purchases more appealing to customers. Nobody wants to buy proprietary memory sticks made by a single manufacturer; the price-gouging is ridiculous.
Content is king. Without the games to back up the purchase of a costly accessory, it's dead in the water. A small handful of games will never adequately persuade a market to adopt such a device. That's why it's important to open up development to as many developers as possible, irregardless of the actual content. Teaming up with NASA is a great first step. Other virtual tourism and film opportunities abound, including AO-rated content. The widest possible breadth of content will be the best factor to drive adoption and establish a market standard.
Basically, get as many people using the technology as possible, irregardless of platform, manufacturer, or content. Compete on hardware price to expand the market and reap the rewards on exclusive software content.
Most if not all gaming accessories die off after a small handful of underwhelming titles due to the split user base, prohibitive added cost attributable to proprietary manufacturing, and a lack of killer-apps.
*snip*
Content is king. Without the games to back up the purchase of a costly accessory, it's dead in the water. A small handful of games will never adequately persuade a market to adopt such a device. That's why it's important to open up development to as many developers as possible, irregardless of the actual content. Teaming up with NASA is a great first step. Other virtual tourism and film opportunities abound, including AO-rated content. The widest possible breadth of content will be the best factor to drive adoption and establish a market standard.
Basically, get as many people using the technology as possible, irregardless of platform, manufacturer, or content. Compete on hardware price to expand the market and reap the rewards on exclusive software content.
wait, 960x1080 per eye?
killzone shadowfall?
A question from one less technically inclined ... can the PS4 push the same image to more than one viewer? So if I'm playing a game, or watching a movie, does it tax the system harder to push the same image in VR to a second headset (ie. my wife).
The virtual tourism thing really got me hard ... as a married man I can totally see me and my wife vegging out all night visiting VR Paris or something like that.
.Will it work in the tub?
Just my opinion but I think that it's a given that initially there will be "VR" titles and non VR titles.
Also IMHO but the virtual vacations thing is the sort of thing that would get casuals like my wife on the GAF hype train. Very smart move by Sony .... I honestly believe they are aiming at the casual market with a huge cannon.
More than anything they want feedback from the hardcore crowd. Their entire strategy this gen (IMHO) has hinged on what you guys think.
Most if not all gaming accessories die off after a small handful of underwhelming titles due to the split user base, prohibitive added cost attributable to proprietary manufacturing, and a lack of killer-apps.
Whenever a new peripheral is added, there's the issue of haves and have-nots. The total addressable market for peripheral-required games will not be the full user base, limiting the appeal of publishing such content. Start out by making VR perspectives an optional extra that dramatically improves existing games. This is similar to DVD/Blu-ray combo packs that don't require extra hardware, but offer a low-resistance path to upgrading. That way, content can adapt gradually as market penetration increases. Interoperability with PC and other platforms would have the great benefit of expanding the base of customers who may adopt VR for content on those platforms and becoming potential PS4 VR consumers based on content. Incompatibility cuts off this natural market dynamic at the knees; people don't want to buy multiple devices to accomplish the same thing.
For a peripheral to have broad support and become an accepted standard that doesn't suffer the same fate, it needs to have an open standard that anyone can manufacture and compete on. Consortia like DVD and Blu-ray as well as technologies like SD cards and the entire PC market are excellent examples of this. Making a gaming peripheral exclusive to a single console means, again, that the audience for said device will be a fraction of a fraction of the market. Such examples have typically been DOA or quickly abandoned. Letting other manufacturers release the product will help with economies of scale and price competition, making purchases more appealing to customers. Nobody wants to buy proprietary memory sticks made by a single manufacturer; the price-gouging is ridiculous.
Content is king. Without the games to back up the purchase of a costly accessory, it's dead in the water. A small handful of games will never adequately persuade a market to adopt such a device. That's why it's important to open up development to as many developers as possible, irregardless of the actual content. Teaming up with NASA is a great first step. Other virtual tourism and film opportunities abound, including AO-rated content. The widest possible breadth of content will be the best factor to drive adoption and establish a market standard.
Basically, get as many people using the technology as possible, irregardless of platform, manufacturer, or content. Compete on hardware price to expand the market and reap the rewards on exclusive software content.
What's the most you guys would pay? edit: for me personally I think that 199 - 299 is my price point. 199 being a "for sure" purchase, and 299 being something I'd stretch for, Anything more is a no go
399 and thats pushing it. 299 would be perfect.What's the most you guys would pay? edit: for me personally I think that 199 - 299 is my price point. 199 being a "for sure" purchase, and 299 being something I'd stretch for, Anything more is a no go
But Sony's vision of vr seems like it goes beyond of oculus rift with camera, ps move, and the 3d sound work together with the headset. Unless or is also supporting those, the experience provided by or and morpheus can be quite different.First, listen to this man. Unless you can get the price very very low initially <$200, there will need to be an incredibly strong incentive to "cross the chasm". It does not matter if you build the best VR device, limiting it to one platform, with a handful of supported titles is not going to sustain the growth of the peripheral.
Open up PC support, right off the bat. The PS4VR software sales lost to PC Morpheus titles will be negated or at the very least greatly minimized by the fact that there will be far more Sony VR headsets in the market place than there would be if it was exclusive to the PS4. Exclusive PS4VR titles also help remedy this. This also give 3rd parties a greater reason to add VR to their titles, since they know there is a strong enough user base to justify the added cost. The key to "winning" this scenario is putting out more, top tier quality software on the PS4 (and getting successful PC VR titles ported over ASAP).
Your buddy puts on the headset and becomes Iron Man. You assume the role of JARVIS, following the action on the TV, and "doing stuff" with the DS4. The mics in the Camera pick up what you're saying and pipe it to Tony's headphones.I'm curious why you listed couch co-op in one of your slides, when inherently having someone put a VR device on their head eliminates/buffers a lot of games that make couch co-op or multiplayer in general great, most importantly, face-to-face interaction. What is the overall plan for this or what information are we missing?
What's the most you guys would pay? edit: for me personally I think that 199 - 299 is my price point. 199 being a "for sure" purchase, and 299 being something I'd stretch for, Anything more is a no go
Your buddy puts on the headset and becomes Iron Man. You assume the role of JARVIS, following the action on the TV, and "doing stuff" with the DS4. The mics in the Camera pick up what you're saying and pipe it to Tony's headphones.
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What's the most you guys would pay? edit: for me personally I think that 199 - 299 is my price point. 199 being a "for sure" purchase, and 299 being something I'd stretch for, Anything more is a no go
Component: Processor unit, head-mounted unit
Display Method: LCD
Panel Size: 5 inches
Panel Resolution: 1920×RGB×1080 (960×RGB×1080 per eye)
Field of View: 90 degrees
Sensors: Accelerometer, Gyroscope
Connection interface: HDMI + USB
Function: 3D audio, Social Screen
Position and Rotation Head Tracking: 1,000 Hz refresh rate, 3 meter working volume, full 360 degrees
Would You Pay for a Personal VR Space you could invite friends back to ala Home and launch any game from?
That's like asking people to pay for the system menu. If you want to monetize such an interface, sell hats.
Would You Pay for a Personal VR Space you could invite friends back to ala Home and launch any game from?
With a solid launch line up (new experiences & VR ports), 1 small VR game included, specs as is or better, announced but possibly not currently implemented PC support, camera, no Move, and being able to physically try it before I buy it, ~$300. No PC support, ever, <$200.
Release Morpheus and GT7 (w/Morpheus support) at the same time and you will have a huge Trojan horse. Many enthusiastic GT players pay $200-600 for a racing wheel. A VR headset is right up our alley.
I'd pay $60 for Media Molecule's VR construction kit if it let me create my own Apartments in Home.Would You Pay for a Personal VR Space you could invite friends back to ala Home and launch any game from?
I'd pay $60 for Media Molecule's VR construction kit if it let me create my own Apartments in Home.I'll buy it anyway, but they should totally let us do that.
Game Launching should be supported everywhere in Home and I mean supported, not the half-assed efforts we got on PS3 and ideally it should be as easy as hopping in the nearest turbolift and announcing what game/world you'd like to be transported to. The ride in the lift can mask the loading time.
I don't think that would work, as the GoPro cannot film in stereoscopic in 360 degrees of vision. One of the take-away points from Valve and OR during their conferences earlier this year was that the moment you take head tracking away from the player, the experience is worthless.Will it only work with "games"?
What about working with GoPro and creating "by foot documentaries"?