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{{Device Infobox
{{Device Infobox
|image=[[file:project morpheus1.jpg|350px]]
|name = PlayStation VR
|Type=[[Virtual Reality]]
|image =
|Subtype=[[Head-mounted Display]]
|VR/AR = [[Virtual Reality]]
|Platform=[[Project Morpheus]]
|Type = [[Head-mounted display]]
|Creator=
|Subtype = [[Console VR]]
|Developer=[[Sony]]
|Platform = [[PlayStation 4]], [[PlayStation 5]] (via adapter)
|Manufacturer=Sony
|Creator = [[Sony Interactive Entertainment]]
|Operating System=[[PlayStation 4]], [[PlayStation Vita]]
|Developer = [[Sony Interactive Entertainment]]
|Requires=[[PlayStation 4]]
|Manufacturer = [[Sony Interactive Entertainment]]
|Display=5.7 inch OLED
|Announcement Date = March 18, 2014 (GDC, as "Project Morpheus")
|Resolution=1920 x 1080, 960 x 1080 per eye
|Release Date = October 13, 2016
|Pixel Density=386 PPI
|Price = $399 (headset), $499 (Launch Bundle)
|Refresh Rate=60 Hz, 120 Hz
|Website = https://www.playstation.com/ps-vr/
|Field of View=100°
|Versions = CUH-ZVR1 (original), CUH-ZVR2 (revised 2017)
|Optics=??
|Requires = PlayStation 4 or PlayStation 5 (with adapter), PlayStation Camera
|Tracking=6DOF
|Predecessor = None
|Rotational Tracking=[[Accelerometer]], [[Gyroscope]]
|Successor = [[PlayStation VR2]]
|Positional Tracking=[[PlayStation Camera]]
|Operating System = PlayStation system software
|Update Rate=?
|Chipset = External Processing Unit (EPU)
|Latency=18 ms
|CPU = N/A (PS4/PS5-powered)
|Audio=3D Spatial Sound
|GPU = N/A (PS4/PS5-powered)
|Input=[[DualShock 4 Wireless Controller]], [[PlayStation Move Motion Controller]]
|HPU =
|Connectivity=HDMI, USB
|Storage = N/A
|Weight=
|Memory = N/A
|Release Date=Q2 2016
|SD Card Slot = No
|Website=
|Display = Single 5.7" OLED
|Subpixel Layout = RGB stripe
|Peak Brightness = Not specified
|Resolution = 960 × 1080 per eye (1920 × 1080 total)
|Pixel Density = ~10 PPD
|Refresh Rate = 90Hz, 120Hz (reprojection)
|Persistence = Low persistence
|Field of View = 100°
|Horizontal FoV = ~96°
|Vertical FoV = ~96°
|Average Pixel Density = ~10 PPD
|Peak Pixel Density = ~10 PPD
|Foveated Rendering = No
|Optics = Aspheric lenses
|Ocularity = Binocular
|IPD Range = Software adjustment (no physical)
|Adjustable Diopter = No (glasses compatible)
|Passthrough = No
|Tracking = 6DoF outside-in (PlayStation Camera + visible light LEDs)
|Tracking Frequency = 60Hz (camera)
|Base Stations = PlayStation Camera required (sold separately or bundled)
|Eye Tracking = No
|Face Tracking = No
|Hand Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes
|Positional Tracking = Yes
|Update Rate = 120Hz (display), 1000Hz (IMU)
|Tracking Volume = ~10 ft × 6 ft
|Play Space = Standing/seated
|Latency = <18ms motion-to-photon
|Audio = Integrated earbuds (included), 3.5mm jack
|Microphone = Yes (inline on earbuds)
|3.5mm Audio Jack = Yes
|Camera = No
|Connectivity = HDMI, USB (via EPU)
|Ports = HDMI (to EPU), USB (to EPU), 3.5mm audio
|Wired Video = Yes (HDMI via EPU)
|Wireless Video = No
|WiFi = No
|Bluetooth = No
|Power = EPU powered (AC adapter)
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = 187 × 185 × 277mm (headset)
|Weight = 600g (headset without cable)
|Material = Plastic
|Headstrap = Adjustable halo band
|Haptics = Controller haptics (DualShock 4, PS Move)
|Color = White/Black
|Sensors = 9 LEDs (visible light), accelerometer, gyroscope
|Input = DualShock 4, PlayStation Move controllers, PlayStation VR Aim Controller
|Compliance = FCC, CE
}}
}}
Project Morpheus is a [[Virtual Reality]] [[head-mounted display]] developed by [[Sony]]. Initially unveiled in GDC 2014, Project Morpheus is designed to be compatible with PlayStation 4 and PlayStation Vita. Project Morpheus features include a stylish and sleek visor with wide field of view display, 6 degrees of freedom head tracker and a stereoscopic 3D audio output.


Project Morpheus is scheduled to be released in the first half of 2016.
The '''PlayStation VR''' (PSVR) is a [[console VR]] [[head-mounted display]] developed by [[Sony Interactive Entertainment]], first revealed as "Project Morpheus" at GDC on March 18, 2014, and released on October 13, 2016 at a price of $399 for the headset alone or $499 for the Launch Bundle including PlayStation Camera and PlayStation VR Worlds. The PSVR brought high-quality VR to the living room through the PlayStation 4, offering an accessible entry point compared to PC VR headsets that required expensive gaming computers. Featuring a 5.7-inch OLED display at 1920 × 1080 resolution (960 × 1080 per eye), 120Hz capability, comfortable halo-band design, and a unique RGB subpixel arrangement that reduced screen door effect, the PSVR sold over 5 million units by its second anniversary, establishing console VR as a viable market segment.
==Hardware==
Project Morpheus' curved, stylish black visor is worn over your eyes. The black visor features a 1080p HD OLED display with 960 x 1080 resolution for each eye. It's edges consist of LED lights that emit a glowing blue light when the device is in use. A white, headband-like apparatus extrudes from top of the visor. The headband-like apparatus is worn over your head to securely and comfortably attach the visor over your eyes. Additional black strap is worn around your head to further adhere the visor to your face. Because of the sensor placed at the back of your head, you can make 180 degree turns and allow Morpheus to accurately detect your line of sight.  


Project Morpheus connects to a PlayStation 4 for information processing and streaming. A small, black box is required to be connected to the PS4 to handle 3D rendering required by Morpheus. The box can be attached to a monitor to display Morpheus' user's view in an altered form.
== History and Development ==


Project Morpheus integrates with various other products in the PlayStation universe such as PlayStation Camera, PS Move and PS4 Controller. Morpheus integrates with the PlayStation Camera to accurately track the user's head movements and positions. When used with PS Camera, the camera tracks the user up to 1000 times per second. The camera allows more precise tracking when combined with in-helmet sensors.
=== Project Morpheus ===
Initial development:
* Internal Sony research since 2010
* "Project Morpheus" codename
* Named after Greek god of dreams
* GDC 2014 reveal


Project Morpheus uses the 3D audio technology developed by Sony. Users will not only experience sound from left, right, front and back but also hear sound from above and below.
=== GDC 2014 Announcement ===
Public unveiling:
* March 18, 2014
* Prototype demonstrated
* PlayStation ecosystem integration
* Developer enthusiasm


===Specifications===
=== Development Iterations ===
*Note that these are prototype specs released on 3/18/2014 in GDC 2014.<ref>http://www.sony.com/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2014/sony-computer-entertainment-announces-project-morp.shtml</ref>
Multiple prototypes:
* Original 2014 prototype
* Updated 2015 version (GDC)
* Near-final at TGS 2015
* "PlayStation VR" final name (September 2015)


{| class="wikitable sortable"
=== E3 2016 Launch Details ===
Commercial launch announced:
* October 13, 2016 release date
* $399 pricing revealed
* Launch game lineup
* Bundle options
 
=== October 2016 Launch ===
Global release:
* $399 headset only
* $499 Launch Bundle
* PlayStation Camera required (separate or bundled)
* Strong initial demand
 
== Design Philosophy ==
 
=== Console Accessibility ===
Living room VR:
* No PC required
* Existing PlayStation 4 base
* Lower total cost than PC VR
* Family-friendly environment
 
=== Comfort Priority ===
Extended wear design:
* Halo-band head mount
* Balanced weight distribution
* Doesn't press on face
* Comfortable for glasses
 
=== Social Screen ===
Shared experiences:
* TV shows what VR user sees
* Asymmetric multiplayer possible
* Family participation
* Party game design
 
== Display Technology ==
 
=== Single OLED Panel ===
Split display approach:
* '''Size''': 5.7 inches (single panel)
* '''Resolution''': 1920 × 1080 total (960 × 1080 per eye)
* '''Type''': OLED
* '''Subpixels''': RGB stripe (not PenTile)
 
=== RGB Subpixel Advantage ===
Reduced screen door effect:
* Full RGB arrangement
* Better than PenTile at same resolution
* Smoother image appearance
* Sony's display expertise
 
=== Refresh Rate ===
Multiple modes:
* '''Native''': 90Hz, 120Hz
* '''Reprojection''': 60fps → 120Hz
* Smooth motion
* Developer flexibility
 
=== Low Persistence ===
Motion clarity:
* Global illumination
* <18ms latency
* Reduced blur
* Comfortable viewing
 
== Optical System ==
 
=== Aspheric Lenses ===
Clean optics:
* Minimal god rays
* Less distortion than Fresnel
* Good clarity
* Comfortable viewing
 
=== Field of View ===
Approximately 100°:
* Competitive FOV
* Good immersion
* Slightly less than PC VR
* Adequate for games
 
=== IPD Adjustment ===
Software only:
* No physical adjustment
* Software compensation
* Works for most users
* Limitation for extremes
 
=== Glasses Compatibility ===
Designed for glasses:
* Headset extends forward
* Doesn't press on frames
* Good glasses fit
* Comfort maintained
 
== External Processing Unit (EPU) ==
 
=== Breakout Box ===
Required component:
* Connects headset to PS4
* Processes 3D audio
* Handles social screen output
* Powers headset
 
=== Functionality ===
Processing tasks:
* Mirror display to TV (social screen)
* 3D audio processing
* Cinematic Mode rendering
* Signal management
 
=== Connection Flow ===
System integration:
* PS4 → EPU → Headset
* PS4 → EPU → TV (social screen)
* Seamless switching
* VR/non-VR transitions
 
== Tracking System ==
 
=== PlayStation Camera Tracking ===
Visible light LED tracking:
* 9 LEDs on headset
* Tracked by PlayStation Camera
* 6DoF positioning
* Visible light (not IR)
 
=== LED Configuration ===
Unique light pattern:
* Front and sides of headset
* Distinctive shape recognition
* 360° challenging
* Best facing camera
 
=== Tracking Limitations ===
System constraints:
* Front-facing primarily
* Occlusion issues when turning
* Limited tracking volume
* PlayStation Camera limitations
 
=== IMU Integration ===
Sensor fusion:
* Accelerometer
* Gyroscope
* Combined with camera data
* Smooth tracking
 
== Controllers ==
 
=== DualShock 4 ===
Standard gamepad:
* Light bar tracked
* 6DoF positioning (limited)
* Familiar controls
* Included with PS4
 
=== PlayStation Move ===
Motion controllers:
* Originally PS3 accessory
* Two controllers recommended
* 6DoF tracking each
* Hand presence in VR
 
=== PlayStation VR Aim Controller ===
Dedicated accessory:
* Gun-shaped controller
* Designed for shooters
* Accurate aiming
* Immersive experience
 
== Physical Design ==
 
=== Halo Band ===
Comfort innovation:
* Band around head
* Visor extends forward
* No pressure on face
* Easy adjustment
 
=== Adjustment System ===
Fitting controls:
* Rear dial tightening
* Scope button (slides visor)
* Eye-to-lens adjustment
* Quick changes
 
=== Weight Distribution ===
Balanced design:
* 600g headset
* Weight on top of head
* Not face-heavy
* Extended comfort
 
=== CUH-ZVR2 Revision ===
2017 update:
* Slimmer EPU
* Integrated headphone cable
* Improved cable management
* HDR passthrough
 
== Audio ==
 
=== Included Earbuds ===
Standard audio:
* Stereo earbuds included
* 3D audio capable
* Inline microphone
* Removable
 
=== 3D Audio ===
Spatial sound:
* Custom audio engine
* Positional accuracy
* Enhances immersion
* HRTF processing
 
=== 3.5mm Jack ===
Upgrade option:
* Use own headphones
* Better audio quality possible
* Premium headphone support
 
== Cinematic Mode ==
 
=== Virtual Screen ===
Non-VR content viewing:
* All PS4 content in VR
* Virtual cinema screen
* Three size options (small/medium/large)
* Up to 226" virtual screen
 
=== 2D Gaming ===
Regular games in VR:
* Play any PS4 game
* Large virtual display
* Personal theater experience
* Alternative viewing mode
 
== Software and Games ==
 
=== Launch Titles ===
Day-one content:
* PlayStation VR Worlds
* Batman: Arkham VR
* RIGS: Mechanized Combat League
* EVE: Valkyrie
* Job Simulator
 
=== Exclusive Games ===
Platform-defining titles:
* Astro Bot Rescue Mission
* Blood & Truth
* Resident Evil 7 (full game)
* Gran Turismo Sport (VR mode)
* Firewall Zero Hour
 
=== Third-Party Support ===
Wide content library:
* Beat Saber
* Superhot VR
* No Man's Sky VR
* Skyrim VR
* 500+ VR titles
 
== PlayStation 5 Compatibility ==
 
=== PS5 Support ===
Backward compatibility:
* Plays PSVR games on PS5
* Free camera adapter required
* Enhanced performance some games
* Legacy support
 
=== Adapter Required ===
Camera connection:
* PS5 doesn't have PS4 camera port
* Free adapter from Sony
* Same tracking system
* Functional on next-gen
 
== Commercial Success ==
 
=== Sales Performance ===
Strong adoption:
* Over 5 million units (by October 2019)
* Best-selling VR headset at launch
* Console audience reached
* Market expansion
 
=== Market Impact ===
Industry significance:
* Proved console VR viable
* Mainstream VR exposure
* Developer support
* Platform longevity
 
== Comparison with PC VR ==
 
{| class="wikitable"
|-
! Feature !! PlayStation VR !! Oculus Rift CV1 !! HTC Vive
|-
| Price || $399 || $599 || $799
|-
| Platform || PS4 ($299+) || Gaming PC ($900+) || Gaming PC ($900+)
|-
|-
!Part
| Resolution/eye || 960×1080 || 1080×1200 || 1080×1200
!Spec
|-
|-
|Component || Processor unit, head-mounted unit
| Refresh Rate || 90/120Hz || 90Hz || 90Hz
|-
| FOV || 100° || 110° || 110°
|-
| Tracking || Camera (visible) || Constellation (IR) || Lighthouse (IR)
|-
| Room-scale || Limited || With sensors || Native
|}
 
== Legacy ==
 
=== Console VR Establishment ===
Proved market:
* 5+ million units sold
* Console VR viable
* Developer support
* Mainstream reach
 
=== Comfort Innovation ===
Design influence:
* Halo band design copied
* Face-pressure-free concept
* Glasses compatibility
* Extended wear comfort
 
=== PlayStation VR2 Foundation ===
Successor development:
* Lessons applied
* Technology advancement
* PS5-native design
* Next generation
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
|-
|Display || 5.7 inch OLED, low persistence
! Specification !! Details
|-
|-
|Resolution || 1920 x 1080  (960 x 1080 per eye)
| Display || 5.7" OLED, 960 × 1080 per eye
|-
|-
|Frame Rate || 60 FPS, 120 FPS
| Total Resolution || 1920 × 1080
|-
|-
|Field of View || 100°
| Refresh Rate || 90Hz, 120Hz
|-
|-
|Tracking || 6 degrees of freedom
| FOV || ~100°
|-
|-
|Rotational Tracking || [[Accelerometer]], [[Gyroscope]]
| Tracking || PlayStation Camera (visible LEDs)
|-
|-
|Positional Tracking || [[PlayStation Camera]]*
| Subpixels || RGB stripe
|-
|-
|Latency || 18 ms
| Audio || 3D audio, earbuds included
|-
|-
|Input || [[DualShock 4 Wireless Controller]]* <br> [[PlayStation Move Motion Controller]]*
| Controllers || DualShock 4, PS Move
|-
|-
|Connectivity || HDMI, USB
| Weight || 600g
|-
|-
|Audio || 3D Spatial Sound
| Platform || PlayStation 4, PlayStation 5
|-
|-
| Price || $399 (headset)
|}
|}
<nowiki>*</nowiki>These items are sold separately, they are not part of Morpheus.
==Setup Tutorial==
==Apps==
Various games for PlayStation 4 will be compatible with Morpheus.
Sony has showcased Morpheus demos for games such as Eve Valkyrie, The Deep, Thief, War Thunder, Project CARS, Surgeon Simulator and others.
[[RIGS: Mechanised Combat League]] - Competitive FPS game
[[Robinson: The Journey]]
==Developer==
Morpheus SDK is under development.
==Features==
[[Asynchronous Reprojection]] aka [[Timewarp]] - developers can render their game at 60 fps then use Asynchronous Reprojection to increase the fps to 120.


==History==
== See Also ==
* [[Sony Interactive Entertainment]]
* [[PlayStation VR2]]
* [[PlayStation 4]]
* [[PlayStation Move]]
* [[Console VR]]
* [[Virtual Reality]]


==References==
== References ==
<references />
{{Reflist}}


[[Category:Virtual Reality Devices]]
[[Category:Devices]]
[[Category:VR Headsets]]
[[Category:Head-mounted displays]]
[[Category:Console VR]]
[[Category:Sony]]
[[Category:PlayStation]]
[[Category:2010s VR]]